• 1

    posted a message on Opprimere Revival.

    Hi!


    So I'm porting the rest of my old texture pack, Opprimere to work with 1.8.8

    It's going well so far, and I'm pretty confident that I've gotten everything (Excluding items) that I had in my old pack

    working here again.


    Here's a video I made of Opprimere during it's golden days:


    This is going to be a WIP mostly because I still need to texture all of the new blocks introduced since 1.2.5 (Wow, it's been that long?)


    Anywho, the biggest changes so far to the old pack is the Stone. I always felt like it was a bit too cartoonish and light in Opprimere, so I've fixed that issue, and it pairs very well with cobblestone finally. I've also adjusted all of the ores to reflect this change. another minor edit was the introduction of the Jungle Log, but really that should have been in there a while back anyways.


    You can download Opprimere Redux V.1.3

    NEW:

    V1.5 Link Removed

    OLD:

    V1.3 HERE

    OLD:

    V1. HERE

    Also if you're interested in a UI Only pack, you can grab that HERE


    UPDATE TIMELAPSE


    CHANGELOG


    V.1

    - Redid Stone + Ores

    - Various colour tweaks

    - Ported GUI

    - Ported (nearly) Every block texture from Original 1.2.5 Opprimere to work with 1.8.8

    V.1.1

    - All vanilla minerals ( Granite, Andesite, Diorite, and Quarts) Have been added, including their smooth variations (Except quartz. because there are a lot of them :P )

    - Netherrack has been redone ( It tiles! )

    - Beds and Snowy grass now actually shows up ( I had named them incorrectly. Pro. )

    - Begun work on redoing tall grass

    - Added ALL ores.

    - Other small colour adjustments.
    V.1.2
    -All Stained Glass

    -Redstone and Coal blocks

    -Magma (with animation!)

    -Removed broken container

    -Added shield slot

    -Grass path
    -Readded Wheat
    -Water
    -Ice + varients
    -Fixed some overworld tree renaming
    -Did a long overdue gravel retexture
    -added purpur blocks
    -Tweaked diamond block
    -Added Arcacia wood
    -Tweaked birch planks to look more like pine wood
    -Redid All swords but gold
    -started using some placeholders from Radient Pixels by Aurum

    V1.5

    • Fixed rain from being too opaque
    • Fixed the top of ALL logs that had missing top textures
    • Fixed a few missing leaf textures
    • Redid soul sand to not look awful
    • Added Red Sandstone and finished all sandstone varients
    • Completed prismarine and all prismarine varients
    • Added Sea-Lantern
    • Completed Hardened clay and /all/ stained varients
    • Added Podzol
    • Added Course Dirt
    • Finished all Door varients, including iron trap door
    • Added Hay Bale
    • Added Bone Block
    • Added Quartz Pillar and Carved (These are temporary, not very happy with how they came out)
    • Fixed Cauldrons

    Also here's a screenie of the new stone.

    (Screenshots from the rest of the pack can be found in the thread linked in my signature.)


    Posted in: WIP Resource Pack
  • 1

    posted a message on Opprimere Revival.

    Updated Opprimere Redux v1.2


    Changelog:


    V.1.2

    -Added sponge and wet sponge

    -Started on Partical effects
    -All Stained Glass

    -Redstone and Coal blocks

    -Magma (with animation!)

    -Removed broken container

    -Added shield slot

    -Grass path
    -Readded Wheat
    -Water
    -Ice + varients
    -Fixed some overworld tree renaming
    -Did a long overdue gravel retexture
    -added purpur blocks
    -Tweaked diamond block
    -Added Arcacia wood
    -Tweaked birch planks to look more like pine wood
    -Redid All swords but gold
    -started using some placeholders from Radient Pixels by Aurum

    Posted in: WIP Resource Pack
  • 1

    posted a message on Opprimere Revival.

    Have you only updated things? I guess the definition of 'brought back' is true, but most people use the definition of 'redone' or 'revisited' as in it's a similar work but heavily fleshed out to the point the original doesn't even compare.


    Also I think redux in this community falls under the connotation that it's a release after the changing work has been put into it (and most of the old work has been replaced).


    A more accurate term would probably be revival considering you're starting work back up again but it's not far in.


    Fair enough. The plan is simply to keep the old content and add new things in to accommodate for the newer items and not a rehaul
    (Although damn I rehauled the stone and that only took me all night. Not the intention of the project but it needed touching up)
    Posted in: WIP Resource Pack
  • 2

    posted a message on Opprimere UI, Ported to 1.8.8

    Hi! Fire_Fist, back to share something I thought you guys might enjoy.

    Basically just the UI Elements from a Texture pack I did a while back, ported to work properly with 1.8.8


    What's included:

    - Better 32x Font

    - Shiny menu buttons

    - Shiny Widgets (Hotbar, health, hunger, etc)

    - Neato Minecraft Logo and Background Panorama


    This might turn into me porting the whole thing, and even adding the missing textures, to somewhat bring Opprimere back into working order, but that will take me learning how to unstich the old terrain.png and that might take a while.


    Anywho, here's the DOWNLOAD


    And some Screenies.




    Posted in: Resource Packs
  • 1

    posted a message on x16 NES Challenge 2 Official Thread
    So uhm, hi guys!

    so.. I have decided that there is some sort of curse attributed to this contest, because almost exactly two weeks after this post was made I found out that my house was getting repossessed and there was a huge panic with me and my family to both find a new place and get moved out in the space of two weeks (Which is a lot for six people to do!)

    So yeah it's a been a little hectic for the past week or so, and we're still in the process of moving everything, I myself actually had to move out on my own so I've been adjusting and whatnot.

    So I sincerely apologize that I let all of you guys down, but this is the last competition I'm starting because most of you know what happened last time I did this.
    Posted in: Resource Pack Discussion
  • 1

    posted a message on x16 NES Challenge 2 Official Thread
    Welcome to Fire_Fist's x16 NES Challenge.. 2!

    NEWS:There are some important changes to the Megaman Clause rules, so go check them out!

    The goal: Create the best Texture pack to only use resources that were available to the NES (Nintendo Entertainment System) and win!

    Regarding Deadline: Since I have started this very close to the holidays and many people are with their families and friends, we are going to have an exceptionally far off deadline of January 15th, 2015. This should give everyone who wants to get a head start a great chunk of time, and a reasonable amount of time for those who'd like to wait! You may begin work today (November 26th, 2014)

    Thread use: The use of this thread will be similar to that of the First NES Challenge, so feel free to taunt and grieve here just as usual!

    The Contestants:




    The Judges:



    1. Alvoria
    2. BlazeRiser
    3. Ignaf


    Entry:



    To enter all you must do is reply to this thread saying you would like to enter.



    To enter as a judge, make a request here and I will review it and probably add you to the Roster! Contestants may judge but they are obviously not allowed to give a vote to their own material.
    (Keep in mind that final judgement cannot happen until we have at least Five Judges.)


    The Rules:



    1. You must only use the colors in the palette shown below. For best accuracy download the image and use the eyedrop tool! (thanks to Fuzzball for providing the image!)




    2. You may only use 3 Colors per block, with only one exception: The Megaman clause. You may claim the Megaman Clause on Two, and ONLY TWO blocks in your Texture pack, use of which allows you to use a whopping 5 Colors on that block. but you must make it known in your submission post which blocks are your Megaman blocks!
    Use of your Megaman clause on a block includes up to 3 Variants of said block, for example, Cobblestone, and mossy, or Stone bricks, cracked, and mossy!



    3. Only one entry per player. Also some of you may remember that I restricted players to only edit the terrain.png.. but now all bets are off, you may now make as many changes as you can! Although the pack still must remain x16 resolution.

    4. MCPatcher may be used, and sounds may be added. And yes they will be considered in judging.
    Posted in: Resource Pack Discussion
  • 1

    posted a message on x16 NES Challenge 2 Official Thread
    Quote from Alvoria»
    I would happily be a judge again. It was lots of fun last time. ^_^

    I'm not certain if I want to enter or not. On one hand I still wish that I had entered the original, and don't want to repeat that mistake... but on the other hand this would make three incomplete packs that I have sitting around vying for my attention. <_< Hmm... If I have time and am feeling like it maybe I'll make a few blocks and see how I do. For now, no entry from me.

    So if I'm understanding this correctly there's no minimum entry?

    Hey man, I know you have better judgment with these things than I do, I'll add you! You can request to be added as a contestant whenever you change your mind! Also yes, there is no minimum. That didn't work so well last time around
    Quote from BlazeRiser»
    I'd like to be a judge too :D

    I may not be very familiar with NES graphics but I'm currently creating my own pack which is rather detailed and complex, therefore I know what effort it takes to make a good pack and to create a good atmosphere.

    Regarding your rules, I'd suggest to specify two additional rules:

    1: Whether or not contestants are allowed to make use of McPatcher's features

    2: Whether or not contestant may change sounds (personally I'd only allow 8bit sounds :P )

    Posted in: Resource Pack Discussion
  • 3

    posted a message on [WIP][64x] Opprimere [1.2.5] - Discontinued
    So! I'm about 4 or 5 months in on working on my texture pack that is to suceed Dominae, and I'm about halfway done. I've completed the terrain.png and the entire GUI (Including font!). now all I have left is Mobs and Items!

    Basically, I'm just looking for some pointers on what I've done right, and maybe some stuff that I've missed or done wrong, or just looks plain ugly. Please, leave your best advice below!

    Here is a video made by the amazing SlinkyCraft


    Here is a video made by the equally amazing Dyz-69!


    Here is a video of the latest update


    And a video made by X_Hawker_X


    Also, a download link, if anyone is interested in taking a look at it for themselves

    Link Removed
    Download with adf.ly (Help me out, yo!)

    Screenies!




    Note: This project has been discontinued until further notice, or I get time. you are free to continue it, given my permission is personally given to the new artist.
    Posted in: Resource Packs
  • 1

    posted a message on In-Depth Texture Pack Reviews! [NOT ACCEPTING NEW APPLICATIONS]
    Thank you! as a token of my appreciation, have a pony, fresh out of inkscape =D

    Posted in: Resource Pack Discussion
  • 1

    posted a message on GlovePie Script: Universal Classic Controller (Make your own game profiles!)
    Quote from joaopada

    dude, it really looks cool! So, basically, i just connect the wiimote to my computer (yes i have bluetooth installed and workin), then launch the script, type Minecraft in that box of glove pie and then i'm ready to play minecraft with my wii remote? o.0


    Exactly!
    Posted in: Computer Science and Technology
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