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Re: Fenway's Textures

Posted: Thu May 09, 2013 5:51 am
by Prototype
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.

Re: Fenway's Textures

Posted: Thu May 09, 2013 5:51 pm
by Professor Fenway
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.

Re: Fenway's Textures

Posted: Thu May 09, 2013 6:41 pm
by  ҉ 
Putting it on the rear grip should also mean you pull the trigger with your dominant hand, which is the norm.

Re: Fenway's Textures

Posted: Thu Jul 04, 2013 9:03 pm
by Professor Fenway
Image

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

Re: Fenway's Textures

Posted: Thu Jul 04, 2013 9:46 pm
by Phalanx
Unit 340 wrote:Image

I am taking your advice Tiel. Resuming work on textures, starting with this Railgun
Approved. By ME. Go rejoice.

Re: Fenway's Textures

Posted: Fri Jul 05, 2013 12:23 am
by Prototype
I shall be stealing that

Re: Fenway's Textures

Posted: Fri Jul 05, 2013 12:38 am
by Iv121
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.
Spoiler:
Image

Re: Fenway's Textures

Posted: Fri Jul 05, 2013 2:25 am
by Ivan2006
Iv, are those supposed to be textures for hull/armor blocks?

Re: Fenway's Textures

Posted: Fri Jul 05, 2013 3:43 am
by fr0stbyte124
Pretty sure the consensus is 32x32, though if the textures looked alright at 16x16 as well, that is a plus.

Re: Fenway's Textures

Posted: Fri Jul 05, 2013 4:31 am
by Iv121
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.

Re: Fenway's Textures

Posted: Fri Jul 05, 2013 9:15 am
by Prototype
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

Re: Fenway's Textures

Posted: Fri Jul 05, 2013 9:50 am
by Iv121
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.

Re: Fenway's Textures

Posted: Fri Jul 05, 2013 10:07 am
by MrTargareyan
I agree with 32x32 for blocks, but I think 64x looks better on items

Re: Fenway's Textures

Posted: Fri Jul 05, 2013 1:03 pm
by Professor Fenway
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?

Re: Fenway's Textures

Posted: Fri Jul 05, 2013 1:07 pm
by  ҉ 
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.