• 0

    posted a message on Texture Artists' Union
    Quote from insomniac_lemon

    Nope. Because my system tells me "There is no application installed for MacOS X icon files.". GIMP won't open it. So this shouldn't make a difference.

    Also, found this on Mojira. I'm on Ubuntu, but the report is for Win7.

    Zeldahuman, did you get this working before saying "fully able to be edited", and if not, did you see anyone that was able to get it working?


    Hmm, I had it working during one of the snapshots... (or maybe it was the pre-release?)... But in any case, I can't replicate the effect, so I'll edit my post to explain the dilemma. :P
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from zamaj

    Since I'm going to get more feedback here than on my thread:

    -snippity snip-

    Nametag: (I'm not sure if I like it.)

    -snip-

    Also, I've started working on tools. I'm pretty happy with the iron axe and sword. I've done the iron pickaxe, but I'm not sure that I like it, and I'm very sure that I don't like the diamond sword or pickaxe.

    -snip snip snip-

    I'm thinking about making them metal with a puplish shiny hue, or something similar (I think they're too saturated), but right now they just don't seem right.


    The nametag looks a little funny... perhaps change the perspective at which you're viewing it from? The first thing I thought of when I thought "Name Tag," was a dog tag necklace... or something of that nature. :P

    I agree that the Iron Axe and Iron Sword look superb. I like the Iron Pick, but it's up to you.

    I also agree that the Diamond tools look funky. Perhaps make the purple color a little more blue in tint? Also, bring down the saturation a little. Other than that, I'm not sure how else I can critique; your work is always so amazing. :)
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from Visual_Argonian

    @Zelda

    That trick didn't work :|


    Darn... idk then man. Just play without your custom font for the time being...

    ... that makes me wonder if my font is broken too... Hmm... XD
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from Visual_Argonian

    Has anyone else here had issues with Fonts in 1.6? Mine is horribly messed up :|


    One thing that may work is opening up the image file, creating a new layer, and filling it completely with black. Then, change the opacity to 1%, making it nearly invisible, and then save. What'll happen is Minecraft will be tricked by that extra layer into thinking that each 8x8px (16x16x in a 32x pack, etc) block is completely filled with a letter, causing every letter to line up properly. Hopefully that works, but lemme know is if doesn't.

    ----

    So! 1.6.1! Resource packs! I'm dropping in to let you guys know a few things about the new resource packs.

    First, the resource packs are a complete step up from texture packs, items and blocks are actually named correctly, and not with outlandish names like "hellrock," "hellsand," "stonebricksmooth," etc. But, what's seemingly gone under the radar are a few extra textures that give us texture (resource?) pack authors more uniqueness with our blocks. The new image files are as follows:
    • jukebox_side.png - A seemingly unimportant change, but you'll why I'm including this in a moment...
    • noteblock.png - That's right, noteblocks and jukeboxes can have separate side textures in vanilla now!
    • log_x_top.png - Each log type now has its own top texture! They are "log_birch_top.png," "log_oak_top.png," "log_spruce_top.png," and "log_jungle_top.png."
    • leaves_birch.png and leaves_birch_opaque.png - Birch Leaves can now have their own texture in vanilla! The hassle of getting CTM to work for those blasted leaves is no longer needed!
    That's it for the new textures. Now, onto some new folderstuffs! With Resource Packs, as the same suggests, you can edit resources that the game loads in at launch-up. The new folders are as follows:
    • /assets/minecraft/icons/ - Contains the desktop/window icons, fully able to be edited. I was able to edit them before, but now it seems like they aren't read. Shame... if this changes I'll let everyone know. :)
    • /assets/minecraft/lang/ - Contains the .lang files read by the game. The one most of us will probably be editing is "en_US.lang."
    • /assets/minecraft/music/ - contains the Minecraft background music, in .ogg form. To load up/edit .ogg files, a program like Audacity should do the trick.
    • /assets/minecraft/records/ - contains the .ogg files for the Music Discs. The .ogg files are named the same as their Music Disc counterpart, so editing them (if you're going to) should be a piece of Pumpkin Pie.
    • /assets/minecraft/sound/ - Contains every sound for the game. There are plenty of subfolders and such that I'll provide a download link to later in the post.
    • /assets/minecraft/texts/ - This contains three text files, "credits.txt," "end.txt," and "splashes.txt." These text files can be used to edit the credits (not sure where these show up, but regardless, it's there lol), the Minecraft ending (the little story that scrolls along your screen after you defeat the Ender Dragon) and the splashes that show up on the home screen.
    • /assets/minecraft/textures/ - This contains every texture for the game. It contains a lot of subfolders, so I'll provide a download link to a template Resource Pack later in the post.
    And that covers the new folders. Other than that, everything is pretty straightforward.
    In terms of where CTM and CIT textures go, I'm not sure yet. But, I'm sure Kahr will let us know when he updates MCPatcher to 1.6. So, below is a link to a template resource pack I threw together.

    NOTE: In /assets/minecraft/lang/, I only included the "en_US.lang" file... if any of you need any of the other language files, feel free to let me know and I'll update the download accordingly.

    Download - Click here!

    That't it for now, guys! I've been workin' my butt off on my texture pack now that it's summer, so I'll try to get some pictures and such up soon! Thanks everyone!

    -zeldahuman
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from peytonisgreat

    So, I have been working on these the past week, and I don't know what to do with them.
    So, you can have them if you want :P



    The Wood and the last tile (Iron Block?) looks good, everything else is pillow shaded, at least to a degree. Also, the moss in the Moss Stone tile looks too unrealistic to be believable, and I'm sure it doesn't tile well with the regular Cobblestone. My recommendations, (if you're even still working on these textures, lol) would be to make the moss less "line-y" and more "leafy." That is, make little clusters of small, almost clover-like shapes for moss.

    Take this image for instance:


    The moss doesn't just form lines around the stones, it also hangs over and sometimes even occupies an entire stone (*ahem CTM ahem*). Just something I thought you should know. ^_^

    As for everything else, fantastic work! Good to see you back into the swing of things. ^_^
    Posted in: Resource Pack Discussion
  • 3

    posted a message on Texture Artists' Union
    So! I have decided on a face design I very much like; a lot of inspiration comes the villagers from "Wayukian," but there's also a lot of inspiration for the curvature of the face from "The End is Extremely Nigh."



    Tell me what you guys think! ^_^
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Hey guys! I need some help regarding villagers... I can't for the life of me design a good-lookin' face for these folks in 32x. I'm starting to get agitated, and so I was wondering if someone could help by either sending me some stock images to look at or maybe even villager textures in 32x form for me to study and get ideas from?

    Thanks all.


    ::EDIT::

    Well, I decided to just try and make a really ugly 32x villager, and this is what I have thus far. Thoughts?

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Thinking of livestreaming! Head on over toand watch me fail at texturing! It's been a while since I've streamed anything, and my computer may freak out and crash itself... if that's the case... poop. XD


    Anyways! Head on over there! :D

    ::EDIT::
    XSplit is acting really strange... I'll try to get it working. Head on over to my twitch page and wait it out with me, because I'm sure I can fix it. If not... failed attempt at streaming, ho! XD


    Screw it, I give up. No stream. XD
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from Deonyi

    Some random cobble and moss.




    This looks good! Add some AA to the stones and this would be some pretty beautiful shiz. :P

    Quote from samohtj

    Kinda like this? (Close up this time, that group shot doesn't give a good view)




    Dat Sword. Lookin' good, man! I really like your attention to detail. :)

    Quote from Goodlyay

    Well, after working away like a maniac for 2 days straight, I've completed most of the terrain for my newest texture pack. I'll probably release it soon, but here's a bunch o' screenshots for all the people here before I release it.



















    Holy mother of God. That's pretty beautiful stuff! My only gripes are 1) the vines look too... leafy... haha. And 2) the limited palette makes it look very rough; it looks fan-friggin'-tastic, but it isn't a pack I would use often. :P

    Quote from thewingedshadow

    Started to rework my sandstone using the technique I learned doing my stonebricks.

    Looks quite nice together.




    Likin' the Sandstone! But as Protocol said, it may look funny on the sides of big dunes in the desert. :P

    ========

    So! I decided that I'm going to make all the mobs in Mist be 32x, similarly to the way Wayuki does it in her Wayukian Pack. :)

    That means... all of the previous mob textures I made in 16x will either become an "alternate download" for people who want the lower resolution textures, or I'll just scrap them. Either way, I have loads of work to do. Luckily for me, school let out officially today, meaning I have all summer to work on this stuff. :)

    Right now I'm working on the villagers (hmm?). I started with the Witch, just to get that outta the way.



    I have a long way to go, haha. :P

    Wish me luck! :D
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from Meringue

    ...


    Hey! I've seen you make posts about doing texture work on your iPad... what app do you use? lol, I hate it when I'm away from my computer and can't texture; I'd love to use an app on my iPad to texture in my free time. :)

    Quote from zamaj

    -snip-



    Good lookin' textures, friend. ^_^ I like your idea for the Coal Block, I just "steal" that idea from you. ;)

    Quote from minihilly

    @Syclone IT'S. TOO. AWESOME!
    Oh how I wish the enchantment table could provide an ominous glow now!


    I made derivation-inspired sandstone, using a lazy 2-colour gradient means of picking colours (as opposed to my usual manual approach), I got the idea from I think Fuzzlechan...can't remember, it was in a stream.

    Anyway, it's just a 16x sandstone side+top texture as practice, as inspired by Levaunt's Derivation pack:

    -snip-

    I thought the Derivation Sandstone was blocky, sort of like Cobblestone...? lol regardless, this looks cool! I really like the colors; it gives the texture a smooth and warm feeling. :)
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from lordofsax

    Looks like I'm updating, no such option in 2.6. Thank you.


    You're welcome! Haha, I was in 2.6 for a while, and then saw a screenshot with Gimp in "Single-Window Mode" and I was like "I should update!" The update is pretty cool, I must say. I'm not sure if the feature was in 2.6, but in 2.8 there's the "Guillotine" tool, which allows you to cut a large image into smaller images; good for "unstitching" CTM files and such for the 1.5 texture update. XD



    Quote from lordofsax
    Personally I prefer to use highlights to define a change in form or depth, like on this sphere:

    Change in value is there to define the 3d space of the object, so by using your highlight over such a large area it gives it a flatter appearance. Although that isn't a bad thing when you are doing a flat texture like hardened clay I thought it was worth mentioning.

    Oh... I knew all of this. Haha. But regardless, thanks for that little lesson there! Much obliged! :D


    Quote from lordofsax
    Here you go, I should have done that initially but it's getting late and I'm getting forgetful.

    -snip-



    Yeah, it looks really good. It wraps well, shading looks good. Although, the blue strips... something looks off about them for some reason... at least to me... The shading around them makes sense, but I feel like maybe they don't exactly fit there...? I don't know, I'm bad at critiquing. XD
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from lordofsax

    I'm liking your progress but some of your highlights don't really add anything to the form. Also, what version of gimp are you using and how have you docked all the windows?

    While I'm here, can I get some critique on my entry for the weekly texture challenge please:

    -snip-



    I'm using Gimp 2.8, and there's in option under "Windows" at the bottom of the drop-down menu called "Single-Window Mode." Click that and all the windows will snap into one. Pretty cool if you ask me.

    Anyways, in terms of what you were saying about the highlights; i wasn't going for anything too "detailed," I guess, I simply wanted a smooth rock texture. But, if you'd like, could you reiterate what you're saying? Like, be specific, WHAT can I do to make the highlights add form?

    In terms of your textures, they look nice. But, I'd like to see it in-game (if you can do that, haha) and see how it looks there. I'm sure you know how textures that look superb in the editor look... meh... in-game. Haha. :P
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    So, at the moment I'm in Gimp re-making my Hardened Clay textures, as they seemed too simplistic compared to some of my other textures.



    So... yeah. I'm not using any filters, meaning I have to make a palette for each block and then place each pixel... oh well; it'll look so much better in the long run... you can never really trust filters.

    Anyways, I'll set up an imgur gallery soon enough with all the changes I've made recently, but for now, I need to get back to texturing! See ya!

    -ZH
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Hey guys! So! I have a somewhat technical question in terms of Custom Item Textures...

    ... Okay! Say I make a CIT for the Bow such that, when the bow is named "Crossbow," it'll look like a Crossbow. How can I get the Bow-being-strung animation to also look like a Crossbow? Is there hidden values/NBT Tags in the Bow item I don't know about to allow this to happen? Can you do a texture override over "bow_pull_1.png" through "bow_pull_3.png"?

    Any and all answers are appreciated! Thanks guys!
    Posted in: Resource Pack Discussion
  • 1

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Drago

    -snip-

    Quote from Icelate

    -snip-

    Quote from Bly

    -snippity snip-


    General consensus - contact him via Twitter. I did just that, haha.

    Also, Icelate, while I appreciate the criticism, but in no way am I giving Vechs any limitations in all of this. The way I want this to work is, essentially, Vechs would work on a map and create a custom item for whatever monster. Then, he'd contact me through, I don't know, Twitter or something, and say "I made <this custom item> out of <this default item>. Make me a texture for it." And then I'd use the power of MCPatcher and Custom Item Textures to make it so, when the item shows up ingame with the custom name set by Vechs, it'll have a specific texture set via a .properties file in the texture pack. Simple. :)
    Posted in: Maps
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