HDX Textures (64 - 512 px) [git rolling release]

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VanessaE
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by VanessaE » Sat Mar 01, 2014 16:58

Updates:

2014-03-01: reworked all smaller sizes of potted flowers and smaller sizes of roses and geraniums.

2014-02-27: Reworked the smaller sizes of poison ivy, wheat, cotton, wild grass, dry shrub, junglegrass. Crack animation had some sort of odd edging on it. fixed, and cleaned up a little bit. Reworked/cleaned up default minerals (in stone) a bit, smaller sizes only.

2014-02-27: Fix screens on steel doors.

2014-02-21: Reworked gloopblocks pumice - better contrast, sharper.

2014-02-18: Better alpha blending on air bubble.

2014-02-17: Smaller heart image, added "air bubble" image.

2014-02-17: Added fire and fake_fire imagery.

2014-02-17: Re-rendered furnaces and added rendered fire animations to go with the new animated 'active' state.

2014-02-16: Filled-in missing groundsoil 'dried out grass' top and side images for undergrowth.

2014-02-16: Fixed moreblocks empty bookshelf to match default one.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
 

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by Inocudom » Sun Mar 09, 2014 14:25

Inocudom wrote:The mod linked to below should be easy for you to make textures for:
https://forum.minetest.net/viewtopic.php?id=8232
It is oOChainLynxOo's hardened_clay mod.

https://github.com/oOChainLynxOo/hardenedclay
The impossible is now possible.
The comedic value of my videos is how abysmal they are: https://www.youtube.com/channel/UC5cyeM ... YTfYFlih_A
 

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by Inocudom » Thu Apr 17, 2014 00:59

Are you still around VanessaE? Don't let this wonderful texture pack die.

I think default_grass, default_dirt, default_leaves, and default_tree could be a little more colorful.
The comedic value of my videos is how abysmal they are: https://www.youtube.com/channel/UC5cyeM ... YTfYFlih_A
 

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Re: HDX Textures (16 - 512 px) [git rolling release]

by VanessaE » Thu Apr 24, 2014 20:02

Update today: I've split the Minetest Classic/Nostalgia/0.3.x stuff off into their own repository since it was getting a bit difficult to handle so many games in one package, and created a stable releases ZIP for it also. The 0.4.x standard stuff remains at their usual places. See first post for links. If anything got accidentally deleted in the split, please let me know by forum PM or IRC.
 

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Re: HDX Textures (16 - 512 px) [git rolling release]

by VanessaE » Thu Apr 24, 2014 20:04

Yeah, I'm still around, I just don't read the forums too much anymore.
 

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Re: HDX Textures (16 - 512 px) [git rolling release]

by hoodedice » Thu Apr 24, 2014 20:15

VanessaE wrote:Yeah, I'm still around, I just don't read the forums too much anymore.


Let me guess. New forum design dissed you?
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

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Re: HDX Textures (16 - 512 px) [git rolling release]

by VanessaE » Thu Apr 24, 2014 20:23

Nope, just haven't had much time lately. Been concentrating on non-Minetest stuff.

Meanwhile, I've just pushed initial support for that hardened clay mod that Inocudom suggested.
 

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Re: HDX Textures (16 - 512 px) [git rolling release]

by VanessaE » Sun May 04, 2014 04:08

Update: The six main "Latest from git, has it all for 0.4.x" packs have been squashed (improperly...) and force-pushed to reduce repository bloat (since images don't diff too well :P ).

Users who use the zip downloads should notice that updates require a smaller download now. This does not affect the "default only" downloads or the "Classic/0.3.x" packs, since those have so little content by comparison.

I presume users tracking these packs via git will need to force-pull to update (I'm not sure). Ironically, the reduced repository size will probably resort in a fairly large download compared to what you might have otherwise expected when you do update. :-)
 

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Re: HDX Textures (16 - 512 px) [git rolling release]

by Rhys » Tue May 13, 2014 18:52

This is a brilliant texture pack - one that I will now use often. ;). Great work, Van.
 

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Re: HDX Textures (16 - 512 px) [git rolling release]

by VanessaE » Mon May 26, 2014 08:04

Update: added support for cheapie's plasticbox mod.

Also: the 512px normalmaps repo got a huge update today, mostly the result of having pngcrush'ed the files before, but I must have forgot to upload the changes (plus added plasticbox there too). :-)
 

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Re: HDX Textures (16 - 512 px) [git rolling release]

by ExeterDad » Tue Jun 10, 2014 02:36

@VanessaE
First off... most excellent work on the texture pack. We are really enjoying the heck outta it. Just one thing, there are many textures for the default mod that are in jpg format rather then png so they don't show. This occurs in the 64x64's in git. Haven't checked any of the others. Might of been a oversight as you are maintaining so many sets. I'm sure your eyes cross after working with them for any amount of time.

Cheers, Lee
 

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Re: HDX Textures (16 - 512 px) [git rolling release]

by VanessaE » Tue Jun 10, 2014 04:08

Can you give me an example, or a screenshot showing it? What game are you using?
 

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Re: HDX Textures (16 - 512 px) [git rolling release]

by ExeterDad » Tue Jun 10, 2014 05:18

I'm thinking .jpg's are intentional? If so, my setup may be at blame. I'm running the Minetest game. We have several worlds that we use different combinations of mods on so the mods are in worldmods directories rather then in the global mods folder. I wanted to install the textures server side to control what is seen. So I copied the new textures into each installed mod texture dir, and that included the textures within the minetest_game. In the (default mod) nodes.lua file I see the textures are supposed to be .png.
Code: Select all
minetest.register_node("default:cobble", {
   description = "Cobblestone",
   tiles = {"default_cobble.png"},
   is_ground_content = true,
   groups = {cracky=3, stone=2},
   sounds = default.node_sound_stone_defaults(),
})

I take that it is not necessary if the textures are installed on the client side?
 

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Re: HDX Textures (16 - 512 px) [git rolling release]

by VanessaE » Tue Jun 10, 2014 05:28

If you didn't also delete the PNG images that were already there, the JPGs will not be used. The engine tries to ignore filename extensions, but it will use the exact-named files first if it can find them, and then look for other filetypes if the exact-named files aren't there.
 

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Re: HDX Textures (16 - 512 px) [git rolling release]

by ExeterDad » Tue Jun 10, 2014 05:47

VanessaE wrote:If you didn't also delete the PNG images that were already there, the JPGs will not be used. The engine tries to ignore filename extensions, but it will use the exact-named files first if it can find them, and then look for other filetypes if the exact-named files aren't there.


Nicely explained! I prefer to use the .jpg's anyway where alpha isn't a issue as they are much smaller in file size.
Thanks for taking the time to clear it up for me :)
 

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Re: HDX Textures (16 - 512 px) [git rolling release]

by VanessaE » Tue Jul 01, 2014 02:25

Updates: A number of little things here and there - the biggest thing is that, over the past couple of weeks, Zeno and I have worked Caverealms support into HDX. There are still one or two images missing but I think it's safe to announce that it is officially supported now. :-)

See the Changelog for details on what all has been added.
 

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Re: HDX Textures (16 - 512 px) [git rolling release]

by HeroOfTheWinds » Tue Jul 01, 2014 03:09

VanessaE wrote:Updates: A number of little things here and there - the biggest thing is that, over the past couple of weeks, Zeno and I have worked Caverealms support into HDX. There are still one or two images missing but I think it's safe to announce that it is officially supported now. :-)

See the Changelog for details on what all has been added.

Once again, I thank you very much for all this work, VanessaE and Zeno. It really shows. :)
Nam ex spatio, omnes res venire possunt.
Why let the ground limit you when you can reach for the sky?
Back to college now, yay for sophomore year schedules. :P
 

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Re: HDX Textures (16 - 512 px) [git rolling release]

by R34LD34L » Wed Jul 02, 2014 03:54

I dont know if anyone asked, but can this support:
KPGMobs
Mobs
Sea Mod
 

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Re: HDX Textures (16 - 512 px) [git rolling release]

by VanessaE » Wed Jul 02, 2014 04:15

Sea mod, maybe, but HDX does not support any kind of MOBs, because frankly, they're just too difficult for me to make.

Having no clue what a particular fantasy creature should look like when rendered photorealistic, combined with the difficulty in finding real-animal-suitable imagery, I just chose not to do any work to add any of the various MOB mods.

It's possible to support them, and I welcome contributions in this matter, but the imagery has to be extremely good quality. I'm picky about that. :-)
 

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Re: HDX Textures (16 - 512 px) [git rolling release]

by R34LD34L » Wed Jul 02, 2014 04:17

Thanks for the Reply! Yeah I understand, well support with the sea mod would be cool!
 

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