I seriously can't wait for 1.4 now! These Skeleton heads look so cool! If they implement it correctly, I'll really like this!
It makes me wonder if there are going to be crafting recipes for the little heads (I'm assuming they're adding more than just Skeleton heads). Like, perhaps these heads are crafted similarly to Stone brick (4 Stone in a 2x2 square,) just substitute Stone for the mob drop of your choice. 4 Rotten Flesh = Zombie Head, 4 Bones = Skeleton Head, 4 Spider Eyes = Spider Head, and so on.
Anyways, Dinnerbone and Jeb both deserve praise for all the amazing things they've been adding to Minecraft! Thanks for everything Jeb, and you too Dinnerbone!
- zeldahuman
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Member for 11 years, 8 months, and 9 days
Last active Sat, Aug, 12 2023 19:59:21
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Aug 29, 2012zeldahuman posted a message on Decoration Blocks to Come; MineTV Episode 5Posted in: News
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Aug 24, 2012zeldahuman posted a message on Minecraft News, Updated Snapshot & MoreEverything we know about the new features in 12w34a/b SO FAR:Posted in: News
- WitherKing (in 12w34b they added what's called "witherarmor" in the /armor/ folder. It appears around Wither when it's down to half health, and make it immune to arrows. Also worth noting that when you die via "getting withered," the message says "[player] withered away". And also, the Wither's health WAS 300 hit points, but it was changed to 150 in 12w34b, and in the /gui/icons.png/ file, new black Heart icons have been added, which is what your health bar changes to when under the "Wither" effect.)
- Carrots and Potatoes, both of which are rarely dropped by Zombies, were added. Golden Carrots, which are crafted similarly to Golden Apples, allow you to make Potions of Night Vision.
- Once you have a Potion of Night Vision, adding a Fermented Spider Eye creates a Potion of Invisibility (seems like a dumb way to make an Invisibility Potion, but perhaps they'll change it somehow.)
- Item Frames... kind of self explanatory there. lol
- Dye-able Leather Armor. (in 12w34b, the "cloth1.png" file in the /armor/ folder was changed a little; they made the sleeves 1 pixel longer. Also, the "diamond1.png" file, also found in /armor/, was changed so that the sleeves have little notches, as in indents, not Notch's face, lol, on the inside part.)
- Mobs/Entities (Primed TNT and Arrows included) can travel through Nether Portals.
- Flame Arrows ignite TNT.
- Cobblestone/Moss Stone Walls (self explanatory)
- Flower Pots (again, self explanatory)
- Wooden Buttons (as well as new crating recipes for buttons, Stone or Wooden)
- New coding with Stairs that allow them to auto-align into corners/edges
- Trapdoors can be placed on the top-part of a block and be flush with the ground
- Maps have been edited to be a 1x scale, and to work in a grid-like fashion (and then fixed in 12w34b, lol)
- Depending on your difficulty, fire spread more rapidly (obviously, in Hard/Hardcore mode it literally spreads like wildfire. lol)
- A new texture has been added to the /gui/items.png/ file, next to the Emerald. Not sure what it's use is yet, but it's not in the game and there is currently no way to get it (as far as I'm aware.) Take a look for yourself here.
- Dye-able Wolf Collars (as well as a new image file in the /mobs/ folder called "wolf_collar.png" which is the image that gets colored in-game. )
- in /gui/inventory.png/, at the bottom of the image, where the potion effect icons are, a new one has been added, which is what appears when under the "Wither" effect.
~zeldahuman -
Aug 18, 2012zeldahuman posted a message on Snapshot Not Out - 1.3.2 Out InsteadFrom what I've read in the replies to this article, I must say, why must people complain about everything? People are saying that Minecraft is becoming too RPG-ish, people are saying that the particle effect for the invisibility potion makes it easy to see you... blah blah blah. Honestly, complaining gets you nowhere, so why complain in the first place? I mean yes, the invisibility particles seem kind of dumb, but honestly, in SMP would you rather want to see someone, at least slightly if they have an invisibility potion, so you'd know when you're being attacked? And Minecraft is far from becoming an RPG, the only thing slightly RPG-ish is the leveling up, enchanting, and potions. Jeb, Dinnerbone, and the rest of Mojang have been working hard on this game, and yet people STILL complain! If you're unhappy with the game or its features, then don't play the game. No ones loss but yours, I'd say.Posted in: News
That aside, I'm extremely excited for 1.4! There are so many things that are being added that's shaping the future of Minecraft to be something amazing.
~ZH
EDIT: For those of you who don't understand the bed picture, look at it upside down. Once you've deciphered the code, type i.imgur.com/{code you deciphered here}.png
You get an entire new image, and I must say, this image is worth seeing. - To post a comment, please login.
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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.
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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.
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.
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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
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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.
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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:
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.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
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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.
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Tell me what you guys think!
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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?
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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!
::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
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This looks good! Add some AA to the stones and this would be some pretty beautiful shiz.
Dat Sword. Lookin' good, man! I really like your attention to detail.
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.
Likin' the Sandstone! But as Protocol said, it may look funny on the sides of big dunes in the desert.
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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.
Wish me luck!
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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.
Good lookin' textures, friend. I like your idea for the Coal Block, I just "steal" that idea from you.
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.
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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
Oh... I knew all of this. Haha. But regardless, thanks for that little lesson there! Much obliged!
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
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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.
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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
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... 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!
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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.