Author Topic:  Texture Packs  (Read 16689 times)

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Evesy

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Texture Packs
« on: April 15, 2013, 05:58:53 PM »
You can create both SD and HD Texture Packs for Total Miner and have them included in the game.

Post #2 describes both the SD and HD formats, and includes a template file you can use to start making a texture pack.

Post #3 is a full list of all blocks and items to match against the template.


Here are the rules:


1.   HD texture packs take quite a bit space on the game download file. For this reason we will be restricting our choices of community HD texture packs to only the very best submissions.
2.   Your texture pack must be saved as a PNG file.
3.   SD block and item textures are 16 x 16 pixels.
4.   HD block textures are 64 x 64 pixels and Item textures are 32 x 32 pixels.
5.   You must make every Block texture tileable. Search google to understand what this means and the techniques you can use to achieve it, but in a nutshell, if you lay down a bunch of the same texture side by side, there should be no visible seam.
6.   All items must use fully transparent pixels for unused pixels.
7.   Only Water, Lava and the Teleport Block textures support semi-transparency. All other Block textures must use fully opaque or fully transparent pixels.
8.   The chart in post# 3 indicates which Blocks support (fully) transparent pixels. Read it carefully, most Blocks do not support transparency at all.


About using images from the internet:
Free use and Free commercial use are two very different things. If there is no free commercial licence attached to the image or website then that image cannot be used.
Legally, "copying an image" and "copying then modifying an image" are identical. Permission must be explicitly given.
I have any doubt in my mind that a texture has been copied from the internet and that texture does not have a Free Commercial Licence, then I will not select the texture pack. This is necessary because if someone filed a copyright infringement lawsuit, Microsoft will pull the game from the marketplace immediately.


**Any questions regarding the creation of TP's should be posted in this thread**

**TP submissions should be done here: [Link Forthcoming]**


Light Map

The Light Map is the first texture in the top left corner. It defines how light is coloured in Total Miner.

There are two types of light in Total Miner. Sun light and Block light. Block light is the light emitted from certain blocks, like torches, sun boxes, lava, gold, etc.

The Light Map controls the color and intensity of both types of light and any combination of each light.

By changing the color hues in the light map, you can define the color of the games atmospheric lighting.

Here is the default HD texture pack day and night light map:



The red border should not be in your light map. I've just put it here so the light map can be seen properly against the forums background. Your light map should be 64 x 64 pixels and have no border.

The light for sun light is defined on the x axis.
The light for block light is defined on the y axis.

Top Left is zero sun light and zero block light.
Bottom right is maximum sun light and maximum block light.
Top Right is maximum sun light, zero block light.
Bottom Left is maximum block light, zero sun light.
etc.

You are free to use this light map if you do not want to make your own.

Sky Map

The Sky map defines how the distant sea, horizon and sky look in game. The horizon is where the distant sea meets the distant sky.

Here is the default HD texture pack sky map:

You can see the image starts as a sky blue, then is a gradient down to a lighter blue, then goes dark again at the bottom.

The lighter area is the horizon (haze) and the darker area at the bottom is the sea. The first pixel defines the general sky color.

Sunset/Sunrise/Moonset/Moonrise Maps

These are special maps used to define the colours for the sun and moon when they are rising and setting.

The game picks two random points within each map and interpolates between those 2 points over the course of the rising/setting effect, giving the effect of color change.

Usually these would be gradients, but if you want random/crazy color variations, then you can do that too.

Example:

From left to right
1. Sunrise
2. Sunset
3. Moonrise
4. Moonset
« Last Edit: July 14, 2015, 09:59:59 PM by Craig »
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Re: Texture Packs
« Reply #1 on: April 15, 2013, 06:02:15 PM »
Blocks Template

Blocks and Items are in separate texture packs. Here is the Blocks texture pack template.





On SD texture packs, each block is 16x16 pixels, so the image size will be 1024 x 96 pixels.
On MD texture packs, each block is 32x32 pixels, so the image size will be 2048 x 192 pixels.
On HD texture packs, each block is 64x64 pixels, so the image size will be 4096 x 384 pixels.

Numbered by Row x Column, so block 3x24 is the block on the 3rd row, 24th column.

1x1: SkyBox
1x2: Grass
1x3: Dirt
1x4: Sand
1x5: Scoria
1x6: Wood
1x7: WoodPlank
1x8: WoodVeneer
1x9: Leaves
1x10: Glass
1x11: Cloud
1x12: Water
1x13: Copper
1x14: Lava
1x15: Cassiterite
1x16: Clay
1x17: Sandstone
1x18: Limestone
1x19: Basalt
1x20: Andesite
1x21: Dacite
1x22: Diorite
1x23: Tuff
1x24: Serpentine
1x25: Gabbro
1x26: Granite
1x27: Komatiite
1x28: Marble
1x29: Rhyolite
1x30: Bedrock
1x31: Carbon
1x32: Obsidian
2x1: Coal
2x2: Flint
2x3: Greenstone
2x4: Diamond
2x5: Ruby
2x6: Gold
2x7: Platinum
2x8: Iron
2x9: Opal
2x10: Uranium
2x11: Cobblestone
2x12: Bricks
2x13: Chess
2x14: BookCase
2x15: Torch
2x16: Ladder
2x17: Workbench
2x18: Furnace
2x19: Chest
2x20: WoodDoorTop
2x21: SteelDoorTop
2x22: Teleport
2x23: TNT
2x24: C4
2x25: Wisdom
2x26: Blueprint
2x27: Sapling
2x28: WhiteFlowers
2x29: PurpleFlowers
2x30: RedFlowers
2x31: YellowFlowers
2x32: PineLeaves
3x1: ItemShop
3x2: BlockShop
3x3: Sulphur
3x4: Cyclonite
3x5: Titanium
3x6: Teflon
3x7: Fluorite
3x8: WovenLeaves
3x9: Rope
3x10: MultiTextureBlock
3x11: MossyCobblestone
3x12: Pane
3x13: StainedGlassPane
3x14: Post
3x15: -----------------
3x16: GrassyStone
3x17: BlueBox
3x18: -----------------
3x19: -----------------
3x20: -----------------
3x21: -----------------
3x22: -----------------
3x23: -----------------
3x24: -----------------
3x25: -----------------
3x26: -----------------
3x27: -----------------
3x28: -----------------
3x29: -----------------
3x30: -----------------
3x31: -----------------
3x32: -----------------
4x1: -----------------
4x2: -----------------
4x3: -----------------
4x4: -----------------
4x5: -----------------
4x6: Rasta
4x7: WhiteTile
4x8: Checkered
4x9: Retro
4x10: CherryMetal
4x11: Static
4x12: Ice
4x13: ConcreteBrick
4x14: Turkish
4x15: Camouflage
4x16: SpiderEgg
4x17: LongGrass
4x18: Stairs
4x19: AmbientSoundBlock
4x20: WoodDoorBottom
4x21: SteelDoorBottom
4x22: Sign
4x23: Fire
4x24: SteelSpikes
4x25: ClimbingIvy
4x26: Book
4x27: Key
4x28: RaresChest
4x29: Crop
4x30: InvisibleBarrier
4x31: CoverBlock
4x32: RedMushroom
5x1: ArcadeMachine
5x2: ParticleEmitter
5x3: Stack
5x4: UpsideDownStack
5x5: LockedChest
5x6: LitFurnace
5x7: WhiteWool
5x8: BedHead
5x9: BedFoot
5x10: NPCSpawn
5x11: Crate
5x12: Fence
5x13: LockedDoorTop
5x14: SunBox
5x15: SentryTurret
5x16: ProximityDetector
5x17: Snow
5x18: SnowLayer
5x19: Scaffold
5x20: SteelPortcullis
5x21: SteelPlating
5x22: HalfBlock
5x23: Ramp
5x24: Cactus
5x25: TerracottaTile
5x26: OneWayGlass
5x27: Cylinder
5x28: GoldBlock
5x29: StoneWall
5x30: SandBrick
5x31: Table
5x32: GildedWoodPanel
6x1: Painting
6x2: GrassShaded
6x3: MapleLeaves
6x4: WifiTransmitter
6x5: WifiReceiver
6x6: PressurePlate
6x7: PoweredLight
6x8: Safe
6x9: Sundial
6x10: Switch
6x11: Button
6x12: TrapDoor
6x13: ScriptBlock
6x14: TilledEarth
6x15: SaltBlock
6x16: MobSpawn
6x17: Bone
6x18: Sapphire
6x19: StoneBrick
6x20: BirchWood
6x21: BirchWoodPlank
6x22: StainedGlass
6x23: -----------------
6x24: -----------------
6x25: -----------------
6x26: -----------------
6x27: -----------------
6x28: -----------------
6x29: -----------------
6x30: -----------------
6x31: -----------------
6x32: -----------------
7x1: PolishedBasalt
7x2: PolishedAndesite
7x3: PolishedDacite
7x4: PolishedDiorite
7x5: PolishedTuff
7x6: PolishedSerpentine
7x7: PolishedGabbro
7x8: PolishedGranite
7x9: PolishedKomatiite
7x10: PolishedMarble
7x11: PolishedRhyolite
7x12: PolishedGreenstone
7x13: LockedDoorBottom
7x14: PolishedBasaltBrick
7x15: PolishedAndesiteBrick
7x16: PolishedDaciteBrick
7x17: PolishedDioriteBrick
7x18: PolishedTuffBrick
7x19: PolishedSerpentineBrick
7x20: PolishedGabbroBrick
7x21: PolishedGraniteBrick
7x22: PolishedKomatiiteBrick
7x23: PolishedMarbleBrick
7x24: PolishedRhyoliteBrick
7x25: PolishedGreenstoneBrick
7x26: -----------------
7x27: -----------------
7x28: -----------------
7x29: -----------------
7x30: -----------------
7x31: -----------------
7x32: -----------------
8x1: -----------------
8x2: -----------------
8x3: -----------------
8x4: -----------------
8x5: -----------------
8x6: LightOrange
8x7: LightYellow
8x8: LightBlue
8x9: DarkBlue
8x10: LightGreen
8x11: DarkBrown
8x12: Tan
8x13: Creme
8x14: DarkRed
8x15: DarkGray
8x16: Gray
8x17: DarkGreen
8x18: Pink
8x19: Purple
8x20: Cyan
8x21: Black
8x22: White
8x23: Yellow
8x24: Red
8x25: Orange
8x26: LightBrown
8x27: Brown
8x28: Green
8x29: Blue
8x30: Marker
8x31: ExcludeMarker
9x1: Day Lightmap
9x2: Night Lightmap
9x3: -----------------
9x4: -----------------
9x5: Grass Side
9x6: Wood Top
9x7: TNT Top
9x8: C4 Top
9x9: Workbench Top
9x10: Workbench Side
9x11: Workbench Side
9x12: Workbench Side
9x13: Chest Top
9x14: Furnace Top
9x15: Blockshop Top
9x16: Itemshop Top
9x17: Shop Side
9x18: Teflon Top
9x19: Ice Top
9x20: Water Side
9x21: Lava Side
9x22: LockedChest Top
9x23: Fire2
9x24: Fire3
9x25: Fire4
9x26: Fire5
9x27: Fire6
9x28: Fire7
9x29: Fire8
9x30: Bedhead end
9x31: Bedhead side
9x32: Bedfoot side
10x1: Bedfoot end
10x2: Sun
10x3: Moon
10x4: Sun glow
10x5: Moon glow
10x6: Sunset colors
10x7: Moonset colors
10x8: Book inside
10x9: Safe Top
10x10: Switch On
10x11: Birch Top
10x12: Total Invaders
10x13: Total Rush
10x14: -----------------
10x15: -----------------
10x16: -----------------
10x17: StainedGlass
10x18: StainedGlass
10x19: StainedGlass
10x20: StainedGlass
10x21: StainedGlass
10x22: StainedGlass
10x23: StainedGlass
10x24: StainedGlass
10x25: StainedGlass
10x26: StainedGlass
10x27: StainedGlass
10x28: StainedGlass
10x29: StainedGlass
10x30: StainedGlass
10x31: StainedGlass
10x32: StainedGlass
11x1: WheatCrop1
11x2: WheatCrop2
11x3: WheatCrop3
11x4: WheatCrop4
11x5: WheatCrop5
11x6: WheatCrop6
11x7: SugarCaneCrop1
11x8: SugarCaneCrop2
11x9: SugarCaneCrop3
11x10: SugarCaneCrop4
11x11: SugarCaneCrop5
11x12: SugarCaneCrop6
11x13: TomatoCrop1
11x14: TomatoCrop2
11x15: TomatoCrop3
11x16: TomatoCrop4
11x17: TomatoCrop5
11x18: TomatoCrop6
11x19: -----------------
11x20: -----------------
11x21: -----------------
11x22: -----------------
11x23: -----------------
11x24: -----------------
11x25: -----------------
11x26: -----------------
11x27: -----------------
11x28: -----------------
11x29: Snow Cover
11x30: Ice Cover
11x31: Dirt Cover
11x32: Sand Cover
12x1: Decal:Cracks
12x2: Decal:BloodSplat
12x3: Decal:Slime
12x4: Decal:Dirt
12x5: Decal:ScorchMark
12x6: Decal:Cobweb
12x7: Decal:BloodScratch
12x8: Decal:Mesh
12x9: Decal:Bracket
12x10: Decal:Footprints
12x11: Decal:Moss-Mould
12x12: Decal:Bones
12x13: Decal:StonePath
12x14: Decal:RockPath
12x15: WaterTop1
12x16: WaterTop2
12x17: LavaTop1
12x18: LavaTop2
12x19: WaterFlowSide1
12x20: WaterFlowTop1
12x21: WaterFlowTop2
12x22: LavaFlowSide1
12x23: LavaFlowTop1
12x24: LavaFlowTop2
12x25: PaintingFrame
12x26: PaintingFrame
12x27: PaintingFrame
12x28: PaintingFrame
12x29: PaintingFrame
12x30: PaintingFrame
12x31: PaintingFrame
12x32: PaintingFrame
13x1: Decal:Sand
13x2: Decal:Snow
13x3: Decal:Shells
13x4: -----------------
13x5: -----------------
13x6: -----------------
13x7: -----------------
13x8: -----------------
13x9: -----------------
13x10: -----------------
13x11: -----------------
13x12: -----------------
13x13: -----------------
13x14: -----------------
13x15: WaterTop3
13x16: WaterTop4
13x17: LavaTop3
13x18: LavaTop4
13x19: WaterFlowSide2
13x20: WaterFlowTop3
13x21: WaterFlowTop4
13x22: LavaFlowSide2
13x23: LavaFlowTop3
13x24: LavaFlowTop4
13x25: PaintingFrame
13x26: PaintingFrame
13x27: PaintingFrame
13x28: PaintingFrame
13x29: PaintingFrame
13x30: PaintingFrame
13x31: PaintingFrame
13x32: PaintingFrame
« Last Edit: February 04, 2016, 04:11:13 PM by Craig »
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Re: Texture Packs
« Reply #2 on: April 15, 2013, 06:05:08 PM »
Items Template





On SD texture packs, each itemis 16x16 pixels, so the image size will be 1024 x 160 pixels.
On MD and HD texture packs, each item is 32x32 pixels, so the image size will be 2048 x 320 pixels.

Numbered by Row x Column, so item 3x24 is the item on the 3rd row, 24th column.

1x1: Hand
1x2: WoodPickaxe
1x3: IronPickaxe
1x4: SteelPickaxe
1x5: DiamondPickaxe
1x6: RubyPickaxe
1x7: TitaniumPickaxe
1x8: WoodHatchet
1x9: IronHatchet
1x10: SteelHatchet
1x11: DiamondHatchet
1x12: WoodShovel
1x13: IronShovel
1x14: SteelShovel
1x15: DiamondShovel
1x16: WoodSpear
1x17: IronSpear
1x18: SteelSpear
1x19: DiamondSpear
1x20: WoodSword
1x21: IronSword
1x22: SteelSword
1x23: DiamondSword
1x24: Binoculars
1x25: Camera
1x26: Stick
1x27: IronIngot
1x28: SteelIngot
1x29: GoldBar
1x30: RubyGemStone
1x31: DiamondGemStone
1x32: GoldPieces
2x1: TitaniumIngot
2x2: GrenadeLauncher
2x3: Grenade
2x4: RawFish
2x5: CookedFish
2x6: Bucket
2x7: BucketOfWater
2x8: BucketOfLava
2x9: WoodShield
2x10: IronShield
2x11: SteelShield
2x12: DiamondShield
2x13: WoodDoor
2x14: SteelDoor
2x15: SledgeHammer
2x16: SignIcon
2x17: Lock
2x18: WoodBow
2x19: FlintArrow
2x20: Feather
2x21: FlintFlake
2x22: RawLambChops
2x23: CookedLambChops
2x24: RawDuckMeat
2x25: CookedDuckMeat
2x26: Bed
2x27: LockedDoor
2x28: Lighter
2x29: IronArrow
2x30: SteelArrow
2x31: DiamondArrow
2x32: RubyArrow
3x1: TitaniumArrow
3x2: BoomArrow
3x3: FireArrow
3x4: Clipboard
3x5: FenceIcon
3x6: RopeIcon
3x7: StairsIcon
3x8: HalfBlockIcon
3x9: RampIcon
3x10: CylinderIcon
3x11: SkeletonKey
3x12: SkullKey
3x13: SilkKey
3x14: DiamondKey
3x15: TitaniumKey
3x16: GoldKey
3x17: ShadowKey
3x18: DwarfKey
3x19: DarkKey
3x20: KeyOfLight
3x21: BobKey
3x22: StoneKey
3x23: GhostKey
3x24: TitanKey
3x25: HeroKey
3x26: LightningKey
3x27: LunaKey
3x28: SolarKey
3x29: CelestialKey
3x30: SlimeKey
3x31: NatureKey
3x32: UndeadKey
4x1: SpiderKey
4x2: FishKey
4x3: RubyKey
4x4: NauticalKey
4x5: TeleportKey
4x6: BattleAxe
4x7: ElvenBow
4x8: AmuletOfFlight
4x9: WaterTalisman
4x10: ShieldBadge
4x11: TenLeagueBoots
4x12: TableIcon
4x13: SwitchIcon
4x14: ButtonIcon
4x15: IronHoe
4x16: SteelHoe
4x17: DiamondHoe
4x18: IronScythe
4x19: SteelScythe
4x20: DiamondScythe
4x21: WheatSeed
4x22: SugarCaneSeed
4x23: Wheat
4x24: Sugar
4x25: Egg
4x26: Flour
4x27: Bottle
4x28: BottleOfWater
4x29: BottleOfMilk
4x30: BucketOfMilk
4x31: Dough
4x32: Bread
5x1: Cake
5x2: Butter
5x3: Cheese
5x4: Salt
5x5: Pizza
5x6: Tomato
5x7: IronBattleAxe
5x8: SteelBattleAxe
5x9: GreenstoneGoldBattleAxe
5x10: DiamondBattleAxe
5x11: RubyBattleAxe
5x12: TitaniumBattleAxe
5x13: PlatinumSword
5x14: RubySword
5x15: TitaniumSword
5x16: SteelScimitar
5x17: SteelPike
5x18: SteelClaymore
5x19: SteelKatana
5x20: GreenstoneGoldPickaxe
5x21: GreenstoneGoldHatchet
5x22: GreenstoneGoldShovel
5x23: GreenstoneGoldSword
5x24: GreenstoneGoldShield
5x25: GreenstoneGoldSledgeHammer
5x26: TomatoSeed
5x27: RawBeef
5x28: CookedBeef
5x29: CowHide
5x30: Leather
5x31: ObsidianGemStone
5x32: RingMould
6x1: AmuletMould
6x2: NecklaceMould
6x3: GoldRing
6x4: GoldAmulet
6x5: GoldNecklace
6x6: RingOfBob
6x7: AmuletOfFury
6x8: NecklaceOfKnowledge
6x9: SpiderRing
6x10: PredatorAmulet
6x11: NecklaceOfHypocrisy
6x12: RingOfExemption
6x13: AmuletOfStarlight
6x14: NecklaceOfFarsight
6x15: DiamantiumIngot
6x16: DiamantiumSword
6x17: Coif
6x18: LeatherBody
6x19: LeatherLeggings
6x20: LeatherHelmet
6x21: LeatherBoots
6x22: LeatherGauntlets
6x23: IronBody
6x24: IronLeggings
6x25: IronHelmet
6x26: IronBoots
6x27: IronGauntlets
6x28: SteelBody
6x29: SteelLeggings
6x30: SteelHelmet
6x31: SteelBoots
6x32: SteelGauntlets
7x1: DiamantiumBody
7x2: DiamantiumLeggings
7x3: DiamantiumHelmet
7x4: DiamantiumBoots
7x5: DiamantiumGauntlets
7x6: TitaniumBody
7x7: TitaniumLeggings
7x8: TitaniumHelmet
7x9: TitaniumBoots
7x10: TitaniumGauntlets
7x11: DiamantiumShield
7x12: TitaniumShield
7x13: SkillCombat
7x14: SkillHealth
7x15: SkillStrength
7x16: SkillAttack
7x17: SkillDefence
7x18: SkillRanged
7x19: SkillMining
7x20: SkillDigging
7x21: SkillChopping
7x22: SkillBuilding
7x23: SkillCrafting
7x24: SkillSmelting
7x25: SkillSmithing
7x26: SkillFarming
7x27: SkillCooking
7x28: SkillLooting
7x29: Splinter1
7x30: Splinter2
7x31: Splinter3
7x32: Splinter4
8x1: Splinter5
8x2: Splinter6
8x3: Splinter7
8x4: Splinter8
8x5: BoneMeal
8x6: Chance
8x7: IceArrow
8x8: SapphireGemStone
8x9: RingOfIce
8x10: UnknownAmulet
8x11: UnknownNecklace
8x12: TitaniumKatana
8x13: SkyWorld
8x14: SpaceWorld
8x15: TrollHide
8x16: TrollHideBody
8x17: TrollHideLeggings
8x18: TrollHideHelmet
8x19: TrollHideBoots
8x20: TrollHideGauntlets
8x21: GoldenBow
8x22: SpiderBow
8x23: TrollBow
8x24: TitaniumBow
8x25: NaturalWorld
8x26: FolderIcon
8x27: GrenadeTexture
8x28: RubyWarHammer
8x29: TitaniumWarHammer
8x30: CopperIngot
8x31: TinIngot
8x32: BronzeIngot
9x1: BronzeHoe
9x2: BronzeScythe
9x3: BronzeArrow
9x4: BronzeSpear
9x5: BronzeSword
9x6: Chisel
9x7: Wand
9x8: ChatIcon
9x9: DecalApplicator
9x10: DarkStaff
9x11: LightStaff
9x12: SpiderStaff
9x13: NatureStaff
9x14: OceanStaff
9x15: NecromancerStaff
9x16: YliasterPotion
9x17: EitrPotion
9x18: IchorPotion
9x19: Revolver
9x20: EldarPistol
9x21: GoldenSMG
9x22: SpiderSMG
9x23: LaserBlaster
9x24: ComboAssaultRifle
9x25: SniperRifle
9x26: AssaultRifle
9x27: Shotgun
9x28: MiniGun
9x29: HeavyAssaultRifle
9x30: SemiAutoHandGun
9x31: PlasmaRifle
« Last Edit: January 26, 2016, 07:35:51 PM by Craig »
Xbox Gamertag: Evesyy
Steam ID: Evesy
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Re: Texture Packs
« Reply #3 on: April 15, 2013, 06:25:09 PM »
FAQ

What programs can be used to create Texture Packs?

Any drawing program can be used providing it supports transparency. Good examples are GIMP or Paint.NET which are both free.

Are there any limitations to what we can make?

While there are no definitive limits to what you can create, texture packs that contain textures that correlate to the particular item stand a better chance of being chosen. i.e. Making the grass block into gold plating is not advised.

What about the white bits?

Any white bits/background to your items should be removed, keeping the background transparent.

Does a HD Texture Pack cause a performance decrease?

They have no performance cost on modern graphics hardware. 
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almantux11

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Re: Texture Packs
« Reply #4 on: April 16, 2013, 11:16:57 AM »
When you say that blocks in red support full transparecy, what if one pixel wasn't fully clear. Would it stay like that or change? :)

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Re: Texture Packs
« Reply #5 on: May 02, 2013, 03:59:07 AM »
How would we go about texturing the book?
There are 2 textures for a book. The outside cover and the inside leaves/pages.

The texture for the outside cover is located immediately to the right of Climbing Ivy (directly under the Blueprint texture).

The texture for the inside is located on the top row, immediately to the right of the moon rise/set color effect texture (directly above the gold ore block).

Full transparency is supported (but not semi transparency). The texture should not have transparent pixels on the left edge, because this is where the 2 covers meet. If you decide to leave some of the right hand side transparent (so it is more rectangular and less square), ensure both textures are the same width.

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Re: Texture Packs
« Reply #6 on: May 17, 2013, 09:30:09 PM »
I have a few questions.
  • Is there a place to download the original sd texture pack? I don't know how to do the different maps(light map, sky map, sunrise/set, and moonrise/set).
  • How should I save the file in Paint.NET?
  • For both items and blocks, how do you texture blocks that aren't full blocks(snow layer, ramp, fence, half block, stairs, the bed, etc)?
  • I noticed some of the blocks/items on the list have an asterisk next to them, what is that for?
  • Should all the numbered unused blocks be covered up?(-1, -2, -3, 154, 279, 280, 330, 331, and 332)
Thanks in advance!
« Last Edit: May 18, 2013, 11:38:08 PM by TacitGrunt »

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Re: Texture Packs
« Reply #7 on: May 25, 2013, 06:37:31 AM »
I have a few questions.
  • Is there a place to download the original sd texture pack? I don't know how to do the different maps(light map, sky map, sunrise/set, and moonrise/set).
  • How should I save the file in Paint.NET?
  • For both items and blocks, how do you texture blocks that aren't full blocks(snow layer, ramp, fence, half block, stairs, the bed, etc)?
  • I noticed some of the blocks/items on the list have an asterisk next to them, what is that for?
  • Should all the numbered unused blocks be covered up?(-1, -2, -3, 154, 279, 280, 330, 331, and 332)
Thanks in advance!
1. I can send it to you if you want me to
2. PNG
3.For a few blocks like a full block and for a few blocks like not a full block (Not sure lol)
4. ???
5. Yes, cover them in Black.

TacitGrunt

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Re: Texture Packs
« Reply #8 on: May 25, 2013, 03:53:38 PM »
I have a few questions.
  • Is there a place to download the original sd texture pack? I don't know how to do the different maps(light map, sky map, sunrise/set, and moonrise/set).
  • How should I save the file in Paint.NET?
  • For both items and blocks, how do you texture blocks that aren't full blocks(snow layer, ramp, fence, half block, stairs, the bed, etc)?
  • I noticed some of the blocks/items on the list have an asterisk next to them, what is that for?
  • Should all the numbered unused blocks be covered up?(-1, -2, -3, 154, 279, 280, 330, 331, and 332)
Thanks in advance!
1. I can send it to you if you want me to
2. PNG
3.For a few blocks like a full block and for a few blocks like not a full block (Not sure lol)
4. ???
5. Yes, cover them in Black.
1. Yeah, can you send me a link?
2. I mean what bit depth, dithering level, and transparency threshold
3. I was meaning should the block texture for non square blocks be a square, ex. should the fence block texture look like a fence or should it be a full square. I found an answer on the old forums.
4. I found an answer on the old forums, it was to mark new/changed items on the list.
5. Thanks, that's what I thought. 

Last thing, Craig said he was releasing a texture pack build for PC, so texture pack makers can see what their packs look like in TM before it gets added. Did this get released? I couldn't find it on the old forums.

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Re: Texture Packs
« Reply #9 on: May 25, 2013, 05:57:11 PM »
Well for the transparency only the ones in blue can have different values no matter the amount, and for other textures(fence, stairs, ramp, half block, rope, sign) that are not actual blocks you need a full square texture so that it can be used to cover the whole block and also be used on the multi texture block.
<--- Click for my texture pack and info!

GrimTimes

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Re: Texture Packs
« Reply #10 on: June 14, 2013, 05:06:22 PM »
Blocks
123 - RaresChest
169 - Switch
170 - Button
I was wonder How to texture these. As for the button and switch, would they be the full 64x64 resolution of a set amount of pixels in the 64x64 square. Are the sides apart of the front texture? Is so how much of it? For the Rares Chest, what will that be like? One more question, Will there ever be optional animations for textures that we want. For example, If we want to have a screen moving on the total invaders block. I was think of something like 2 or 5 extra frames.
<--- Click for my texture pack and info!

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Re: Texture Packs
« Reply #11 on: June 15, 2013, 12:32:42 AM »
Blocks
123 - RaresChest
169 - Switch
170 - Button
I was wonder How to texture these. As for the button and switch, would they be the full 64x64 resolution of a set amount of pixels in the 64x64 square. Are the sides apart of the front texture? Is so how much of it? For the Rares Chest, what will that be like? One more question, Will there ever be optional animations for textures that we want. For example, If we want to have a screen moving on the total invaders block. I was think of something like 2 or 5 extra frames.
The Rares Chest is just a solid block. So the texture you make should have no transparent pixels and the texture will be used for all 6 faces of the block.

The Switch and Button have a special property. They both work the same way. They are 64 x 64. The outer 13 pixels are used for the sides of the switch. The inner 38 pixels are used for the front face of the switch.

e.g. http://gyazo.com/3c14928cc55339eab25d8b2504175d39
the outer 13 pixels are red, they define what the sides of the switch and button look like. the inner 38 pixels are yellow and they define what the front face (the switch itself) look like.

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Re: Texture Packs
« Reply #12 on: September 02, 2013, 06:52:49 PM »
If not it would be cool if the one doing it would make a volcanic HD pack that works with the other 4 we have.  It would be great if craig ever finds a way of using multiple textures on one map at the same time for different weather zones however don't now if xbox 360 can handle it.

Also it would be a good example for how it is supposed to look for people making a texture pack for the first time to see what it is supposed to look like for every thing like the bed parts.   This is in case there are specific demensions for a texture for an item that we need to follow.
« Last Edit: September 04, 2013, 05:05:53 PM by TRex »

GrimTimes

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Re: Texture Packs
« Reply #13 on: September 04, 2013, 07:44:44 PM »
After a couple hours a day playing with paint.net I am starting to get the hang of it figuring out how to do stuff I could with photoshop.  My texture pack is finally starting to take shape a little.  Seeing to I actually am working on it and not messing around it might take a few weeks to finish.  I am doing this while waiting on a anouther call back for an interview.  If I get a job it might turn to a month or 2 mainly b/c of 10 hour days and when internet is back up Total miner weekends lol.
If you want your texture pack to look its best, it's going yo take more than a few weeks. Just a heads up.
<--- Click for my texture pack and info!

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Re: Texture Packs
« Reply #14 on: November 05, 2013, 08:19:16 AM »
Thanks nice to hear some feed back on the textures. 

I am creating new block and item textures for down the road when craig ups the block and item count on the game.  Hopefully he makes more directional blocks for safes,chest,furnace,work bench and other blocks like them at some point.

I am storing them on my skydrive as back up.  I have it set to view only for people who want to check out the textures.
I have 2 files for block and item textures.  Urban Jungle Textures and New Textures for Future Updates.
The Urban Jungle Textures are Textures I use in making the urban jungle texture pack.
The New Textures for Future Updates are the textures I plan on using for making my new texture pack when craig ups the block and item ID's.


Just to lay some ground rules on the textures for those going to the link.
They are not Free To Use except for Craig the maker of Total Miner Forge.
They are not to be used on other voxel based games other than Total Miner Forge.
Do not use these textures in your texture pack without asking me and getting permission or I will ask Craig to pull the texture pack!
If you ask and get permission for Specfic textures you want to use give me credit for making them when submitting your texture pack.
If you can't follw the rules I will remove it from being viewable and stop sharing textures with people making total miner texture packs.
Total Miner Skydrive

I am starting to make textures as well for block ID's that are not mentioned for the game hopping for when craig ups the id count I could add them.
I am taking it fairly slow this time around trying to make every thing as detailed as possible.  However several months from know I may need help recreating some of the textures for use in the game as I am having trouble making some look the way I want and like them to look perfect for the texture pack.  Anouther thing slowing me down is that I am looking for a job and really need one.  Be nice to play total miner again mabye even get ideas on how to make some textures by playing the game.




I am know on the down hill side for the multi texture pack.  I am really liking how it is coming along so far.  Still have about 100 block textures to make and all the items.  Thankfully items don't take very long at all to make especially being half the size or 1/4 the pixels.  I will try to stay focused on blocks that are definitely in the game from this point on.  I might still make it in time for 2.0.
« Last Edit: December 01, 2013, 12:20:11 AM by TRex »