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    posted a message on Are trapdoor models and textures super bugged/ broken? Or am I insane?

    I'm trying to implement some 3D trapdoors I made to go with the John Smith Legacy texture pack but they are not working at all. But by everything I can see they should work fine.

    North/South rendering seems ok but East west stuff is right messed up. Textures won't align the right way, models switch to the N/S model or another one all together. I've poured through them and I could swear by all that is holy that the blockstates and models are correct. I have tried 2 methods, one using two models, and one using 4 models. Neither works properly (but have different errors :'( ).

    I'm losing my marbles messing with it. Is there some hard coded behaviour here I'm unaware of, cause I'd swear this has to be bugged? I'll drop a link to my files here in case someone can make heads or tails of stuff that I can't. It's a little test map, my 2 resource packs, and my texturing file in case that would be of any use. I guess otherwise I'll have to make a bug ticket or something? Uggghh. mediafire download

    \/images\/

    Posted in: Resource Pack Discussion
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    posted a message on Stairs rendering changed? (custom model issue)

    Crafting tables that are modelled in 3D have done this for at least a couple versions. Enchanting tables just stated doing it in 1.13. I think it's an unfixed bug no one seems to care about.

    Posted in: Resource Pack Help
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    posted a message on Did 1.9 change behaviour of the NoAI tag?
    Quote from rodabon»

    According to this bug report Searge said no gravity was an unintended side effect:

    https://bugs.mojang.com/browse/MC-98716


    This probably changed when they worked on the mob AI's and recoded some things related to that.



    Quote from Mithey»

    Yes, they changed it so mobs with NoAI are effected by gravity and also can be pushed around by other mobs/players. There are ways to get around this by doing things like giving the mob levitation with a -1 amplifier, having a clock constantly going setting the mob's motion tag to [0d,0d,0d] or teleporting them in place, or having the mob join a scoreboard team which has the scoreboard option of collisionRule set to never.


    Thanks for the heads up.
    Posted in: Recent Updates and Snapshots
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    posted a message on Did 1.9 change behaviour of the NoAI tag?

    So I'm testing out 1.9 and some static mobs I have spawned in the air, now seem to be subject to gravity. In 1.8.9 setting the NoAI tag to 1 meant entities stayed exactly where they spawned even in the air. Can anyone confirm this has changed? Or am I doing something wrong. Nothing in my level changed except that mob entities with NoAI:1 set all fell to the ground.

    Posted in: Recent Updates and Snapshots
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    posted a message on Rpg Texture Thread
    Quote from Kris Eike



    Wow, great rotting meat! Mind if i use it in my texture pack, HDCraft? I'd of course give credit! :D

    Also, sorry for being away for so long, been busy. :<


    Yes go ahead. Any stuff that I make myself, anyone is allowed to go ahead and use. You don't need to get permission from me or do crediting or anything (though credits can be nice :P).
    Posted in: Resource Pack Discussion
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    posted a message on Rpg Texture Thread
    Quote from jzus

    Updated the trading gui for the 12w32a snapshot

    - snip -

    And heres the angry and happy villager effects, you'll need to add them to your particles.png just right of the heart particle (designed for a 256x256 particle.png)




    Still working on the beacon and controller blocks as well as the beacon gui, will hopefully post something up later today or tomoz

    Quote from jzus

    Here's a beacon block for you, it may not be very fancy but it fits well with my gold, diamond and emerald blocks



    And one command block, wanted to make it look a bit more industrial




    As promised one beacon gui

    - snip -

    Enjoy :)


    Aww man, you're quick, and you're waaay better at these than I am (sadface). Oh well I guess I'll post my craptacular stuff anyhow.

    New stuff on the particle sheet for 1.4 - Thundercloud, smiley face, and slightly edited madface


    Did a beacon gui - this is the 256x256 type, and it will show up a little different than vanilla does because I didn't like the way some of the tabs were rendered


    Some new stuff in the terrain PNG and some stuff for 1.4 - Command block made out of crafting top (not too tricky), redid my piston to better fit in the Gerudoku style and did a better job with the goo on the sticky piston, attempt at making spruce wood look more like a panel instead of planks, made diamond and gold coloured beacon blocks. I think the gold one turned out pretty neat.




    Everything all packaged
    zedas RPG pack v1.4pre_r1
    Posted in: Resource Pack Discussion
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    posted a message on TooManyItems, the inventory editor and more (1.8 Forge is here!)
    Ditto here. I'm getting booted with the message "Internal Server Error". The only other thing I'm using is McPatcher.
    Posted in: Minecraft Mods
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    posted a message on Rpg Texture Thread
    Well my ocd tendencies got the best of me last night. I really like the rune covered enchanting table, but I wanted sprites to match it. So, I spent a couple hours and made the darn things. I got the particle sprites made and two matching font files, an 8x8 and a 16x16. Feel free to use them if you like.

    Particles



    alternate.png (8x8 font size)



    alternate.png (16x16 font size)


    Screenshots




    8x8 font



    16x16 font
    Posted in: Resource Pack Discussion
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    posted a message on Rpg Texture Thread
    So I got crack-a-lacking on updating my Mystcraft support today.
    These are built in part from Faithful32's textures so credit must be given to him.

    New book items, edited table



    Edited, recoloured 3D book objects





    New stand



    Fixed book page UI's (they were out of date), textured them, added some shading, edit and recolour back cover UI






    Made gerudoku style UI's




    Screenshots




    Posted in: Resource Pack Discussion
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Here is an update to a 32x32 sprite sheet (it had a lot of pixel errors) that is on millenaire.org. I changed a bit of stuff as well. (credit: Original, Faithful32, Dokucraft, me :Sheep: )



    Cheers
    zedas
    Posted in: Minecraft Mods
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    posted a message on Rpg Texture Thread
    Grabbag post. Here is a bunch of stuff I've worked on.
    Thanks to the texture makers in this thread. I often pillage here and adapt things to my own liking.

    Emerald set from here, added glows, made colour more consistent


    Bottle o' Enchanting from Jzus bottles (set added for convenience)


    Cooked pork and a rotting meat


    Edited old map icon to be more in the gerudoku style(heavy outlines) + matching background



    Jzus cauldron and brewing stand edited for my purposes


    Redstone lamps I made


    Edited jungle tree, sapling, and vines


    Edited birch tree and sapling


    flowering cactus to replace dead shrub, and matching cactus


    Iron bars in gerudoku style (they look crappy here, but good in game)


    Less intrusive powered rails. These are a bit off the style, but I don't like my powered rails sticking out like a sore thumb.


    Endlessly fiddled with, sand & sand stone

    Screenshot



    Myceleum and melon stem. Built from Dokucraft textures, so you may not be able to use them.



    Vases I made for Better Than Wolves mod


    Airship GUI. Mechanical bits are from Rhodox and edited by me

    Textures for wireless redstone mod (not super happy with these)


    Updated biome colours. Spent a very long time tweaking these. Try theme if you like,
    they were done specifically for my pack though, so they may not suit you.
    Foliagecolor - Grasscolor - Swampgrasscolor - Watercolorx






    My current kz.png Some stuff moved around and changed a bit, and two new bookcases.


    My Millenaire sheet. This was based off of a sheet I got from Millenaire's site that had a few decent things, but its style was all over the place and it was full of pixel errors. I fixed it up, and pulled a few textures from Faithful32 and Dokucraft to finish it. All of the textures on the sheet have been edited by me to a greater or lesser degree, still this may mean you can't use them. The Japanese armours ARE done by me in the gerudoku style, feel free to grab those if you like (I'm quite pleased with how they turned out).


    Here is a download if anyone would like to see the whole pack in action. I get textures from a couple spots (not properly credited, sorrry), so I dont have a big download page or anything, and the only people that use the pack are myself and a couple friends on our server. This only appears here.
    zedas RPG pack 1.3 (mediafire)

    Also, here is a map of a build area of mine (that I had to rescue from an old server) that is made with my pack. For anyone who would like a better look at the textures in action. (plus my awesome build skillz - polishes invisible badge)
    zedas World w.i.p. (mediafire)
    ScreenShots




    Posted in: Resource Pack Discussion
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    posted a message on Rpg Texture Thread
    Quote from Dangeresque486

    May I use your ctm.png in Gerudoku Faithful? if so then I will give you credit
    then edit it to make it fit better.


    Ya sure, go ahead. I don't really need credit though, it's mostly just reworking of existing stuff. Thanks for the recognition though.
    Posted in: Resource Pack Discussion
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    posted a message on Rpg Texture Thread
    Quote from Krayloon

    Does anyone have a ctm.png based off the gerudoku tp they can post here? I want to try something out but don't want to start from scratch.


    This is mine, though I think CTM has new stuff doesn't it? I haven't updated for that.

    Posted in: Resource Pack Discussion
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    posted a message on [1.2.5] Dragon Mod [v0.3.1]
    Is the mystic dragon still in the mod, or is it coming back? I really liked those things flying around.
    Posted in: WIP Mods
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    posted a message on [1.8.1/1.0.0/1.1.0]Coupon's Mod Updates
    Don't know if you guys do bugfixes at all, but the ruins from the Mystic ruins mod often generate in oceans and rivers. Pretty sure that wasn't intended.
    Posted in: Minecraft Mods
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