Okay, so what kind of features will this have for maps and resource packs? I can't run the beta client btw, because mac.
I really don't think we need ANOTHER smooth, easy-to-use, trendy-looking modpack installer (from what I've seen, the new technic launcher already does everything that Voice aims to do)... it would be nice to have Voice focus on all types of community content equally, and not just be about MODS MODS MODS.
Any why is it called Voice, of all things?
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Had a look through my resource pack list and picked some nice, lesser-known ones:
Before Dusk
Chivalry
Frenden's Meringued
Kriscrash's Aedena Pack
MetalTxu's Uncertainty
Quadral
Silvermines
Shining examples of being both very hidden and very gem-like:
Eyvindr
Cynip's Synesthesia
ZigZag
9
I'm going to add a little something to spice up my block item models: outlines!
It's mostly to make blocks stand out more, especially in inventories. It also looks really interesting and cartoonish.
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Awesome work! Everything looks so pleasing.
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Would you be willing to let... all of us steal those fence models? I'd love to have fence models that are mapped to a single texture. Right now I'm using separate files for top, side, and alt side, so... 18 textures when I could be using 6.
I'd move the thumbs one px inward and extend the middle finger by one px. Looking good otherwise!
4
I'd change the book background to be more solid, add some more contrast against the text. The extra frame on it looks a bit odd as well.
You can change GUI text in the lang files. Color codes should work as well. I changed the titles of my GUIs to white so they'd stand out against my darker colored backgrounds.
You can probably do bold, italics, underline, and obfuscated text as well!
Awesome work on those blocks in the rear (quartz i assume), the line work really makes it pop. Wouldn't be out of place in Doku or Derivation.
Quartz looking sweet. Are marbley patterns pixeled by hand or brushed somehow? They look very natural.
Why does the lamp frame change colors?
Looking great! I'd always suggest keeping the contrast low on sand, especially with a dune-shaped pattern like that.
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I don't think that would be the fault of my models... maybe I'm wrong. Those do look pretty much identical though.
I guess I'll check an older version...
"models/blocks"? The directory is "models/block"... that S is important.
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The lack of pink squares suggests to me that your blockstate is wrong, even though I can't find any problems with it (you can remove it and see if the model shows up under default blockstate as a test). Are you 100% sure your block model is in "models/block"?
Did ambient occlusion get messed up in 1.9? It's much more obvious in some areas:
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Ayyy...
I think the new one, with tighter spaces between the stones. They seem to far apart, but the pattern is very nice.
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Awesome! Best update ever IMO, although I've only been playing since 1.4...
I suppose now would be the time to ask... is there a 1.8 > 1.9 model converter available? Or specific information on the new item placements?
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Well I'll be durned... the ol' one-point-niner update is out!
Unfortunately its also midterms week for me, so there will be little progress on Triton right now. After that, I have a week off, so there's a chance I could pull an update together. An OFFICIAL one this time, although not the final update like I had originally planned.
Given my busyness with school and current disinterest in minecraft, I wouldn't expect the grand final update until sometime this summer, maybe later. But 1.8>1.9 compatibility is clearly an issue, especially with an official 1.9 version available. As I've said before, if there's an update, there will be both a 1.8 and 1.9 version of the pack, and they will be updated concurrently.
I'll see if I can make it happen this month.
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Thats a really cool idea, if you're OK with having to split the two atlases up into separate sprites once you get to 1.5, and rename almost every one of said sprites in 1.6... might be easier just to skip 1.5 in that case.
That vault door is awesome. I'm a little confused by the large c-shaped panel on the left... is that supposed to be stone?
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Eh, not exactly. Block model placement/sizes don't cross over between 1.8 and 1.9 without looking totally messed up.
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Jesus, turn down your dang FOV!
Can we get a close-up of the soulsand? (or should I say skull sand) Looks really sweet!
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Yes, I didn't really enjoy the new one either. I did a new version more recently that isn't in the update snapshot yet. I'm even thinking of redoing this one as well... to look more akin to the cobble in the ZigZag pack. I don't think I'm ever going to be happy with my cobblestone.
1
Since version 1.8 you can change the appearance of blocks and items further by writing custom 3D models for them using JSON code (not too hard too learn BTW. It's a system for storing data, not a big, scary programming "language" per se).
Models are made of cubes called "elements" that are defined by start coordinates and end coordinates. An element can be rotated at 22.5/45/90 degree angles, and it can refer to and use any texture file in the /textures directory.
No, you can't change the models of mobs yet.
I love the colors you used for the smeltery! Not sure if I already said this before, but I think tools in that res would look interesting if they were drawn vertically instead of at an angle (terraria-style?). You could rotate their item model back to a normal position, but the handles would look straight instead of all jagged and pixely. Probably wouldn't work for TC tools, though