I was using a texture pack that hadn't been updated. Sorry to worry you.I fixed this already, it's in the latest builds.... right? *heavy breathing*
I was using a texture pack that hadn't been updated. Sorry to worry you.I fixed this already, it's in the latest builds.... right? *heavy breathing*
can it make the stats bars at the bottom of the HUD like beforee?Ok guys, i'm finally getting around to explaining how to customise the new HUD layouts and small guides on creating your own UI sprite sets.
It'll be in instalments, but hopefully some of you will find it useful, even if it's just to remove notifications or shift things around relative to your resolutions.
In time i hope to showcase how to create your own assets for it to create your own themes.
http://starmadedock.net/threads/modding-the-hud-user-interface.6667/
Once a rotate function is added, yea.can it make the stats bars at the bottom of the HUD like beforee?
Nope. You can change the sprite, size, shape etc. I'll make a guide for it.wont they still be curved?
Wow good job, I couldn't even tell this was the pixel version and not just an image of default.Update time!
I've always been aware that not everyone can run 256 resolution textures. The 'pixel' pack was created to address this, however as the Default texture overhaul came (along with a load of new blocks) the spare time i had to work on a purpose made low resolution pack diminished.
As i've briefly mentioned before, i have begun work on it once again. It's a recreation of the "Default" textures in a low 64px resolution. I've no intention of providing a 2nd set of unique designs for 600+ blocks, but i do know the current Defaults are not purposely created with low res users in mind. It's a little unfair.
So here's just a quick WiP shot to show how the designs translate into low res. 64px
The emphasis is on providing a cleaner texture at low res. Same designs.
I should also have a Rail Docking block texture to show off soon enough. I'm quite fond of it ^_^
A couple of days from now. This doesn't take into account the code work having to be done for new animation types / orientations though. (Why the delay?)Any chance you can you give us an ETA on the textures for rails? I really want to do some tutorials but for future proofing they will need to look like what they will look like.
Fricken' Sweet!The texture assignment system has been changed. Faces can now be given a individual texture regardless of position on the maps. This allows me to remove duplicates, removing about 70 redundant textures but subsequently completely remaking the texture sheets / remapping every texture in the game.
It's a serious space saver. The T002 file is currently dead as i type this.Fricken' Sweet!
Nice.The texture assignment system has been changed. Faces can now be given a individual texture regardless of position on the maps.
lol. Yea, sorry about that. Schema likes to doodle on the sheets while things are WiP.Nice.
That's why the rails use so many different textures? But the green light block is now very ugly... no more pretty traffic lights until they get their own texture.
Yea. I am. It's still a little bit of a puzzle to get things fitting as optimal. But it makes LOADS more sense now. (to me at least ^^ )I'm assuming you're reorganizing everything from the ground up? Organized sheets = Best sheets
kupu 2012
That's most important since we don't want texture bugs :DBut it makes LOADS more sense now. (to me at least ^^ )
I'm really going to have to scour for texture bugs after this. I know there were a few textures that are not properly aligned right now.Also NeonSturm now i have a little more control on textures on which face, i will try the wedge computers at some point.