Fenway's Textures

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Prototype
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Re: Fenway's Textures

Post by Prototype » Thu May 09, 2013 5:51 am

Last_Jedi_Standing wrote:
Unit 340 wrote:All of my guns point top-left
All MC guns have to, because that's the way Steve holds them.

You can see the shoulder pad on the launcher anyway. People should be able to figure it out.
The trigger position is a bit of a giveaway too, thought I'm not sure if it should be on the foregrip rather than the back grip, but IDK never fired a rocket launcher.
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Re: Fenway's Textures

Post by Professor Fenway » Thu May 09, 2013 5:51 pm

A foregrip launcher may mean it might accidentally fire, if left armed, if the rocket is somehow bumped against something. Having it on the back-grip keeps this from happening.

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Re: Fenway's Textures

Post by  ҉  » Thu May 09, 2013 6:41 pm

Putting it on the rear grip should also mean you pull the trigger with your dominant hand, which is the norm.
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Re: Fenway's Textures

Post by Professor Fenway » Thu Jul 04, 2013 9:03 pm

Image

I am taking your advice Tiel. Resuming work on textures, starting with this Railgun

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Re: Fenway's Textures

Post by Phalanx » Thu Jul 04, 2013 9:46 pm

Unit 340 wrote:Image

I am taking your advice Tiel. Resuming work on textures, starting with this Railgun
Approved. By ME. Go rejoice.
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Re: Fenway's Textures

Post by Prototype » Fri Jul 05, 2013 12:23 am

I shall be stealing that
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Re: Fenway's Textures

Post by Iv121 » Fri Jul 05, 2013 12:38 am

Well guess that is also of use, I have been playing around with my own textures BTW I made them 32x32 and you seem to work on 64x64 , THAT IS NOT GOOD, we really need to close on ONE system or it will all blow. I REALLY REALLY suggest 32x32 as for realistic texture packs how odd that won't sound but 32x32 is the best number as 64x64 seems too detailed and the plain cubic properties of MC become to obvious, the more you keep increasing res the more obvious it becomes.
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Re: Fenway's Textures

Post by Ivan2006 » Fri Jul 05, 2013 2:25 am

Iv, are those supposed to be textures for hull/armor blocks?
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Re: Fenway's Textures

Post by fr0stbyte124 » Fri Jul 05, 2013 3:43 am

Pretty sure the consensus is 32x32, though if the textures looked alright at 16x16 as well, that is a plus.

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Re: Fenway's Textures

Post by Iv121 » Fri Jul 05, 2013 4:31 am

Yes Ivan just some samples, they were made in 32x32 I just resized the pictures to (64x64) for you too see the textures, OFC doing the same with the texture itself wont work.
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Re: Fenway's Textures

Post by Prototype » Fri Jul 05, 2013 9:15 am

I quite like 64x64 for weapons, 32x32 isn't bad but there are some details which I quite like which I can't do in 32x32
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Re: Fenway's Textures

Post by Iv121 » Fri Jul 05, 2013 9:50 am

You truley Dont need those details. The only possible usage of 64x64 is smoothing the same texture that I don't think we have the need for.
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Re: Fenway's Textures

Post by MrTargareyan » Fri Jul 05, 2013 10:07 am

I agree with 32x32 for blocks, but I think 64x looks better on items

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Re: Fenway's Textures

Post by Professor Fenway » Fri Jul 05, 2013 1:03 pm

Hey, listen. I switched to 64x64 because I can't make good-looking things with 32x32 really. It's very hard, in 32x32, for details such as trigger handles and such to be accurately represented. With 64x64 I can represent those details.

Hey, here's a compromise- The new MC texture pack system is now a loading thing, where you load texture 'plugins'. This allows for you to load different plugins at once. Which means we can have a 32x32 block plugin, and a 64x64 item plugin. Sound good?

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Re: Fenway's Textures

Post by  ҉  » Fri Jul 05, 2013 1:07 pm

My impression was that with the new thingie you make any texture you want however you want. Like, if your pistol was fine at 8x8, you do that, but then if the rocket launcher really needed 4096x4096 you could do that too, at the same time.
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