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.
Oh, you're not the only one, believe me.
It's hard to develop a 128x texture pack when your framerate's suddenly been dropped to below 20 FPS...
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Lol. Thanks a bunch
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I found a German video review of my pack, and I'd kinda like to know what he said
Link here, if you're interested:
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Time to break stuff, boys.
(32x render)
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Sure. It requires Better Glass, another subset of the MCPatcher kit that allows you to customize on what render pass a given texture is rendered (good for, say, glass with partial transparency).
Just have a stone texture underneath, and then add on your ore CTM adding the line "renderPass=3" to the bottom.
Mind you, not sure how you'd make the stone CTM apply to stone and all the ores simultaneously.
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I wouldn't worry. I have some nifty CTM stuff in store for this, and in particular I plan to break up the horrible tiling on that wood...
(well, at least on the sides anyway. Horizontal CTM rules unfortunately don't work on the top and bottom of blocks)
I tried to stick to default colours more or less. Hence why the potions are red (admittedly I'm not fond of the colour - will experiment with that)
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So, after a while of doing the textures one way, I decided to change up my production process completely! The new way I'm doing this actually kinda mimcs how stuff is rendered in a game, and the way I've set things up allows me to easily define how the different "materials" look, as well as helping to give a lot of depth and definition to the shading (something I've always found lacking with the old way of doing things).
Anyway, I'm now continuing this, albeit on a slower computer (the screenshots below are in 32x). Personally, I actually kinda like it better in 32x than in the full-fat 128x, what do you think?
At any rate, have a look:
Comment: New furnace design, looks a lot more neat than previous versions
Comment: Brewing stand hasn't changed much. I've always found trouble with this thing :/
Comment: My old process always left the shading on light-coloured objects a bit vague. Now, it's pin-sharp
Comment: Nifty new end portal design (sorry 'bout the night)
Comments? Critique? Don't care? Any feedback welcome!
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At this rate, I dunno if I'll ever have Mosaica HD updated again :S
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I wouldn't hold your breath on that one. Remember that this map is rather shrunk down, so the biomes are quite large in reality, and it may take a while to reach the different areas
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Shame the Unstitcher's busted and the code is AWOL, eh?
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Aha! Someone else who can do 3D stuff!
Looks really nice, but the armor could do with being a bit shinier. Not sure how you'd do this in max, but you should up the specularity a bit, especially on the metal ones. Right now they all look a little... flat.
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Well, besides changing the file structure, they changed all the file names around as well. And that's before all the MCPatcher changes, if you're into that...
Best thing to do would be to crack open your 1.6 jar with 7-zip or similar, and extract the "assets" folder somewhere. That should serve you well as a template for the new format.
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I dunno, what do you think? It doesn't look like anyone else's textures, does it? :S
EDIT: Page get!
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Nope. I'm pretty sure the break animation uses an overlay-type system. Due to the math involved, a shade of gray at 50% lightness (halfway between white and black) has no effect at all, so you should use that as your base color.
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For some reason the idea of Snow Golems being daleks popped into my head when I saw this.
Nice one.