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    posted a message on Texture Artists' Union
    Hello, I just wanted to say that I will not be around very often, if at all in the next couple weeks due to the holidays and my server just getting a map reset. So I guess I will see you when I get back.
    Posted in: Resource Pack Discussion
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    posted a message on Texture Artists' Union
    Quote from Lilyo

    How the **** does one go about making good leaves?




    Well...



    Having a lot of pixels to work with helps.

    What I did is I took the in between color from the fast graphics version, filled in the block with that, then basically drew ovals with points with a brush with the lighter color. Then I filled in the ovals with the brush but not fully to add texture. Then fixed tiling issues and done.

    But I really don't know when you have 1/16 the pixels.
    Posted in: Resource Pack Discussion
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    posted a message on Texture Artists' Union
    Quote from Unhelpful

    I've got a really good plotline for a chrismas adventure map, with good reading and fluidness based of dr.seuss. But can't be bothered build it.


    I have the same feeling with stuff all the time, too bad they are always small improvements or additions that I would have to dedicate my life to the thing to change, however it would be a bad career choice to do so.
    Posted in: Resource Pack Discussion
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    posted a message on Texture Artists' Union
    Quote from Theevilpplz

    No, that's the first rule of Mime Club, you don't talk about Mime Club.

    Also:
    Stuff


    No, its fight club, but Mime Club too. And that stuff is good stuff.
    Posted in: Resource Pack Discussion
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    posted a message on Texture Artists' Union
    Quote from kanokarob

    First rule of Texturing, make what you like, number of downloads is just a perk.

    Also, anyone else having trouble with the stone color palette in MCPatcher's color mod?


    Last I checked the First rule of Texturing, is you don't talk about texturing.
    Posted in: Resource Pack Discussion
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    I also think it would be great if you could make the animations possible to be read as a .gif format. I feel like this is something so trivial that it has probably been suggested before, but as you can see by my avatar I have no trouble making a .gif, however with the current system it is more difficult to control the frame speed and detail because it isn't as simple as writing in the timing of it into the layer name. The only problem I see is that a .gif doesn't deal with transparencies well because it places the next frame on the last one, instead of removing the previous frame. Although a fix to that could be if you either automatically set the transparency of the .gif when loaded into minecraft at a certain level that is typically used for the animations, or have an editable .txt file that can set the transparency for each animation. Also this would simply in addition to the current system so everyone who already has all of their animations can still use that format if they so please.
    Posted in: Resource Packs
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    posted a message on Hiring Professional Texture artist (32x, 64x)
    Quote from Forever A Troll

    People toss around the word 'professional' too much. There is no such thing as a professional texturepack artist for Minecraft. There is, however, such a thing a a professional texture artist. :smile.gif:


    Life would be amazing if one could be a professional texture pack artist. But I do agree, heck I barely consider myself an artist.
    Posted in: Resource Pack Discussion
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    posted a message on Biome Palette Template (Outdated--Working on new Template for snapshot.)
    Quote from Misa

    The textures are unchanged because Notch was lazy and instead of making an artistically optimized palette, he simply moved the coordinates around on the old one when designing the new biomes. The biomes have been working this new way since around 1.8. His default palette is very subtle and smooth so on the default art this wasn't much of an issue.

    MCPatcher makes absolutely no changes to the method that Mojang created to determine how the biome palettes work. (Which would require changing the way the biome code works, and would conflict with existing terrain palettes that may work on a practical level right now and would be broken by the new system should they choose to use custom colors for just changing potions or lighting or something.) It simply utilizes the exact same method and applies the effect to other blocks of your choice. All checking custom colors does is allow the texture pack artist to color more things (lighting, or blocks using biome palettes) and alter hard-coded colors for things like potions and spawner eggs using a properties text file.

    I am bringing the subject to light because Mojang's work on biomes has settled down enough to where it's practical to start fixing what 1.8 broke on our old terrain color palettes. (The flaws of which are much more noticeable on custom palettes that were highly dynamic on the old biome layout.)

    With MCPatcher adding long-existing functionality to any block you choose, I figured it was important that we got an updated template so that people know exactly what color is taken from where on the palette for each biome. Since the old method could not be recycled for the new blocks due to the changes for biomes made by Mojang. The ocean biome is a prime example. It had no place at all on the old biome palette, but does on the new, and not knowing where Notch assigned the coordinates to, you would not be able to easily predict where you should color your water if you wanted your ocean to be a deeper blue than the rest of your water.

    I am simply providing the community with this information that's been governing how biomes work since 1.8. Much like the people who made the original biome color palette template did shortly after biomes first came out. You may be reading way too into Custom Colors. This information would still be relevant if MCPatcher never added it.


    Ok, I think I understand what you are saying now, it is simply due to Kahr's snooping into the minecraft code that he discovered where these biomes are represented in the grasscolor.png, and decided to share it with us. The only thing I am wondering is why can I not find the exact color for swamp biomes anywhere, let alone where this thread specifies it is?
    Posted in: Resource Pack Discussion
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    posted a message on Texture Artists' Union
    Quote from appleslinky

    Steelfeathers, you never cease to amaze me.

    Also, guys, is it possible to convert a creative map into a survival map? I made an awesome horror cabin map thing (you saw it with the paintings, and I want to release a small custom map for you all.


    Download single player commands, and type /gamemode 1 (or 0, I forget which)
    Posted in: Resource Pack Discussion
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    posted a message on Texture Artists' Union
    Quote from steelfeathers

    Hey guys. I'm working on a new texture pack (kinda-sorta for the pixel art challenge-- I'm having trouble remembering to use the 5 color rule) and I really need a name for it. Any thoughts? Comments/suggestions on the textures themselves are also welcome. :smile.gif:

    EDIT: At the moment, I'm not sure whether it has a theme either... :\










    You couldn't make a bad texture pack even if you tried.
    Posted in: Resource Pack Discussion
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    posted a message on What did I do wrong
    Lol MS Paint.

    I prefer gimp. Its free and easy to manage when you get it down, but can also allow you to do simple things if you don't want to do complex things, like this. Also you can make .gif files, like my avatar.
    Posted in: Resource Pack Discussion
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    posted a message on Texture Artists' Union
    Quote from aussie_modder

    Help given apple :smile.gif:
    also is there any server we can all play on as a substitute to our one?


    Im a mod on a vanilla-no grief server

    Its pretty popular and been around since SMP came out, averages about 30 people online usually and has a 60 person cap. I don't think it would be very wise for me to say the IP openly in here, but if you want me to PM you the IP and info I can.
    Posted in: Resource Pack Discussion
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    posted a message on Biome Palette Template (Outdated--Working on new Template for snapshot.)
    Quote from Misa

    Dunno if you should or not. This formatting change is due to Mojang, not MCPatcher.

    Not sure what the bad news is here anyway... Comparatively, it really is easier than before. Before there were bounding boxes 'n' such to work with that followed no real rules in terms of blending. Now there are less unique biomes and blending is a bit easier to visualize between any two given points on a practical level.

    The system isn't perfect, but no one's currently building a new system here. This is working around Minecraft's engine and how biomes currently operate in it. This tutorial is intended for people who may not even be using MCPatcher at all. It's just a general update to show how the biome palettes currently work in Minecraft. There are plenty of efficient ways I can think to better do biomes, they're not really easily feasable without mods that alter the core of the game though.

    From what I've gathered, MCPatcher doesn't really aim to do this kind of work so much as it aims to add more visual features to its standard high res texture support. Unless you can get Mojang to officially standardize such an overhaul to the biome code, many texture packs, high res and not would almost be required to contain both types of palettes for optimum compatibility.


    If this is how minecraft loads the textures, then why are the foliagecolor.png and grasscolor.png unchanged? The whole reason that this new feature is added is because an image formatted the same as the one you have shown has not existed, otherwise we would have been able to edit these colors before. And if you are saying that minecraft has been loading these textures as using that format, then what does checking the "custom colors" box do to the biome colors? I'm very confused on why you think that due to this new feature that it simply "unhides" an image that makes it editable, otherwise you could format the image however you want with little to no more effort than the format there now.
    Posted in: Resource Pack Discussion
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    posted a message on Texture Artists' Union
    Quote from Theevilpplz

    My avatar is a series of letters superimposed onto each other, the letters being T, H, E, V, I, L, P, and Z.


    Ok, well it is also a graph. You have an absolute value function, a linear function, and 2 radical functions with a couple transformations to fit the window, assuming the window is standard as 10x10
    Posted in: Resource Pack Discussion
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    posted a message on HD Smooth Texture Packs
    I am making a 64x64 smooth pack right now, and like hhans said, smooth just means that you can gradually go into textures and shading and such instead of having a simple pack. such as my plank texture has gradient shading in order to provide a dimension that it is slanted, however it is smooth because it is only a small difference in value between the pixels so they more flow into each other.
    Posted in: Resource Pack Discussion
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