Well, it certainly is wasting lots of space. But like someone mentioned before adding second layers for every other body part should be put up for a while, so i think 64x32 version in the OP is the best for the moment. Gonna advertise my suggestion for a bit, lol:Quote from gabandre
i think this idea is problematic as it doesnt leave space to mods which could use that space
- Metadata could be used to distinguish old version from a new one. Heck, it could be even used for the future skin refactorings. No need to track your old skins and new ones.
- Skin uploader should be upgraded to check for skin version in metadata and automatically convert a skin if user tries to upload an obsolete one. If required, uploader will convert the skin for you.
- Conversion process should be run on skin database. You won't even notice that you are playing with a new version of your skin.
- Specific metadata could be used to make converter ignore skins for mods such as afformentioned More Player Models, so they would be uploaded without conversion. Mod-specific skins would need but a slight change to work. Or perhaps, it could be manually set before uploading. Well, with Mod API coming up, who knows how things will turn out.
- The only drawback metadata has is the fact that you won't be able to use conventional image editors to make skin from scratch, though you might be able to edit a template/another skin.
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But to produce a carved pumpkin, I think it would be better to just place the whole pumpkin in a crafting space which would produce the carved version.
From that point onward, pumpkins would behave exactly as they do now:
placing a carved pumpkin into a crafting space yields seeds and a carved pumpkin + torch makes a lantern.
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Also, I noticed that it has independently textured left and right arms/legs! Something I wish would be given to player skin/armor...
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Have you tried this during the day? Spiders have an alternate texture for their eyes at night (more glowy), perhaps that extra layer is being picked up against the lava backdrop.
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It's not like you would be forced to texture that part on its side from the start. Just make the texture as if it were not rotated, and then rotate the finished product into place.
I wonder if he likes Fallout? :laugh.gif:
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Ideally this would consist of three parts:
SMP ARMOR: TRUE - client can see others' custom armors similar to how it displays custom player skins.
SMP ARMOR: FALSE - the local texture pack on your machine is used instead (as it works today)
FALSE - disable SMP armors, even if client has it enabled on their end, they won't see them on this server.
(if the server has the ability to push its own texture pack, this setting would allow the server to use the texture pack's armors instead)
TRUE - enable SMP armors. The client's own settings can still be set to not show SMP armor, in which case they would not see custom armors.
(if the server has the ability to push its own texture pack, this setting allows SMP armors to override the server's texture pack armor)
As an added bonus, this opens up new possibilities in skin creations. Because now, a skin can have parts of the armor layers be used to complement the base skin! The first example that comes to mind would be of a Samus skin (from the metroid game series). One could use a custom armor to add shoulder plates that actually extend out from the base skin.
One thing though... does anyone know how SMP skin textures are handled? Does the client always request the skins from minecraft's player database, or does the server request the skin, cache it, and then send it to the client?