[16px] RPG16 - A clean and stylized texture pack

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Hugues Ross
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[16px] RPG16 - A clean and stylized texture pack

by Hugues Ross » Sun Jul 21, 2019 14:10

Image

About
RPG16 is a texturepack designed to give a more stylized pixel art look to Minetest. The pack takes inspiration from classic SNES-era JRPGs in its general presentation.

Currently, only a small number of mods/games are supported. More will be coming over time, so if you'd like to see something specific added, don't hesitate to ask!

Supported Games
  • Minetest Game

Supported Mods
  • Awards
  • Caverealms
  • Handholds
  • HBArmor
  • HBHunger
  • Hudbars
  • Magma Conduits
  • Mobs Monster
  • Mobs Redo
  • More Blocks
  • More Ores

Screenshots
+ Click to view


Download
You can download the pack from ContentDB here.
Additionally, you can always download fresh releases as they're created here. Just open the download menu on the right for the release you want and select 'stamp'

Other Links

This is my first time making a texture pack, so all feedback is appreciated!
If you have any questions, comments, requests, or concerns, feel free to make them known.
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Last edited by Hugues Ross on Tue Aug 27, 2019 20:49, edited 2 times in total.
 

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voxelproof
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Re: [16px] RPG16 - A clean and stylized texture pack

by voxelproof » Mon Jul 22, 2019 18:53

Thanks for the great work. This tp is amazingly beautiful, that's what I can only say. It sorta reminds me of Heroes of Might&Magic II which imo had the best fairy-tale-like graphics of all the series. Excellent job, really, a must-have for every MT user.

Image

Image
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texmex
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CalebJ
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Re: [16px] RPG16 - A clean and stylized texture pack

by CalebJ » Mon Jul 22, 2019 23:25

Mmmm, I got to check this out :) It looks really nice!
Will support for mods like ethereal and moretrees be in the works? And since you've already included support for caverealms, what about Hume2's mod, underch?
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Hugues Ross
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Re: [16px] RPG16 - A clean and stylized texture pack

by Hugues Ross » Tue Jul 23, 2019 00:02

CalebJ wrote:Will support for mods like ethereal and moretrees be in the works? And since you've already included support for caverealms, what about Hume2's mod, underch?

Yes, they will. I have a pretty long list of mods that I'd like to support eventually, moretrees and underch were already on there. I've put all three on the (much shorter) higher-priority list now, which I'm sorting by interest.
 

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Re: [16px] RPG16 - A clean and stylized texture pack

by TheBluePineapple » Wed Aug 21, 2019 01:44

+1

I'd like to request support for the multitools mod
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texmex
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Re: [16px] RPG16 - A clean and stylized texture pack

by texmex » Sun Sep 01, 2019 10:31

I wonder if you can share your palette in the repo so that mod makers such as myself may use it in order to align with your TP for times that you don’t have time or interest in supporting some mod? I believe this is a golden opportunity to establish this pack as wide as possible in the community and thus ”fan support” may be increased by providing said palette. An art style guide would of course be excellent to have as well, but that’s a lot of work in and of itself.

I’m also curious about your pipeline. What does export.sh do? :)
 

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Hugues Ross
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Re: [16px] RPG16 - A clean and stylized texture pack

by Hugues Ross » Sun Sep 01, 2019 13:50

I don't have any sort of official palette. Setting something like that up is on my long-term todo list, but it probably won't happen anytime soon. However, 99% of my textures use indexed color, so the palette for each texture is available within it.

Honestly, I worry a little about people trying to match their mods to RPG16. It makes sense within the context of something like a game or server that uses my textures by default, but if people start RPG16-ifying their mods then everyone else will have to deal with the stylistic clash. I would honestly prefer to see official mod textures follow Minetest Game's lead, and have authors submit merge requests or something if they want to fit in with a particular texture pack. Either way, I'll see about writing some quick guidelines about how to match my art style, I'm no teacher but I can at least put the basic ideas down.

export.sh and stamp.sh are mostly there to simplify the process of 'shipping' the pack, though export.sh is also useful for development. Together, the scripts ensure that I can work comfortably on textures without having to manually update anything when producing releases.

  • export.sh rsyncs all png textures to a specified location, and also converts gif source files into a format that Minetest expects (that is, it auto-generates spritesheets).
  • stamp.sh is purely for making new releases, it 'stamps' versioning information into both screenshot.png and texture_pack.conf so that I never have to update them manually. In the future, I plan to procedurally generate screenshot.png from random terrain textures but we're not there yet.

If you're curious about any particular branch, just click 'build-textures' in this menu:
Image
...and you'll get a fully playable snapshot of the texture pack. All commits on gitlab are exported into a playable version (this means any branch can be very easily tested), and tags are also stamped so I can upload the complete archive directly to ContentDB. If they add an API for pushing versions in the future, I'll probably see about adding a CD process to skip that step as well.

As for my workflow, it's pretty simple. I use AwesomeWM with 9 workspaces bound to my numpad, letting me very rapidly switch programs. I use 4 workspaces when producing textures:
  • Fullscreen Firefox, for finding/examining references
  • Fullscreen GrafX2, for producing textures
  • Fullscreen Minetest, for testing
  • Ranger (1 tab in rpg16, 1 tab in the folder of the mod I'm texturing) and urxvt split side-by-side, for file management and export
I also set up my environment to have export.sh export textures directly to my .minetest folder, so I only have to close and re-open the current world to see the changes. It may seem a little unconventional, but I assure you that this workflow is pretty efficient for me.

And now, back to texturing :D
 

CalebJ
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Re: [16px] RPG16 - A clean and stylized texture pack

by CalebJ » Fri Sep 06, 2019 04:40

Very nice update with the ethereal :D I cannot wait for the next update!
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Re: [16px] RPG16 - A clean and stylized texture pack

by Steamed_Punk » Fri Sep 13, 2019 16:27

I said i would have a look ;-)
Like i said before, this is a really nice, clear, crisp texture_pack. You have managed to keep an even balance with the tones and colours.
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