Open ThexXTURBOXx opened 8 years ago
@Sunconure11 : Could you texture a background for the Thaumonomicon-Page then, when you have time? The Background used now is taken from Thaumic Infusion... And could you do a new Aspect Icon? The one used now doesn't look very cool ingame ^^ It needs to be white like this, but it should have smooth borders (Here are the Thaumcraft-Originals as a possible Helper-Template: https://www.dropbox.com/s/ncuce6qj5bam4uj/aspects.zip?dl=0).
Thank you ^^
Don't have time at the moment, but, I'll see what I can do when I am able to touch this again. Still whittling away at Baykok for Totemic.
For the background, why not just find something on DeviantArt, and ask the person who made it for permission? Mandalas and various images of galaxies, nebulas, etc, all fit within Thaumcraft's background styles for the most part. Also, images that look like they were ripped out of a grimoire (magic tome) could also work.
Here is an example of something based on a grimoire page (in this case, based off of H.P Lovecraft's work):
http://azrielmordecai.deviantart.com/art/Lovecraft-Grimoire-Page-Nyarlathotep-324388676
Here is a mandala from a guy who does some really good ones:
http://lakandiwa.deviantart.com/art/Mandala-of-the-Return-to-Eden-279727335
And here is of course, something obvious:
The last one looks very cool o_O Well, that is a very good idea, I will ask them for permission, thanks ^^
As soon as growthcraft 2.5.0 gets a full release, I will send out various new textures.
It got a full release. However, I'm going to wait just a little bit longer, since today is april fool's day, and there is a chance of less stuff being taken seriously. The void weapons and such will get better textures though.
Nice, thank you! ^^
Alright, I'm going to work on better void textures. I have until Saturday to finish up these textures, since more important stuff is coming up, now that I finished a set of scythes for Growthcraft.
https://www.dropbox.com/s/q7t2fqw2btik88v/newvoidtextures.rar?dl=0
That didn't take long.
If you feel they aren't noisy enough to look like void metal, you can amp up the amount of noise in paint.net or something. However, they aren't blue anymore.
Thanks, I will include them in the next update. But this one will take a little bit longer to release, because I am having some school stress right now...
I'll redo thaumium textures after I finish an ARK server for a gaming network, but before I return to GC and continue progress on wheat. They seem to suffer from the same issues as void metal, they are the wrong color.
Ok, no problem. Our work has paused for now. We will return when we don't have such stress in school / study.
While the ARK server is finished, there is a model I need to texture that is of more importance. After that, I will create a new set of thaumium weaponry.
Btw.: After I nearly finished my penultimate school year, I can finally code again and hopefully release some new versions...
I forgot entirely about this. When coding starts up again, I'll start a new set of thaumium weaponry, just remind me.
Ok, I start now. Just do it whenever you want (the core mod is more important right now, so you can take enough time for this ^^)
I'll make the textures when my computer is fully repaired. My computer screwed up.
Oh, good luck in repairing :+1: No hurry, I will wait with updates until the 0.7-final is released.
I got my computer back for a bit, but the motherboard will be replaced. I'll hold off any textures for here for now. The motherboard is damaged from power surges.
Working on Thaumium weaponry now
The textures can be obtained from here:
https://www.dropbox.com/s/eb4zi2xnauqahjd/texturesnew.zip?dl=0
Manasteel is next.
As for the abilities of terrasteel weaponry:
Bullet Slicer: An ability for terrasteel katanas, it allows you to dodge ranged weaponry fast, and cut projectiles in half if you are quick enough.
Crush: Terrasteel battleaxes have a chance of damaging everything within its vicinity.
Backstab: This gives you an invisibility buff near players, and they cannot even see your terrasteel knife, allowing you to stab them for extra damage.
Brahmashira-astra: Bullets fired by terrasteel muskets have homing capacities, and when they hit a target, they deal explosive and fire damage.
Holy Sword (I'm so sorry): Terrasteel sabers are invisible upon being charged with mana by default, and deal extra damage upon being uncloaked (either a keybinding or with 1.9 and beyond, special attack [long charge time])
Multi-strike: Terrasteel boomerangs will return to the target several times in succession, dealing more and more damage with each hit, and then return to the sender.
Ok, when I am finished with the 0.7-final, I will include them. Thank you very much!
Elementium:
Elementium battleaxes function similar to elementium axes, allowing one to possibly decapitate foes
Elementium katanas increase your movement and swing speed as long as its held
Elementium muskets will have a chance of firing a pixie that acts as a homing bullet
Elementium sabers can stop endermen nearby from teleporting, and nullify most special attacks mobs throw at you, and can briefly stop mana-based equipment from working if it hits a player.
Elementium boomerangs deal damage across a wide range, in addition to their intended target, allowing them to be used for crowd control
Elementium daggers function as weakened elementium swords
Also, bring over some of the new weapons once they are made, such as the maces, so I can make variants of them.
Any news regarding the next update for this? I'm probably going to postpone more textures for this until you get up to par with the main.
Right now I have to write a seminar work for school... I don't know, when I can manage to bring the next update, but hopefully I can work on Reforged in the next time
Forgot about manasteel, but I will whip them up when you guys are free again.
Ok, thanks!
It looks activity is coming back again. I will see to creating manasteel textures after the next major update for my modpack, as in addition to that, I have one other minor end I need to tie up (redoing Baykok's model for Totemic).
Yeah, I found myself a little bit of time (for now). The next major update will most likely come, maybe like next month already, but I will have to fix some bugs and I have no idea, how long it will take. Hopefully not too long xD Thank you for all your work :)
I created two additional branches for the integration addon for now. One is for 1.8 and one is for 1.9.4/1.10.2.
Manasteel textures will come after I finish up the texture for Baykok in Totemic. This might be a little bit though, as my sleep as not been the best.
And when maces are brought over here, I will create variants for them too.
Ok, but they only make sense, when I update the mod to 1.9+ (what happens after the BIG 0.7-update). The 1.8.9-branch doesn't make sense, because the mod is for 1.8 and 1.8.9 (it doesn't require any extra methods like the core mod).
Ok, I finished everything for a 0.7-final release. I will just push my new textures for the 3 new items. If they don't look good or you are able to make them better, go ahead and do it ^^ (My textures will be pushed in a few minutes)
I pushed them. Now I will take a look, if I find any bugs or anything else. If not, then I will release 0.7-final. Cool thing :)
Your textures seem to have the same issues as the other thaumium and void textures had in the past. I can fix them though. I'll do manasteel, elementium, and terrasteel after I finish the texture for Baykok, since it is almost done.
I'll start with the thaumium dirks and maces for now, then I'll do the thaumium pike plus all void equipment tomorrow.
Ok, thanks ^^ One other thing: How do you fix the weird texture-issues? Just interesting :)
"Thaumium is not blue" ==> Sorry, I think, I forgot to mention, that I am colorblind :/
I see.
And as for fixing stuff, I just rip the color schemes off of various tools from the mod I want to use its materials for a tool.
Ah ok, thanks ^^
All void textures and thaumium textures have been done.
This was fast :) Thanks! ^^
I'll look over red matter and dark matter later, to see if they have any issues with fitting in with the tools from their parent mod.
I'll just continue texturing Baykok for Totemic until progress on Botania integration starts. I might also do a few other generic metals, as if you didn't see already, I pushed copper textures over for most things.
Ok, thanks!
Heyho, I finished Botania Integration. I would need some textures for this (I only made the Boomerang-Entity ones, because without them the game would crash). If you have time, you can create the textures. I think, you should take a look at the Boomerang-Entity-textures, because their colours could be wrong again: Entity-Textures, Item Textures here.
P.S.: The suffixes are those (As an example for a Battleaxe):
I need to finish up Baykok first, but I can tell your entity textures are off. I might sneak some fixes in for them later though.
The texture is almost done, it just needs shading, really.
Thanks, take your time :)
Biomes O' Plenty is now integrated, too. Much textures are missing now :O When you are finished (Take the time you need), I will probably release 0.7 then. (I think I have done enough to release a new Beta).
Sorry, I screwed up my sleep again. I'll work on this again when it recovers.
Although I have a question. Do you think that Terrasteel weaponry should have unique designs? Seeing as all of the botania tools and weapons have something that sets them off from vanilla tools in terms of appearance (not just coloration).
Note to self: I NEED BETTER HELP FOR DEALING WITH MY FUCKY SLEEP
No problem, get well :)
If you want, you can of course do something like this. You wrote some ideas for extra abilities for the Terrasteel weaponry in this issue, maybe you could create some textures, where the texture already refer to the ability a little bit
Well, here we are again ^^ This is just the continuation of Reforged/#10...