- Registered Member
Member for 9 years, 10 months, and 22 days
Last active Mon, Mar, 1 2021 10:19:07
- 23 Followers
- 1,867 Total Posts
- 1847 Thanks
Sep 23, 2013Seeing everyone make tutorials inspired me to make a gif of my latest addition, netherrack.Posted in: Resource Pack Discussion
I simply took my horrible stone texture and colorised it. That's about it.About 100 frames and 10-20 actions per frame (paint tool/hue shifting etc). One of the few textures that I made from start to finish without saving and closing it and thus I had most of the history left.
Feb 13, 2013Preface:Posted in: Resource Pack Discussion
For a while now, I've noticed that people don't seem to know how to properly request textures (or anything really).
This is intended as a guide for potential requesters to make the process painless for both sides.
So - You need a texture done. You post in this section hoping for the best, but sometimes good intentions aren't enough.
It should go without saying that most of these points are equally valid for any kind of request.
When posting a request thread, remember about the following points:
This is the most important part that surprisingly many people miss. In short, give us a short description of what you need - Is it a mob texture, an item or a block? How should it look like and what does it do? The more info you give the better. Worst case scenario is that the artist will have to skip some impossible details.
This is connected to the former. If you want a specific style or resolution for the textures, you also need to mention that. We aren't psychic. We won't figure out that the anime sword you wanted was supposed to be 64x and made in Doku style unless you tell us.
Again, background info - What do you need the textures for? Are you trying to recruit people for a mod? How big is it? Do you have anything to show code-wise?
If you want someone to work on your textures for a larger project, you should prove that it's worth their while. I'm not telling you to pay them, just have the common courtesy to show some of your work if you expect the same from them.
4) Be patient
Most of us have jobs, families or go to schools (Pick one). Keep in mind that you will not get your texture right away. Making textures takes time, which some people don't have much to spare. Furthermore, you also need to remember that there is no guarantee that anyone will take your request.
5) Be considerate
This is an international forum with people posting from various different time zones from across the globe. Therefore keep in mind that just because it's late afternoon where you live, doesn't mean that the other person hasn't just woken up, or is tired after work.
Furthermore, don't go around telling people you'll "Give more info on Skype". Nor should you make them send you and email, PM, fax message or a letter pigeon.
Just stop and think what you're doing - You want people to call you just to get the information that you should have provided in the opening post.
Not only is this a jerk move, it's just inconvenient, especially since no one is going to record this, so after the conversation is done, you're forcing the artist to remember everything you said instead of presenting it in a comfortable, written fashion.
Remember - You are the one who wants the texture. That's why it should be in your best interest to make your request as clear as possible. If you don't care enough to flesh out your request, neither will we.
6) Don't request texture packs
That's right, don't do that. They take way too much time for anyone to just make one for your map or server, and as such nobody will do these. And even if they do, it might take months.
If you really have to request a texture pack, do so in a "Looking for ideas" thread instead of starting a new one. It's a match made in heaven - You want a TP, they want ideas for one. This works both ways of course.
7) Be reasonable
You finally managed to coax someone into making a texture pack for you. Great!
But after that - You're on your own.
Do not expect people to update and maintain your new texture pack. The job is done and the artist moves on. They already went out of their way to fulfill your request, so they have no obligation whatsoever towards you.
8) Make the post readable
Alright, you posted all the necessary info, but nobody ever responds? Maybe it's because you went overboard with writing an essay and created a bloated Wall of Text.
Writing as much info as possible is the most important thing, but if it's a long post, please remember to edit it properly. Add paragraphs, spaces and all that good stuff (Like what I'm trying to do now).
And for the love of Azura, don't add random emoticons or other such random crap. It's just causing us to eye-roll and sigh rather than making us curious.
9) Show some respect
Even if you are paying the artist to commission a texture, that still does not make you the boss of them.
Just because they're getting money doesn't give you a right to act like a jerk or demand that they do it EXACTLY the way you want it.
This means that You can't force them to use voice communication to receive info, or make them use a different graphical application than they are comfortable with.
The bottom line is that they are not bound by any means to finish your request/commission. So if annoy them too much, they're going to quit and make damn sure to warn others away.
10) Think it through
No, really - Do it.
Think about it - How would the texture pack be any different from all the normal ones out there?
You just played this new fantasy game and liked it, we get that. But don't instantly hit the forums asking people to make a texture pack for it. Making one especially to look like game A or B would be just wasted effort.
11) Do some research
You'd be surprised how many times certain things were requested, or even done. Case in point - There are numerous Zelda themed texture packs, so just use the search bar before you post.
A word from blue_dragon360:
Quote from blue_dragon360
Show your work. If you are requesting a colaborative helping thing, than people will want to know what you've done so far. Something not to do:
Hi everybody, I'm making a texture pack and I'm wondering if someone could work on it with me. I would be grateful!
And now a word from our sponsor, in response to requesting texture packs:
Quote from Taiine »
You sadly will be told the same thing everyone else is told when they make a request for a pack: Try making your own
Texture packs are no easy thing to make, at least if you want it to be any good. Many packs can take weeks, even months to make, many of us spending hours on just a single texture making sure the colors are right, and that there are no tileing or pattern errors, or may remake textures over and over until we are happy with it. It is not something that can be whipped together in a few hours, or days unless you're after something very simple.
That said most of us have jobs, or school and would rather spend our free time working on the packs we have going then using that time to make a pack -just- for one person, or one map/server.
I am perfectly aware that, as with all guides on this page, those who should read it the most, will not.
But at least I have a clear conscience now.
If i missed anything, be sure to tell me.
On a side note - whatever happened to the consolidated request thread? Did it get buried?
Jul 20, 2013Posted in: Resource PacksQuote from GolldenFalcon
I don't know why everyone doesn't like this. Maybe because they don't do modern design. Says something about people doesn't it... I like it, The thing is, I wish every block (colour) would take the shade of the lightest piece of shade that is on the block. Take the lightest grey that is already on stone, and apply it to the block. Take the lightest blue on diamond, and apply it to the rest of the diamond. Right now everything is really dark. Maybe it's just me looking at the ores and stereotyping everything else, but that's what I see.
My take on it is from an artistic perspective, as well as a practical perspective.
Artistically, there is a heavy misconception between modern/simple as just drastically reducing the detail, and creating an aesthetic flow that is only enhanced by the lack of detail. You're not making modern simplistic art by just killing the shading on everything. In fact, simplicity can incorporate the elements of shading. Just look at the game Fez for example. Even a game like proteus, which is practically devoid of shading, still fits the modern/simplistic category simply because it has that rich, contrasting colour palette that facilitates the aesthetic flow and draws in the player. 90% of these simple packs don't utilize these two elements in harmony. Minecraft's default colour palette was selected to fit in with a shaded pixelated environment. The colours are largely desaturated, especially in the more cold, or flat biomes. The shading and texture is what adds the interest to the environment, as it's now more than a largely blandly coloured landscape with little variance. A lot of modern works play with monochromatic colour palettes as well, but they use them effectively to deliver a good experience. If you want an example of what I'm talking about, take a look at Exit Path. It's a free to play flash game. To say that modern design is simply killing the detail in something is a gross misconception. And anyone who uses it to justify their work and refuse input in the name of "modern design" is either following a misconception, or just being pretentious in my opinion.
From a practical standpoint, many people aren't too fond of the shadeless/simple packs simply for the reason that they take little to no effort to make. You just select a colour from the block and bucket fill the entire thing. It's a texture pack that anyone can make, and really says nothing about the creator's own interpretations or ideas. He's only altering Minecraft's designs to have no shading. In the end they're still largely Minecraft's designs, not his. It's more supportive of the community to try and bring in variety. It's perfectly fine to experiment with texture packs and make some projects like these, if it's for learning purposes, but in the grand scheme of things, it doesn't really contribute anything to the community as there's nothing really new that's being introduced. It's like all of the herobrine skins that are being made. I'm pretty sure that's something a lot of people are sick of too. Even just the herobrine concept itself is getting rather old as there are SO many herobrine related items now. Personally I think it's time Minecraft adopted a new urban legend/villain for everyone to go crazy over.
But I'm going on a tangent now. The bottom line is that, yes while it mostly boils down to a personal opinion, there are perfectly sound reasons as to why so many people dislike these sorts of packs being made.
Mar 27, 2013Posted in: Resource Pack DiscussionQuote from 13thMurder
I did a bit of the font today
Looks nice! The only thing I would change is the $ symbol, I think the vertical line that goes through it should not be broken.
I am finally happy with my grass and dirt textures! Any criticisms?
Mar 25, 2013There are too many things wrong with this thread. Let me point out the major ones.Posted in: Resource Pack Discussion
1. There is no description of what the pack looks like; we have no idea what we are in for. This is not a good thing at all.
2. There are no screenshots or anything.
3. The title is improperly formatted in nearly every way.
No, I will not explain how to do any of these things. Go look at the forum rules and there will be instructions on what and how to do things. Not trying to be an ass, but this is simple stuff, man.
Mar 19, 2013Alvoria posted a message on Making Animated Blocks and Items: The Minecraft 1.5 Way!Posted in: Resource Pack DiscussionAnimating Blocks and Items--- The Minecraft 1.5 Way ---
Looking for a Tutorial for Minecraft 1.6 and Higher? Click HERE!
If you're reading this thread, it's likely you're either having problems with the new animation format introduced in Minecraft 1.5.1, or, are new to making animations for Minecraft and want to learn how with as few problems as possible.
This thread will serve as a basic tutorial for how to animate blocks and items, as well as new features like the customizable compass and clock. The goal is to explain how things work and why, as well as pointing out some of the pitfalls that you might encounter while attempting this for your own Texture Pack.
Tip: Watch for Green Text: When I write tutorials, I add little tidbits in green text lines. These are often helpful hints or little extras. Keep an eye out for them, as they may prove helpful.
1. The Animation Strip Format:
The basic format of an animation is a column of frames. Each individual frame should be the same width and height as the texture you're attempting to animate. For example, if your texture pack is 16x16, each frame in the column should also be 16x16.
The game will use the width of the image to determine the frame height, so tiles must always be perfectly square. Likewise, the height of the animation strip must always be evenly divisible by the width. This is a good method of double-checking your work if something looks odd.
These frames are stacked one on top of the other. There should be no spaces in between frames. Also, your first frame should be at the top of the column with subsequent frames being below in in order. Logically, your last frame will be at the bottom of the stack.
Here's a basic example in the spoiler:
Tip: I'm working in 16x16: In all of the examples on this thread, all of the frames are supposed to be at 16x16 resolution. While some, like the image above, are kept at their native resolution (to save on scrolling), I've optimized most of the images for maximum visibility. Don't let this confuse you later on.
In this example, each frame is numbered so you can see its position in the stack. Animated in-game, it will look something like this:
2. Understanding the .txt file:
Every animation in Minecraft must have an accompanying .txt file with it. If it doesn't, Minecraft won't properly read the animation file, and you'll get something that looks like this in game:
Obviously, this is undesirable.
You can make a .txt file using programs like Notepad, Notepad++, or any other simple text editor. In Windows, simply right-clicking on the blank space in any folder in Windows Explorer and looking under the "New" option will give you the ability to create one.
IMPORTANT: SAVE AS PLAIN TEXT: The simpler the the text editor you use to make these files, the better. Programs like Notepad and Notepad++, which have no text formatting, are best. Other programs, like Window's Wordpad and Mac's Text Edit require that you change the file format to Plain Text. Higher-end programs like Open Office and MS Word may have different names for this, or not work at all. Even if the file is a .txt, if the file format itself isn't correct, Minecraft won't read it, and it'll just as if you didn't have a .txt file at all!
The name of this .txt must match the name of your animation's .png file EXACTLY. If you have cloth_0.png, you should have a cloth_0.txt file accompanying it. Same for goldenRail.txt accompanying goldenRail.png, and so forth. The names must always match exactly.
IMPORTANT: MATCH YOUR FILE NAMES EXACTLY: I can NOT stress how important it is to be studious about matching your file names. Minecraft is a program, and like most programs, will not try to guess your intentions. Just as you must match file names exactly if you want Minecraft to figure out which texture in a pack it's supposed to call, the .txt file accompanying your animation's file must also match exactly. Capitalization, underscores, are ALL IMPORTANT!
Every .txt file MUST be in the same folder as the .png file that it goes with. If you're animating a block, it should be in /textures/blocks/. If you're animating an item, it goes in /textures/items/.
Inside of this .txt file, you can give Minecraft instructions as to how you want your animation to play out. There are three components to this:
The first two go hand in hand. These are
Frame Order, and the Frame Numbers:
For example, the example animation showed above will have a .txt file that looks like this:
Tip: Working Vertical: If you're like me, you like to see things more well organized than just one big line of numbers. Minecraft allows you to put a line break after each frame in your .txt files to keep things more well organized and easier to read. You can also omit the commas if you use line breaks instead.
What this does is it tells Minecraft that you want frame 0 to be first, 1 to be second, and so on. Minecraft will always cycle back to the beginning of an animation once it goes beyond the last frame so there's no need to worry about repeats.
Zero (0) is always the top frame in an animation strip, so you'll usually want to start from there and list your way to the bottom. Remember that, because you're starting with zero, the last frame's designation will be your total number of frames minus one. In the above example, there are ten frames (count 'em), but it's numbered zero through nine.
Tip: Starting With Zero: Why is the top frame of an animations trip numbered 0? Because a programmer made the system. In the minds of programmers, zero is the first number in a sequence, preceding the number one. It takes us artsy types a little bit of practice to get use to starting a count with zero, but that's just how computers (or at least computer programmers) work so we'll just have to deal with it.
IMPORTANT: DO NOT GO BEYOND THE BOTTOM OF THE STRIP: What happens if you accidentally put a 10 at the end of that example? Well, there's no frame with that number (being 0-9 in that case), so it'll just take the last frame in the sequence multiple times. If you go beyond the end of the strip, you'll notice that Minecraft will seem to 'hang' on the last frame. It's not really hanging, it's just using that last frame in place of all the numbers that it doesn't really have. Naturally, this is undesirable so don't do it!
That was a really simple example, but you can do more with it as well. For example, what happens if you want to cycle an animation forwards and backwards? Well, you don't need to waste memory on excess frames. Instead, just re-use the ones that you already have.
Here's an example. By using this animation strip, we can go from frame 0 to frame 5 and back again, creating an up and down motion to the progression of the bars:
To do this, use the following information in the .txt file:
The result will look like this:
Tip: Watch the Ends: In the above example, notice how I don't end the sequence with 0? This is because the animation repeats starting with the beginning. If there were a 0 at each end, it would be in the sequence twice in a row and thus would display for double the amount of time. Be mindful of this if you cycling animations seem to hang on one frame.
Because you can call the frames in your strip in any order, you can do loads of different stuff using very few frames. You can even do a "random" animation with dozens of different sequences (long enough to fool most people into thinking it really is random), with only a few frames just by re-using frames repeatedly.
As I said, the advantage to using the .txt file over just making more frames is one of memory. Each frame takes up more graphics memory, which slows Minecraft down. Normally this isn't noticeable, but with a lot of redundant frames (or a really slow computer) it can bog the game down quite a bit. Try to avoid this if you can by letting Minecraft handle it in real time rather than in the GPU.
Your fans will thank you.
Laying out the .txt file as show above, animations have one speed: FAST! By default, each frame will display for 1 "tick" in game, which translates to 1/20 of a second. (I slowed down the above examples that I animated, btw.) Obviously, this is pretty quick and won't be suitable for every animation.
If you want to slow your animation up so that people can actually see it, you'll need to adjust the frame's timing. Here's an example of a frame with timing:
The only difference between this and the examples in the last section is that there's a "*5" in between the frame number and the comma. This is shorthand for "Frame #0 times 5", or, "display frame 0 for 5 ticks." With each tick being 1/20 of a second, this means that this frame will now be displayed for 1/4 of a second. Much slower and easier to see.
To put it another way, lower numbers in the timing are faster while larger numbers are slower. If an animation is too fast, try increasing the value of all of the timing numbers. If it's too slow, decrease those values.
Unfortunately, you'll need to adjust the timing of each frame individually if you want the entire animation to go slower. Here's a couple of examples of animations with different timing on their frames:
Here's Fast animation with the default timing:
Tip: Leave it Blank: Without any information, an animation will run from top to bottom, at default speed. The red example above is doing exactly that, so you could just as well have created the .txt file, but put nothing in it to get the same result. This is a great time saver if you're doing nothing but fast, sequential animations.
And here's the slower animation with the timing slowed significantly.
The two animations shown above are exactly the same in terms of their graphical layout. Only the timing and hue were changed to give a very different result.
You can also alter each frame individually to pull off a variety of effects without having to do extra animation by hand. For example, you can have an animation slowly speed up or slow down part way through. You can also put a long delay on a single frame to create a delay, making the animation happen only periodically rather than constantly.
By changing the delay, you can get Minecraft to do a LOT of very time-consuming animation work for you.
3. Flowing Water and Lava:
While most animations follow the above format and rules, there are a few exceptions. The two biggest are Flowing water and lava. These two files follow a special set of rules when it comes to laying out your animation sheet. Don't worry, once you understand them they're pretty easy. It's just a few extra steps.
IMPORTANT: FLOWING LIQUIDS ONLY: This only applies to water_flow.png and lava_flow.png. The still water and lava files follow the same format as any other block, as outlined above. Do NOT do the stuff in this section with your still liquids. It will end up looking really weird.
To make a flowing liquid animation, start by making your frames the same way you would any other animation. Don't organize them into strips like normal, though. Instead, take each frame and repeat it in a 2 by 2 block. This will make each frame in a flowing liquid animation twice the normal resolution of your texture pack. Don't worry, this is normal and won't affect the look of your pack at all.
Once you've done that, then you organize them into strips as shown above.
Here's a graphical representation of this:
This will also help you if you're converting your flowing water/lava animations from the pre-1.5 MCPatcher/Optifine format to the new Minecraft flowing liquid animation format.
Tip: Why the Double Tile?: If you're wondering the reason why the flowing liquid animations are different, it's because of how Minecraft renders the water textures. Flowing water tiles are placed in the middle of the 2x2 area. This saves Minecraft from having to tile the texture in real time. If your animation looks different than expected, remember that the tile is actually in the middle of your frame, and not lined up with the single tile in the corner. A 25% offset is required to fix this if it's an issue.
When making the .txt file for these animations, remember that your frames are now twice as large as they normally would be. When you go to figure out the number of frames you have, remember to divide both dimensions of your animation strip by 2 to get your 'real' resolution.
4. Clock and Compass:
These two items actually cannot be animated at all, but they're laid out in a similar way so I'm including them in this tutorial.
Instead of being animated in the way we normally think of, the animations for the clock and compass are driven by an in-game factor. In the case of the clock, it's the time of in-game day. For the compass, it's the player's position and orientation in relation to the center of spawn.
Because these animations are key-driven, we need to set up our animation frames in the order that Minecraft wants us to, rather than being able to rely on a .txt file to fix things for us... althoug we still need one for Minecraft to recognize the file properly.
IMPORTANT: YOU STILL NEED A .txt FILE: You will still need to include a .txt file for both the clock and compass in the /textures/items/ folder along side their respective .png files. If you don't, Minecraft won't recognize these textures since they aren't square. Leave these files blank since there's nothing you can put into them to affect how the clock or compass work anyway.
The clock "animation" can have any number of frames. Minecraft will decide which frame to display by dividing the time by the number of available frames, so you needn't worry about doing the math yourself.
The order of the frames is very important, and there's no way to change them.
The top frame of your animation should be mid-day with the sun at it's apex. That is, noon. Each frame below it should be advancing the time. This is clockwise motion, if you're making an analogue clock. About half-way down the animation should be midnight, and the last frame should be almost noon again.
Tip: That last frame: Note that I said almost noon. It should be just before that since noon itself is represented by your first frame. Remember, you don't want a frame repeated twice!
Here's a simple example:
Note the basic clockwise motion of the blue dot. Having it at the top of the circle represents noon, while at the exact bottom it represents midnight. It then returns to the top along the other side. However you choose to have your animation represent time, have it follow this same basic movement.
With the compass, the top frame should be with spawn directly at the player's back. If you're animating a traditional style of compass, this would be with the needle pointing strait down.
On a traditional compass (like the one used in vanilla) the needle progresses in a clockwise direction as you move down the animation strip. Half-way through the animation it should be pointing with spawn directly in front of the player. It then proceeds down the opposite side of the circle, still in a clockwise movement. The last frame should be nearly at the player's back again, although slightly to the player's right.
Tip: That last frame... again: Again, be mindful not to have to top and bottom frames of your compass sequence be the same lest it confuse players using your texture pack. Only the top frame should have the player facing directly away from the spawn. The bottom frame should be slightly off center.
Here's a simple example of this:
Note where the red dot starts (at the bottom), and the general flow of its movement in a clockwise fashion ending up nearly back at it's starting position in the last frame. These are the important things.
As always, you don't have to represent your compass in this fashion, but make your version represents the same movement.
As with the clock, you don't have to have a specific number of frames. The game will divide your frames evenly among the 360° of rotation a player can be standing at.
5. Download Some Examples:
Still a little confused? Want more practical examples? How about something pre-made that you can experament on without worrying about wrecking your own stuff? Well, here you go!
(For the rules stickers: This "Pack" is released under the "Do Whatever You Want With It Because I Didn't Spend Enough Time On It To Care™" license.
This 16x16 pack has animations for: Wool (white, yellow, purple, blue, green, red, and black), Water (both still and flowing), and the Clock and Compass. The quality is extremely low (I threw it together in a few hours), but they're just there as examples so don't worry/complain about it.
6. Any Questions?
If there's anything that you don't understand, want clarified, or just can't figure out feel free to post in this thread and someone (maybe even me) will try to help you out.
Please be clear about what you're having problems with. Saying "it's not working" doesn't help anyone to help you. Provide screenshots if possible. Also, be prepared to offer a download of the animation files that aren't working. Sometimes we just have to see what you've done in order to tell you what you did wrong.
Hopefully this pack helps some of you who are having problems with this new format out.
Jan 1, 2013Posted in: Resource Pack Discussion+++ A Guide to Constructive Criticism +++
Topic Index: Assumptions | How to Give a Good Critique |
When someone comes here and shows us their work they are looking for one of two things. Either they want to be noticed or they respect the designers in this community and want help in order to improve or begin doing textures. When giving critiques to others it is important to know how. “I love it!” Although this feels nice it is by no means helpful. “I hate it!” Although mean, it is also not helpful.
a. The practice of analyzing, classifying, interpreting, or evaluating literary or other artistic works.
When giving feedback or criticism to others keep in mind that ultimately it is an opinion. Just because you may not think a Ninja Turtles pack (for example) is useful doesn't mean there are not 1,000's of other people who would disagree with you. It is equally as important to keep these things in mind when recieving critiques/feedback as well.
+++ Assumptions +++
What you think when posting affects the type of critique and feedback you will give to others!
Bad Critique Assumptions: Everyone should be as good as you. Everyone should know what you do. If people don't know what you do then they must be stupid. How much time something took you is the same for others.
Good Critique Assumptions: This person wants to get better. This person is posting and asking so they must want help. The work shown is a start and has potential. You appreciate that they posted asking for our help as that is a compliment in itself.
+++ How to Give a Good Critique +++
Giving useful and helpful criticism is actually very hard to do but gets a lot easier with practice. While attending college for graphic design I was forced to critique others work openly. I got to see if I offended the person on the internet we do not get that privilege. Here are some important things to note when giving critiques to others.
- What is the purpose of the style they are going for?
- How can the person improve upon their work?
- Any resources or examples you have that may help them?
- What are some good things about their texture pack?
"I can see you were trying to do something different here and I think that is great. What I would suggest is to add more shading to your textures as it will help it to stand out from the crowd."
"Ugh, not this! Just stop."
+++ Critique Suggestions +++
Things to Critique (if having trouble)
- Style - Is the pack a certain style? Does it all match that style?
- Colors - Do the overall color/tone match the theme of the pack?
- Blend - Do textures blend together?
- Tiling - Do the textures tile well or have issues?
- Originality - Is it an original idea? (Celebrate Originality, Help them stand out)
- Logic - Does color and design choice have a reason? (Are they used in a way that is apparent to the user, or is grass flat & pure red and stone flat and pure green with blue speckles, etc.)
Please comment and let me know what I can add in order to improve this post.
Jul 15, 2012Posted in: Resource Packs
Dragon Dance is a smooth, clean, happy RPG. And no, that's not an oxymoron. Use this pack to brighten up your day with a little fantasy and wonder.
1) WIP means Work In Progress. As in, there are lots of things still not done. I know that. Please don't write me angry comments asking me why I haven't finished something-- most likely, I simply haven't gotten to it yet. I do plan to update frequently, however, so stay tuned.
2) This is NOT a vector pack. Everything in here is 100% hand-drawn pixel art. This means that I can't make a new resolution just by snapping my fingers. So don't ask.
Download, play around with it, and let me know what you think!
Disclaimer: You may NOT use these textures for any reason other than personal enjoyment. Ever. Period.
Don't put them in your pack and post it to the forum, don't use them as a base, don't distribute this pack and pretend it's your own...you get the idea. Not only is doing so stealing from me, it's also against the law.
You CAN, however, use this pack in your videos and recommend it for your map. Personal remixes for your own PRIVATE use are, of course, allowed. Have fun.
NOTICE: The 'private enjoyment' exception DOES NOT include your original games!! If you give it to your friends, sell it in a store, or post it to the internet IT SHOULD NOT INCLUDE MY STUFF.
-dark oak logs/planks/leaves/sapling
-double tall grass/shrub
-all the new 1.7.4 flowers!
-new detector rail
-new redstone lamp
-new diamond block
-new redstone ore
-new redstone trail
-FIXED BUGGED TEXTURES YAY
-Added enchanting book
-Added wood and gold tools
Fixed some 1.6.2 compatibility issues: detector rails, pumpkin/melon vines, and noteblocks should now function properly.
-New stone brick! Comes with random CTM
-New detector rails
-Recolored spruce/jungle planks
-Recolored spruce/jungle log tops
-Tweaked enchanting table
Added separate log tops
Update for 1.4.6 compatibility
Retouched wool colors
Added carrots and potatoes
-Iron and diamond tools
Fixed stone brick edge detailing-- now works for all three types
-exotic font characters
Added WIP tekkit support, brought to you by:
Redpower [WIP] - Kazoid (with place holder marble by vfd42)
Nether ores [complete] - vfd42
Industrialcraft 2 [WIP] - vfd42
compact solars [complete] - vfd42
-Dragon-themed emerald block
-Dragon scale emerald ore
-Giant mushroom textures
-Redstone lamp (probably will be changed)
-title panorama (thanks Verticity)
-item frame background
-new mossy cobble
-lots of CTM goodness
-randomized mossy/cracked stone brick
Green = Completed (100%)
Red = Untouched (0%)
Black = In progress
Redpower [WIP] - Kazoid (with place holder marble by vfd42)
Nether ores [complete] - vfd42
Industrialcraft 2 [WIP] - vfd42
compact solars [complete] - vfd42
BannersCopy the text in the box below and paste it into your sig to support this pack!
- To post a comment, please login.