Well, here's someone back from the dead (kind of)
Just toying with some different techniques (and refining my Python scripts to export all these svgs). Not that anyone cares at this point.
My texturing experience in a nutshell.
Also: More GUI work. Going back and reworking the older stuff to fit with the look I showed off earlier. Having trouble coming up with button textures that work well. Thoughts on the thing so far?
Well, the use of the fill bucket in your image is the crux of the issue. The problem is there's not much going on- you've got a neat design at the bottom and a frame, but that's it. The rest is empty.
Try figuring out what kind of design you're going for with your UI. It seems you're making it look like a sort of plaque right now, which is cool- you can work with that. Try adding a metallic sheen, and some frame or design around the slots to add detail. Some embedded and embossed designs could look neat. There's plenty you can do without transparency.
The hardcoded text might appear to be a problem, but you can use it to your advantage- the text is the perfect excuse to change up the design in that part of the interface. Try making the text a separate plaque, or give it a different frame with a slightly different design. The idea is to have a relatively modular design (which can be repeated in other interfaces and slots) with enough variety to look interesting.
That's the thing though - the "bucket fill" is obvious (using vector graphics so technically it all is lol)
Was really trying for some kind of holographic / projected look, but as mentioned the on/off alpha kinda ruined that plan. So now I gotta find some other way to pull it off
Oh believe me, I'm capable of stuff far more interesting. But I have to work with MC's engine only allowing on / off transparency for these menus. That, and the hard-coded text...
A non smartass response would be much appreciated.
Quote from markacashionThis just in...Different Types of Sticks for all the Wood Types... -.- You can now create each type of tool & weapon with the different wooden types!!! A Birch Diamond Sword, a Jungle Iron Hoe, A Dark Oak Wooden Hoe, a Spruce Fishing Rod, an Acacia Bow!!!
-.- When they add vertical half slabs, I will be happy.
Quote from Ringoster
If you're using GIMP or Photoshop, use their 'offset' functions to make sure your lines line up properly. Also, use a hardedge brush or pencil tool instead of a normal paint brush. If you keep all your lines sharp and not blurred, you can very easily change colors around.
More stuff... and another gif! *snip*
Quote from Visual_Argonian
3D modeling abilities for textures, a bunch of new blocks, a new kind of dungeon and a rather annoying issue with leaves that I think has been fixed
Quote from TXF
Hmm..am I the only one noticing more lag that previous versions?
Even compared to 13w09a..i was just playing that snapshot the other day with an HD texture pack and no lag. Now trying 1.5, even with a 16x texture pack, I'm lagging a bit. And compared to 1.4.7, it's lagging a lot more for me.
Quote from Icecreamking99
I wonder if it could work inversely; for example, having street lights turn on at night. That would be cool for villages and cities. I'm not a redstone person, but this upcoming update looks exciting.
Quote from LeafMiner
Does anyone else see a resemblance between the village golem and the Laputa Sentinel? Especially when it holds out flowers. As for the update as a whole, they need to hurry up and get villages finished, so some more work can be put into the sandbox building elements of the game. i.e. more redstone machines/components, Minecart functions, maybe even a new ore