My Minecraft resource pack, Little Improvements: Variated, from Planet Minecraft.
More info and download: https://www.planetminecraft.com/texture-pack/little-improvements-variated/
Join my discord server for support: https://discord.gg/bNcZjFe
My Minecraft resource pack, Little Improvements: Variated, from Planet Minecraft.
Home Page: https://www.planetminecraft.com/texture-pack/little-improvements-variated/
My Minecraft resource pack, Little Improvements: Variated, from Planet Minecraft.
More info and download: https://www.planetminecraft.com/texture-pack/little-improvements-variated/
Join my discord server for support: https://discord.gg/bNcZjFe
Would be easy because all the models/blockstates/textures are already there.
The heights of the strings, and variation in colour of hay.
Within "blockstates\infested_stone.json", each file path has an extra block folder. Instead of reading "block/stone/0" it reads "block/stone/block/0". Also, it references 0-15 when it should be referencing 1-16.
I am assuming these issues are leftover from a previous file setup.
Thank you for all your hard work. This resource pack is wonderful.
At the moment, mossy stone brick is variated, but not mossy cobblestone. If I were to variate mossy cobblestone, I could use the moss on the mossy stone brick and copy it over to mossy cobblestone, to avoid having to texture it.
Most blocks have the structure:
bricks
↳ 1.json
↳ 2.json
↳ 3.json
↳ slab
↳ 1.json
↳ 2.json
↳ 3.json
Unpolished stones, stone and planks have this structure:
andesite
↳ block
↳ 1.json
↳ 2.json
↳ 3.json
↳ slab
↳ 1.json
↳ 2.json
↳ 3.json
Make these blocks like the bricks.
Description of bug
In the pack, bricks and all related blocks (slabs, stairs, walls) should use a different texture, where the brick colours are variated (although they don't because of #1). In the inventory, brick slabs, stairs and walls use the vanilla texture.
Would be easy because the blockstates/textures/models are all there from stone.
Some models are called something like brown_mushroom_block1.json
while others are just 1.json
. Make them all like the latter.
Idea: Marvolo_Riddle
All three models for variated gilded blackstone use the texture gilded_blackstone1
instead of their respective textures, causing gilded blackstone to not appear variated.
Give each model its respective texture. For example, the model gilded_blackstone2
should use the texture gilded_blackstone2
.
Thanks to Marvolo_Riddle for letting me know about this bug
I had a nice idea for variated fire, but I'm wondering how difficult it would be to make given that fire is animated.
from vanilla tweaks
The following double slabs show an invalid model, because the file paths to the models in the blockstate file is incorrect.
For nearly all blocks in the pack, the variated textures use exactly the same colour palette as vanilla. Both warped and crimson roots use an extended palette, making for a inconsistency.
Keep exactly the same shape for crimson roots (see #32 for warped roots), but use the vanilla colour palette.
#32 Warped roots do not use a shape similar to the vanilla texture
They are showing pink and black texture. Originally reported by MassTimm on PMC.
Within "blockstates/gray_terracotta.json" it references variant 0 where it should be referencing variant 16.
Within "blockstates/stone_slab.json" and "stone_stairs.json" it references variant 0. There is 0 variants in models that in turn references a non-existent stone variant 0 in "textures". I believe these variants intended to be 16 to follow the variant naming convention of 1-16 that most of the rest of the resourcepack follows.
The model for each variant of a block is the vanilla model, but with the texture changed to the relevant variated texture.
Instead, it should reference the vanilla model as a parent
, and replace the relevant texture(s).
This would also make the pack a lot more compatible with other packs that might change the model of blocks.
Include randomised bookshelf textures, possibly from vanilla tweaks. Would have to be compatible with optifine CTM bookshelves.
The "1.json" within "models/block/smooth_red_sandstone" references the non-existent texture "block/smooth_red_sandstone" while 2-4 reference the also non-existent texture "block/smooth_sandstone".
I assume they are supposed to reference "block/red_sandstone_top" to follow the convention set by Smooth Sandstone.
Currently, terracotta models are structured like this:
models
↳ block
↳ red_terracotta
↳ block
↳ 1.json
↳ 2.json
↳ blue_terracotta
↳ block
↳ 1.json
↳ 2.json
Instead, structure them like this:
models
↳ block
↳ terracotta
↳ red_terracotta
↳ 1.json
↳ 2.json
↳ blue_terracotta
↳ 1.json
↳ 2.json
Variations of rotated blocks is seriously messed up. On the y axis, any rotations at 270 degrees don't show up. On the x and z axes, half the rotations don't show up. Thanks to Marvolo_Riddle for helping me find out about this bug.
Rotate the blocks like other blocks in the pack. Have 4 different textures for each rotation of the texture. Have seperate models for each. Variate them in the blockstate file.
Block has obviously been retextured to illustrate the face that none of the arrows are pointing downwards.
Most texture and model names begin with 1, but the following begin with 0, mostly from vanilla tweaks. Make everything start with 1. Make sure 1 is the vanilla texture.
from 1.17 snapshot 20w45a
Variate shape and size.
I think glowstone variation would be pretty nice, maybe different colour as well as texture?
Currently, sandstone and all of its variants are randomised. Do the same for red sandstone and all of its variants.
Description of bug
The pack adds randomised rotated concrete powder, although this is already done in the vanilla game.
Solution
Remove rotated concrete powder from the pack.
Credit to Marvolo_Riddle for pointing this out
from vanilla tweaks; blocks, slabs and stairs
from vanilla tweaks
When the wall is connected to something on the western side, the textures line up (the bricks are consistent) But when there is a block on top AND the wall connects on the western side, the bricks have a visible split between the centre "pillar" brick texture and the side "wall" brick texture EXCEPT for one of the 4 textures, caused by the fact that that specific bricks on the wall texture change for low or tall side walls (screenshots explain the details).
I've isolated all 4 wall textures in my testing world:
Brick block to explain how I kept track of textures:
Screenshots done using the debug stick, but it's the same with blocks instead.
The textures do not correspond to what the blocks (& slabs and stairs) use for that same block ; i.e. A brick block placed in the same spot as a wall will have a different pattern of bricks (say dark-light-normal) for the top row as a wall (which would have say dark-normal-normal), however, slabs, stairs, and full blocks share the same texture, not sure is that is a bug but still useful to point out ig.
In the vanilla red mushroom block texture, the white dots are each in a lighter "plus" shape:
In the variated textures, the background is kept exactly the same and just the dots move around, meaning the dots don't have the lighter area around them:
Have a lighter area around the variated textures, like the vanilla texture.
Just use four textures, so then I can reuse bricks models.
In the image above, it is clear that the 3 textures (1,2,4) do not use a similar shape to the vanilla texture (third one along). This is an inconsistency with the rest of the pack. Make them more like the crimson roots, which are just taller versions of the vanilla texture.
#30 Nether roots do not use vanilla colour palette
Rotate it in the X, Y and Z axes.
Relates to #31
textures/block
, while some are in textures/variated
. Put all textures in textures/block
, for consistency. This should be done before #21, so when writing the new models, the files are in the right place.textures/variated/brown_mushroom_block/1.png
. Put them all in a folder of their name.cobblestone1.png
, while some are just 1.png
. Make them all called things like 1.png
.The blockstate file for pink concrete powder refers to white_concrete_powder
instead of pink_concrete_powder
. This causes pink concrete powder to show up as white in-game.
in assets/minecraft/blockstates/pink_concrete_powder.json
:
"variants": {
"": [
{
"model": "minecraft:block/white_concrete_powder"
},
{
"model": "minecraft:block/white_concrete_powder",
"x": 90,
"y": 90,
"z": 90
},
{
"model": "minecraft:block/white_concrete_powder",
"x": 180,
"y": 180,
"z": 180
},
{
"model": "minecraft:block/white_concrete_powder",
"x": 270,
"y": 270,
"z": 270
}
]
}
}```
_Bug originally reported by [LUBrickon](https://www.planetminecraft.com/member/lubrickon/) on PMC.
Smooth sandstone uses the cube_all
model although it is only rotated variated on the y axis. This should be done on all 3 axes.
Include variated textures for:
Variate mossy stone brick slabs, stairs and walls. The textures are already there from mossy stone bricks, and the models can be reused and tweaked from bricks (#1).
Thanks to Marvolo_Riddle for suggesting this
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