• 0

    posted a message on Double Chest Texture Glitch

    For questions like this one it's always helpful to state what you have changed and what could lead to your problem. Black and purple usually means something is wrong with the block model. If your chest has turned into a full block with black and purple pattern, something is wrong with the model file. If your chest still looks like a chest and only the textures are missing, there's an error in your texture references (also in the model file).

    Posted in: Resource Pack Help
  • 0

    posted a message on Help with custom skys.

    McPatcher was abandoned after 1.8, so if you want to create a custom sky for recent minecraft versions you'll have to use Optifine and the corresponding "optifine"-folder. I'd recommend to check the Optifine documentary for instructions. sky.properties is what you're looking for.

    Posted in: Resource Pack Help
  • 1

    posted a message on Falkers' Art Deco

    Hey, hope you had some great holidays!


    Today I uploaded a small follow-up patch which adds the missing textures for mossy stairs, slabs and walls. It also changes oak slabs so they use the same connected top/bottom texture that is used for bookshelves and it fixes some issues with my wall models.


    Yep, that's all. And with that being the last patch this year I wish you a Happy New Year!

    Posted in: WIP Resource Pack
  • 2

    posted a message on Falkers' Art Deco
    Quote from Alvoria»

    Those look fantastic! I really appreciate packs where you can build using a relatively small selection of common without it looking monotonous or lame. Having those variations makes building something respectable in the early game so much easier and more enjoyable.

    Improving early game was exactly my thought here. Personally I prefer survival over creative and having such a limited pallete at the beginning really killed my motivation in previous sessions. That's why it was so important for me to have these starting materials already offer a good range of possibilities. The first picture in my previous post is a good example for a starter base and the third one is what I'm building at the moment (still quite early in the game).

    Quote from Alvoria»
    And of course these just look fantastic overall! I love the subtle hue variation in what I'm guessing are either the jungle or acacia planks. And is that white room made mostly of birch? Like... that skylight... are those birch trapdoors? Because that is amazing and I want to live there right now!

    The wood in picture #2 is all birch and the red-ish wood in #4 is acacia. I completey left out jungle wood, so here's another pic to show what it looks like (and no shaders this time)


    Once again, thanks a lot for your detailed feedback!

    Posted in: WIP Resource Pack
  • 2

    posted a message on Falkers' Art Deco

    Hey there, just casually dropping in to bring another update.


    As mentioned in a previous post, my focus on this one was to give each wood type a unique style. So, I have created different textures not only for each type, but also for many other blocks within their respective ‘set’ – Stairs, slabs, doors, trapdoors, and fences to be precise. A lot of models had to be adapted for this, fences even got a new one. Each of them.

    Bookshelves and ladders have also been thrown in the mix.

    In addition, stone bricks and cobblestone have received a similar treatment with a lot of textures being added for stairs, slabs, and walls. The stone bricks themselves, as well as their variants, had their old textures replaced with new ones and they even connect to each other.


    Below are some pictures to showcase most of these additions







    ...as you can see, I've been playing with shaders for a while now. Should I post images with or without them?

    PS: this may come a bit late, but thanks again for your feedback!

    Posted in: WIP Resource Pack
  • 2

    posted a message on Falkers' Art Deco

    Hello, I'm back.


    So, after I went under the radar for a while I thought it was time to re-emerge and show that this pack is still (somewhat) alive.

    I mean, we're back in the 20's after all...


    And with that, here's some new textures I've finished in the meantime:

    The new leaves model took quite some time to get right, but I really wanted something more realistic, and something unique. The model isn't final yet and could use some variants, but I consider it good enough for now. The tulips also have a custom model, with their head being more 3D and perfectly visible from straight above. Tall grass has also been changed to be more natural. Next plan for natural textures is to finish the other flowers and to give grass blocks more diversity.


    This update also adds new doors and trapdoors for both birch and spruce. I plan on giving each type of wood a unique style, including basic planks, and I think I will make it my main priority for the next update (which hopefully won't take another 10 month..).


    Smaller additions have also been added. In this picture you can see, that netherbrick ctm has been improved and custom textures for walls and fences have been added. There's still a bit more in this update, but I think that's enough pictures for one post.


    As before, feedback is always appreciated. Hope you have a great day, and stay healhy.

    Posted in: WIP Resource Pack
  • 0

    posted a message on Re-Texturing Redstone Dust
    Quote from KittenKatja»

    If it's not for 1.13+, then the "optifine" folder has to be another name, that I forgot the name of.


    "mcpatcher" for 1.12 and below.


    Also, texture colors and colormap colors are blended with "multiply"-method. So if you want that redstone to look exactly like your texture you need to make your colormap all 100% white.

    Posted in: Resource Pack Help
  • 0

    posted a message on I'm trying to find this in the assets files. but i can't for some reason. help?

    You can change the default font in assets/minecraft/textures/font/ascii.png, which will also affect the level-number. However there is no way to give it a separate font or texture.


    The number's green color is hard-coded in vanilla, but can be changed with Optifine's Custom Colors.

    Posted in: Resource Pack Help
  • 0

    posted a message on Mixing textures of two resource packs with two different resolutions?

    Yes, textures can have different sizes within the same pack. Did that myself in an old version of my pack.

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Pumpkin texture help

    Partial transparent textures only work on blocks that are partially transparent by default (like ice and colored glass). Optifine has a feature to change rendering of blocks, but it only works on non-solid blocks.


    However, you can change a blocks parent model from "cube_all" to "cube_column" or "cube_bottom_top" to have it use a different texture for its top and bottom side, so at least that shouldn*t be a problem.

    Posted in: Resource Pack Help
  • 0

    posted a message on How do I add a custom sky to my resoruce pack in 1.14.3?

    From 1.13. onwards the "mcpatcher"-folder is no longer recognised and its content would have to be put in an "optifine"-folder instead. File structure and names didn't change afaik.


    Also here is the relevant entry for custom skies in the Optifine documentary.

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Help with sword textures being tiny

    can you add pictures of some of the textures and how it looks ingame? That would help to identify the problem. Right now I'd bet the problem lies within the items' model files.

    Posted in: Resource Pack Help
  • 0

    posted a message on Custom NPCs
    Quote from mutoplay2015»

    I am currently having trouble creating a "transform" feature for a custom Wither boss I'm making. I followed an online tutorial and the transformation itself works, but then afterwards when my boss gets to low enough HP it just does the transformation over and over and you can't actually kill it. Any help? Here is what I put, any help would be appreciated: (Using ECMAScript)


    Your Boss has no way of knowing that it already transformed. You can add a simple variable for this like:


    var phasetwo = 0


    if(dmg >= 2000 && npc.getHealth() > 0 && phasetwo = 0){

    [...]

    phasetwo = 1

    }

    Posted in: Minecraft Mods
  • 0

    posted a message on Help

    That usually happens when edge-pixels are neither 0% nor 100% transparent. Go into your image editor and make sure that all sword-pixels have 100% Alpha (or an Alpha-value of 255, depending on how it's displayed) and all pixels that are supposed to be invisible have an Alpha of 0.


    Edit: It looks like you enlarged a smaller texture and the borders between pixels are blurred due to interpolation. Next time you enlarge a texture for minecraft choose interpolation type "Closest Neighbor".

    Posted in: Resource Pack Help
  • 2

    posted a message on Falkers' Art Deco

    Thanks a lot for the warm words! It always helps to stay motivated.

    Quote from Alvoria»

    I'm rather intrigued by the way you render your textures. I don't think I've ever seen a pack built using 3d rendering before. It's very unique and extremely cool. And while unorthodox, there's no arguing with the results! Gorgeous designs!


    I'm kinda bad at drawing but I have been messing with 3D programs for over 10 years, so that's basically why I made this choice.

    Quote from OzzyKP»


    Any chance your textures/models would be open license for other (*ahemthisoneahem*) packs?


    I've added License Terms to the (completely rewritten) main post. You're free to use any of my old textures from the 2015 pack.

    Hope you find somehting that fits your style.

    Posted in: WIP Resource Pack
  • To post a comment, please .