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    posted a message on [32x] Unfinished texture pack
    Quote from VorlockMAN

    how much of this is yours


    I wouldn't be giving away something that doesn't belong to me, so all of it. Sans Morgan Freeman. I sure don't own that handsome devil of a man.
    Posted in: Resource Pack Discussion
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    posted a message on [32x] Unfinished texture pack
    Hi, MCF. About half a year ago, inspired by the works of John Smith and Doku, I decided to start making a brand new, slightly RPG-themed, 32x texture pack from scratch, only to find that there was twice as much blocks compared to the times when I first introduced myself to drawing textures for Minecraft. So I just said screw it, I'll finish it later. And then I never did. Now I have this 6-months old version of half-retextured terrain.png which I have lost all interest in, and I guess posting it here would be the only smart thing left to do.



    Also some gui stuff.



    Also a sign. AND a chest. Holy hell, it's like Christmas over here.




    This work is distributed via Use It However The **** You Want License 1.0.
    Continue, crop, change, remix, take credit for it, I don't care, consider it a public domain from now on.

    P.S.: If for some reason you still have questions regarding these textures, PM'ing me would be the best way to ensure that I will never, EVER receive your message. Use, like, e-mail or something.

    P.P.S.: Morgan Freeman is the best thing to use as a placeholder texture ever and only a fool will say otherwise.
    Posted in: Resource Pack Discussion
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    posted a message on Brown & Bloom Texture Pack (1.2.2 compatible)
    atreyu: Grass color on the top of the block is changing according to biome that block is in and side texture is always the same. It's almost impossible to have a perfect match. Which is why I got rid of this green patch in the previous version. You can always make a version rollback, this update was purely cosmetical anyway.
    Posted in: Resource Packs
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    posted a message on Brown & Bloom Texture Pack (1.2.2 compatible)
    This one is not an obligatory update, I just play around with what works better for the pack and what not. I personally think it looks prettier now. And good GOD i hated the old TNT. It was the laziest excuse of a texture I ever did.

    Also, a friendly reminder: I'm making textures. I know about programming and fixing Java code just as much as I know about rocket science, so your guess is as good as mine at why this or that stopped working. But so far deleting the /bin folder and redownloading it again never failed me.
    Posted in: Resource Packs
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    posted a message on Brown & Bloom Texture Pack (1.2.2 compatible)
    Diamond_Duck: Nah, thanks, already got the Nether save from bk12321.
    Is this a Notch update issue or a non-compatible issue that needs to be fixed with a future Browncraft update?
    Whether it's Notch's or xau's issue, it's not something _I_ personally can fix. My pack is just your traditional compilation of 32x32 textures, nothing more.
    Posted in: Resource Packs
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    posted a message on Brown & Bloom Texture Pack (1.2.2 compatible)
    I don't know, maybe. I tried on two different machines and on both I had to do everything myself. A certain way of telling wether they're old ones or the new ones is that there are a lot of autumn-themed biomes:

    Posted in: Resource Packs
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    posted a message on Brown & Bloom Texture Pack (1.2.2 compatible)
    Pedgi: Realism shouldn't come in the way of game design :smile.gif: Desaturating diamonds will mean that now there will be THREE different tools in game using different shades of gray and i have enough problem making stone and iron tools distinguishable. It is a pretty nice icon though.

    You could just pretend it's mithril or something :smile.gif:
    Posted in: Resource Packs
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    posted a message on Brown & Bloom Texture Pack (1.2.2 compatible)
    Thanks, guys.

    Ok, this texture pack support is tricky, because it doesn't actually change the foilagecolor.png and grasscolor.png to the ones i put in the zip file. So if you want the full experience you'll still have to replace them manually or you'll be stuck with the original colors. In fact, B&B Vanilla sort of works as is, but it's still highly recommended to replace them.

    Now, to what the hell is B&B Vanilla. It's basically an older version plus the new textures and nothing else. No custom mobs (in case you will hate them too), no custom items, old HUD, old everything, just enough new stuff to keep it playable.

    Balduran: Well NOW we're getting somewhere. And lighter was around since SMP's realistic pack, so it's not exactly my idea.
    Posted in: Resource Packs
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    posted a message on Brown & Bloom Texture Pack (1.2.2 compatible)
    Look, I'm not going to just give up on something I spent my entire week on. If you hate my icons tell me WHY you hate them so i could make them BETTER or simply delete items.png and stop whining. I don't give a damn if you "loved the old version more", i need criticism, not just your opinion.

    And I still don't have a single save file with working Nether.
    Being very helpful here, guys!
    Posted in: Resource Packs
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    posted a message on Brown & Bloom Texture Pack (1.2.2 compatible)
    Hey, can someone upload a save with working portal to Nether for me? I really need to test ghast and pigmen skins and i haven't played singleplayer since the first release of SMP. The last time I had to debug the new textures I was aking an admin of server i play on to switch it to hell for a couple of minutes and it's kind of… inconvenient to do every time.

    I'll do an update with mob skins and other slight texture changes after Notch releases a texture pack support, so probably tomorrow or on Friday.

    MattBee2k2: …Aand what does the grass color have to do with texture resolution?
    Posted in: Resource Packs
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    posted a message on Brown & Bloom Texture Pack (1.2.2 compatible)
    In case you guys missed that line:
    All textures must be standard sized (16x16 pixels)

    And all of my textures are 32x32. So there is no way i can enter it.

    MattBee2k2: That was what I originally planned on doing, to make desert transitions more smooth. But I have to admit, it didn't really work good enough. I will redo the biome colors according to The_Fool76's graph in the next update anyway.

    xplosivetaco: OK, IT LOOKS LIKE A DILDO, I GET IT, THANK YOU. I'll just make them red torches like in the original or something.
    Posted in: Resource Packs
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    posted a message on Brown & Bloom Texture Pack (1.2.2 compatible)
    Hessmix: I've had this problem a couple of times, mostly when I tried to apply one texture pack on the top of another. Reverting back to original and installing it again usually did the trick.
    Posted in: Resource Packs
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    posted a message on Brown & Bloom Texture Pack (1.2.2 compatible)
    spartacuscat: CHRIST, FINE, I'll see what i can do.
    Posted in: Resource Packs
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    posted a message on Brown & Bloom Texture Pack (1.2.2 compatible)
    Nightmaresknight: You have a really weird imagination.
    Lapp: They only accept ¹6x¹6 textures. Which, in my opinion, just kinda defeats the whole point of this pack.
    Posted in: Resource Packs
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    posted a message on Brown & Bloom Texture Pack (1.2.2 compatible)
    Raistro: It never matches the color of the grass on the top of the block because of how biomes affect grass coloration right now. So i won't consider it until Notch will fix it. If you hate it THAT much, you can just combine the current version of a texture pack with one of the old ones and then replace the grasscolor.png and foliagecolor.png with two identical white 256x256 files and it will revert it to the original look.
    Posted in: Resource Packs
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