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    posted a message on Texture Artists' Union

    Scribbles for new texture concepts. The netherrack has some tiling flaws that need resolving, and the depth effect is a bit wonky. The glowstone crystals also need more detail, but I think I'm liking these much more than the previous ones

    thoughts?
    Posted in: Resource Pack Discussion
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    posted a message on Texture Artists' Union

    I'm having some trouble getting textures made for the Nether. I didn't quite want to go with a cobblestone look with the netherrack, so I went with some stripe-y like deal. In addition, I decided to do a more regular like crystal shape for the glowstone.

    I don't quite like them, though, and I'm not entirely sure what to do with them. I like the basic designs, which came through after lots of iteration and failed designs, but neither of them look quite right (someone I showed these to pointed out that the netherrack sorta looks like bacon). What I'm noticing is that they look quite plain, looking basic beyond the basic details needed to define the form, and I'm really not sure what would be needed to make them look right. I've sought images of things like stone sheets, crystal slabs, and other images from image searches, but my trouble with these references is that I'm not quite sure how to capture the details in a tiling 32x32 square.
    Posted in: Resource Pack Discussion
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    posted a message on Texture Artists' Union
    here, anyone want to give some advice on a pile of new 32x textures?




    If anything at the moment, the stone has been giving me trouble. I originally did something that gave it a bit of a pinstripe appearance, so I tried breaking it up into a bunch of smaller stones, but it seems to have some tiling faults and at the end of the day, resembles cobblestone too much. I had originally wanted to give stone a bit of a naturally carved appearance, but at the end of the day I couldn't make the pattern look right at all and I didn't think it would look that good with Minecraft's regular blocks anyways.

    The dirt also seems a bit off, like I'm ok with the basic design, but it could tile better and ultimately, I don't think the color is that great. I should probably stare at more pictures of dirt to bring it better in alignment with actual dirt.
    Posted in: Resource Pack Discussion
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    posted a message on [1.5.2] ClassicLight! With Tinting! And no void fog!
    Quote from vangrunz

    Could you achieve any kind of success yet?

    Unfortunately, there does not seem to be any alternative to get rid of the pesky flickering from artificial light sources (if so, please let me know). Attempts to get v1.5.x work with v1.6.2 did fail. OptiFine did not integrate this function yet.

    Thanks for all the previous versions I could use. They helped me a lot. :)
    someone in risucraft sent me some stuff a while back, I'll filter through it sometime soon (probably before the end of the weekend) and see if I can figure out what I need to do.

    It's really sad to me though how poorly-documented the most popular modding api is at the moment though.
    Posted in: Minecraft Mods
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    posted a message on Lets see your characters!



    Attempted to create the Hero Apprentice (otherwise known as Fake Hero) Luka, but it ended up being a lot sloppier than I expected!

    Oh well, a little more refinement should get it looking reasonable.
    Posted in: Skins
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    posted a message on OldDays/NBXlite, SpawnHuman, SSP, SSPC
    Are you talking about the bug where dispensers were weighted so that they typically shot the items in the first slots first?
    Posted in: Minecraft Mods
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    posted a message on OldDays/NBXlite, SpawnHuman, SSP, SSPC
    In any case, such a thing could be trivially simulated with a small resource pack.

    If people are really desperate for cave-game era type stuff, an external generator that generates a cave-game type level would probably be rather easy to toss together. (I figure it's literally just rand() > <constant> for each block, if this is true, solid otherwise empty). Throw in the old grass/cobblestone textures extracted from RD I guess and we're set.
    Posted in: Minecraft Mods
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    posted a message on OldDays/NBXlite, SpawnHuman, SSP, SSPC
    It was unplayable. By association, that also means it wasn't very fun. Yes, that's what it was!!!??? (at one point in time) But why add something extremely dull and not fun to Old Days?

    It was interesting for five minutes to see what the state of the game was like when it was first starting development, but it quickly loses its charm.

    I admit though, the gloomy dark cobblestone caverns look pretty neat, but that's about the only good thing I can say.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] ClassicLight! With Tinting! And no void fog!
    At this point in time I can care less about ClassicLight since it doesn't work with the configuration I currently run mostly.

    However, if I can figure out how the nightmare behind forge coremods works, I might make a coremod version that won't override any base classes.
    Posted in: Minecraft Mods
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    posted a message on OldDays/NBXlite, SpawnHuman, SSP, SSPC
    A .31 patch was never released by me. I had issues getting it running, but I can dive in and take another look at it perhaps, if there's enough demand.

    In order to make Indev work without being modded, Mojang would have to put up a new account check service (this is fairly simple -- the check took the username and session-id thing or whatever it is as parameters and returned "1" if the account is paid, or nothing at all), and they would also have to restore the old sounds directory (which didn't use an XML index, but rather just a simple text file). Both of these seem fairly simple, but I am not Mojang so I can't tell what it would take to implement.
    Posted in: Minecraft Mods
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    posted a message on OldDays/NBXlite, SpawnHuman, SSP, SSPC
    skeletons shooting really fast is also intentional. (In survival test I believe they had a 1/30 chance per tick of firing an arrow)
    Posted in: Minecraft Mods
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    posted a message on OldDays/NBXlite, SpawnHuman, SSP, SSPC
    I still want to know where the "giants were in survival test" thing comes from. It's clear in , the "VERY FIRST" test run that it's indev. It even has the freaking 3d items!

    I guess that at some point they /could/ have been in .30, but none of the .30 jars I have laying around contain the Giant class. Maybe it was a "very first version of indev" type of thing, but again, there's no evidence. That video labeled .31 claims to be the "VERY FIRST" test run, so heh.

    I'm guessing the purpose was just to see how large mobs would work.
    Posted in: Minecraft Mods
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    posted a message on OldDays/NBXlite, SpawnHuman, SSP, SSPC
    Quote from Exalm

    On desktop I also get Z-fighting glitches with them.
    Curious, and yet this doesn't happen for the 1.8 lightmap texture?

    Might be worth diving into the code a bit further to see what's going on there. I didn't see anything that could generate z-fighting in it, but maybe I haven't looked closely enough.
    Posted in: Minecraft Mods
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    posted a message on OldDays/NBXlite, SpawnHuman, SSP, SSPC
    Quote from xSatuim


    But it was added in late infdev and removed in early alpha
    Yes. That doesn't change anything at all though. The textured clouds still used multitexture, mac osx before 10.5 back then still didn't support OpenGL 1.3.
    Posted in: Minecraft Mods
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    posted a message on OldDays/NBXlite, SpawnHuman, SSP, SSPC
    Quote from xSatuim

    Textured Clouds look awesome. I wonder why they removed them?
    I've got a feeling it was the same issue they had with the lightmap with 1.8: Compatibility with older macs. They used OpenGL 1.3 multitexturing, which was a problem because apparently opengl 1.3 wasn't supported on Mac OS X until post 10.4 I think. Nowadays to support these older macs they can optionally use the ARB_multitexture extension, which is supported by the older versions of OSX. I'm guessing Notch didn't consider them an important enough feature to consider looking into alternative ways of doing it.

    I'm not certain though, I've never seen an official post about it.
    Posted in: Minecraft Mods
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