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Jul 21, 2012pilgrim_zero posted a message on [16x][1.5] Rustica V0.7 [50K Downloads!] [WIP] [Updated 3-26-13 (26-3-13 EU)(1.5 Compatible!)]I've had my eye on this thread for a while, glad to finally see a release. Looks great, can't wait to try it out!Posted in: WIP Resource Pack
May 8, 2012pilgrim_zero posted a message on [16x][1.5] Rustica V0.7 [50K Downloads!] [WIP] [Updated 3-26-13 (26-3-13 EU)(1.5 Compatible!)]Posted in: WIP Resource Pack
The planks are probably going to change. Im satisfyed with the shapes and layout of the planks, but both the shading / colors dont feel right for me.
Yeah if you're happy with the shape/layout, then touching up the shading/colors would be good to focus on.
And also as for the smooth stone it isn't truly smooth, but when building with it it still fells like a valid smooth building material. Like in the dwarven hall photo, the walls are smoothstone and while the texture itself shows bulbous rocks, it still feels smooth and flows nicely. If that makes sense.
Yes it does. It definitely looks good with the other stone type blocks as is.
And i know i promised I'd get an update out for DD but Ive just honestly lost interest in that pack. Now that Ive improved I notice alot of flaws in that pack and I just don't like it as much as I used to. Ill keep the terrain updated, but I'm just not that interested in continuing progress.
It's all good. A lot of the style of DD is reflected in this pack, which also looks great, so don't feel obligated to update something you're no longer interested in.
May 7, 2012pilgrim_zero posted a message on [16x][1.5] Rustica V0.7 [50K Downloads!] [WIP] [Updated 3-26-13 (26-3-13 EU)(1.5 Compatible!)]Looks really good so far. Something about the planks seems a bit off. Maybe they're too thin for my liking? I'm not quite sure. The darker coloring where the individual planks join could be throwing me off as well. Also, the smooth stone could stand to be a little smoother, but overall I like how the textures are similarly patterned. It makes the pack feel unified and coherent.Posted in: WIP Resource Pack
I've been eagerly awaiting an update to Dithered Delight, but it's cool to see this new stuff too. Keep up the good work!
Apr 21, 2012pilgrim_zero posted a message on [32x][October 14: v1.4 released!][Minecraft 1.3.2] DMpack (Celebrating one year with CTM!)(New pillar CTM previews on last page)I bookmarked this a while ago and then forgot about. Since rediscovering it, it has become one of my favorite texture packs. The overall theme of the pack is very unified and all the textures are very polished. I'm usually not one to use incomplete packs, but I've made an exception for this one. Can't wait until it's finished!Posted in: Resource Packs
Mar 19, 2012pilgrim_zero posted a message on 24/7 StoneCraft [IConomy] [PVP] [Semi-New] [Lockette]Are there plans to update the server to 1.2.3?Posted in: Minecraft Survival Servers (archive)
Oct 30, 2011Posted in: TutorialsQuote from inlanoche
unfortunately when you add the line :
leftear.rotateAngleX = head.rotateAngleX;
you negate the rotation you set for the leftear. But if you don't the ear will float in space, and not rotate with the head. BUT if you specifiy this in the setRotationAngle method:
leftear.rotateAngleX = head.rotateAngleX + 0.3490658F;
then it will follow the head's x rotation + the 20 degrees (0.3490658F radians).
First, let me say your tutorials have been very helpful.
I followed your advice above about getting attached objects to rotate together properly, and it worked in getting the jointed legs of my mob to rotate correctly.
However, I can't seem to get the horns on my mob's head to do the same. Each horn consists of two parts and all of them have the same rotation point as the head, and they all have initial x, y, and z rotations. I'm using the method you suggested (and it worked for the legs), but the horns are still rotating incorrectly and not in unison with the head. Any idea what might be going wrong?
Here's the part of the model file where I set the horn rotation:
leftHornLower.rotateAngleX = head.rotateAngleX + lhLeftX; leftHornUpper.rotateAngleX = head.rotateAngleX + uhLeftX; leftHornLower.rotateAngleY = head.rotateAngleY + lhLeftY; leftHornUpper.rotateAngleY = head.rotateAngleY + uhLeftY; rightHornLower.rotateAngleX = head.rotateAngleX + lhRightX; rightHornUpper.rotateAngleX = head.rotateAngleX + uhRightX; rightHornLower.rotateAngleY = head.rotateAngleY + lhRightY; rightHornUpper.rotateAngleY = head.rotateAngleY + uhRightY;
The lhLeftX, uhLeftx, etc. variables are the initial rotation values for those parts.
Oct 29, 2011Here's the problem I'm running into:Posted in: Modification Development
I'm creating a mob with horns. These horns consist of two parts, each rotated in the x, y, and z directions. I'm trying to get the horns to rotate properly when the mob turns its head, but they end up detaching and rotating off in weird angles.
Any ideas on how to address this?
Some things to consider:
- I've got the rotation points for all of the horn parts and the head set to the same location.
- I'm setting the rotation angles for the horn parts in the same manner I did to get my jointed legs' rotation working properly, but it's not working for the horns.
Any help would be appreciated.
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