Author Topic: Manty's Brick Textures  (Read 27013 times)

Uggh, sorry about sounding like a complete waste of life here but I don't see much of a difference between Manty's and Squideey's besides the lines between the bricks being a little more visible. Can someone make a close-up picture of some bricks compared to Squideeys? I can't tell the difference from that far away in that picture.
« Last Edit: April 14, 2011, 09:49:17 PM by viper30000 »

EDIT: Flush, you can see the textures at my server.  It's under the name of ATFClan.eu at the moment.
Cannot find.

Uggh, sorry about sounding like a complete waste of life here but I don't see much of a difference between Manty's and Squideey's besides the lines between the bricks being a little more visible. Can someone make a close-up picture of some bricks compared to Squideeys? I can't tell the difference from that far away in that picture.

Yes, the brick edges are more defined in mine because that's how the default textures are.  You will be able to tell the difference more accurately if you test the two in-game.  The textures brickTop, brickBOTTOMLOOP, and brickBOTTOMEDGE are much different.  If you go to Squideey's better brick texture thread and look at the screenshot provided, you can see that his textures look more cartoon-ish and candy-like.  He also majorly edited the brickBOTTOMLOOP and brickBOTTOMEDGE textures, which greatly differ from mine and the default textures.

Oh ok, I am currently using Squideeys but I will give yours a try then.

Squideey removed the candy-flare from his V2. What's the exact difference between these textures, the defaults, and Squideey's?

Your seems to lighten up more then Squideeys in dark.. And the only other difference was that yours were basicly Blurry edits of Squideeys. Still Keepin' Squids, but nice edit.

Squideey removed the candy-flare from his V2. What's the exact difference between these textures, the defaults, and Squideey's?
He may have removed the "candy-flare," but he added the side gradient which looks bad on ramp bricks.


Your seems to lighten up more then Squideeys in dark.. And the only other difference was that yours were basicly Blurry edits of Squideeys. Still Keepin' Squids, but nice edit.
1.  I don't see how these "lighten up more," everything is black transparent.

2.  Mine are definitely not blurry edits of Squideey's, and you're simply stupid if you think that.  Everything in this texture pack (except, of course, brickRAMP) was vectored by me in Photoshop.  It is not blurry at all and these are not simply edits of Squideey's textures or the default textures.  These were made by hand in Photoshop and were based on the default textures.  If you can't see a difference from Squideey's or the default textures you either need to look closer or see the difference for yourself in-game.

Squideey made textures that look amazing in Photoshop; I replicated these textures earlier.  The downside is that while they do look good in Photoshop, they don't look good in-game (in my opinion).  I prefer the regular brick stud and the normal brickBOTTOMLOOP and brickBOTTOMEDGE.


To put this in extremely basic terms for those who don't understand, you can think of it this way: my textures are similar to Squideey's first texture edit.  There are various differences, though, the major one being that these do not forget up your avatar.  Keep in mind they both act the same way in the dark, and both lack the white lines the default textures have.

These textures are just my older ones that are just a darker version of the default. Also, just for clarification, this is why lighting can't be fixed.

Quote from: Badspot
Lighting does not effect the textures because they use the GL_DECAL blending mode.  I do not know how to have a texture that shows the vertex color through the alpha channel and still has lighting in fixed function openGL with only one render pass.  It might be possible but I don't know how to do it.  If you can tell me how, I will gladly implement it.

You can make the entire image darker and get rid of the white bevel, but no amount of tinkering with the texture is going to make lighting apply to a non-black print.

These textures are just my older ones that are just a darker version of the default. Also, just for clarification, this is why lighting can't be fixed.


Essentially, yes.  But I don't like how you say that they're "your older ones."  They were completely re-made in Photoshop and based off the default.  If I were to have just went into Photoshop and quickly edited the default textures these would be of much lower quality.  Like I stated, I spent ages in Photoshop vectoring these out to get maximum quality and precision.

When the heck might I ask when this become Minecraft? Blockland should  have 1 texture pack, even thought Manty's is pretty epic.

Essentially, yes.  But I don't like how you say that they're "your older ones."  They were completely re-made in Photoshop and based off the default.  If I were to have just went into Photoshop and quickly edited the default textures these would be of much lower quality.  Like I stated, I spent ages in Photoshop vectoring these out to get maximum quality and precision.
I did make new ones in photoshop. I had to super-impose the default ones underneath to get the right proportions. How do you spend ages vectoring a few polygons?

*EDIT* Here are the comparisons with Manty's and my old texture edits:









WHAT NOW?!
« Last Edit: April 15, 2011, 02:22:36 AM by Squideey »

Those hours of work sure paid off.

Manty's still look better to me. I've been using Squids new and old shortly after they were released, but Manty's look far nicer in-game. A lot sharper too.

Manty's still look better to me. I've been using Squids new and old shortly after they were released, but Manty's look far nicer in-game. A lot sharper too.
They're both 512x512. How does one achieve higher resolution...?!