The pack also contains custom sounds; and support for many mods, especially those included in MCPatcher or Optifine.
All comments are greatly appreciated!
Each image represents an album: click the picture to view each full gallery!
Texture showcase by Rydian!
Texture showcase by FreestyleOMG!
Ver. 37
September 13th, 2014
'1.8 and Assorted'
1.8 textures implemented, including:
Classic CTM for smooth igneous stone,
Animated sea lanterns,
Randomob textures for Guardians,
Hand-drawn antialiasing for banner textures.
Randomized CTM for gravel.
Redesign and randomob textures for the iron golems.
New,animated texture for the brewing stands.
New red velvet cake texture.
New, animated, command block texture.
New sponge texture.
Change to trapdoor texture to have a woven window.
Change to sprites for cooked fish and apples.
Redesign of the gold armor texture.
Tweak to the iron armor texture.
Tweaks to the enderdragon screams.
Adjusted the grass colormap in birch forests.
Adjusted the texture of the oak door to use a proper color pallet.
Set a more consistent color pallet for different iron blocks.
Changes to the shape of some tools.
Pallet changed for golden items to match golden armor and blocks.
Fixed an issue where part of the map UI was missing.
Fixed an issue where the filename of fish was changed.
Fixed the dirt CTM.
New pack description format.
Ver. 36
January 21st, 2014
'End Changes and More CTM'
Added the sprites for the new fish.
Added the sprites for the dark oak and acacia saplings.
Added horse armor and saddles; changed saddlebags and horse eyes.
Standard CTM for bookcases-- uses dark oak and normal oak.
Redesign of the enderdragon texture.
Redesign of the end crystal texture.
New sounds for the enderdragon.
Randomob textures for endermen.
New, lower contrast, fire animation.
Added custom colors for maps, spawn eggs, lilypads, XP orbs, the XP tally, and enderman/portal particles.
Added a render pass for the glass texture to make it translucent.
Added GUI for the resource pack selection screen.
Changed the beacon beam to use more of a bilinear gradient.
Changed the pumpkin overlay to a strong vignette.
Bluer color for packed ice.
Adjusted shading on ice texture.
Adjusted orange dye sprite in order to coincide with orange tulips.
Fixed an error on the texture for trapped double chests.
Fixed an error where the record for 'wait' was green instead of blue.
2
There are just way too many colours in total, IMO. Having 3 greeny ramps and 3 pinky ramps seems way too excessive, for example. There are also far more near-blacks and near-whites than you will ever need.
There's also no strong blues (like, #0000FF blues), which isn't necessarily bad, but may result in things like lapis looking weird.
It's also important to remember that the ramps don't exist in a vacuum. If they're part of one palette, they have to all work together, and by extension, each individual colour should work with every other. This is hard to manage with such large palettes, but should still be attempted.
1
Is there a way to let the texture of a transparent block (eg. leaves) use an alpha channel (like slime or stained glass)?
If not, what about with CTM?
6
Just posted my 'new' pack!
check out the forum thread for more!
8
Yeah, I tried properly exporting the files instead of just renaming, and now they work fine
Exciting, but we don't have any pictures of them yet...
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Fun with CTM and block models
1
Is this inventory gui too bright?
7
Exeggcute/Exeggcutor jungle tree and cocoa beans!
(leaves model pending)
1
I like where this is going, but I feel like the design would be more effective without the thread eyebrows. It just looks a bit too silly for a creeper IMO.
9
Sweet, I accidentally got vertical CTM and randomised block model rotation working simultaneously
1
Those textures are looking tastyyy!
I'm not really a fan of the quartz ore, though. It doesn't really fit in with the rest of the pack's style.
2
lol, Minecraft 2.0's biggest feature is having more stairs and slabs