The Spring 2023 edition of The Rookery is now out! Take a look to see the latest builds, guides, progress and development updates on the upcoming 1.18.2 switch. You can read it here:
I'm moving intermediate news on my update work here to not clutter this thread.
https://forum.westeroscraft.com/threads/thamus-texture-treasure-trove.1534/post-19144
I'm going to post updates on my small-but-significant fixes endeavour here!
Next iteration of WesterosWild gives a taste of the 3D work I plan to do:
- The axe block is now a model and no longer a flat texture
- Wagon Wheel and Axle and Flat Wheel blocks are no longer flat nor clunky
- Removed...
Yeah ended up fixing flower blocks by turning that off last night, however, there seems to be something else going on with the shaded fern and grass blocks. I'm suspecting this to be a CTM issue, but I haven't checked that yet.
I think it likely could because there will be more textures to...
Changelog:
- all single-tall flower blocks have now one of three types of randomly varied block models:
1. Single - there is only one large cross-model per block but up to two smaller ones
2. Cluster - there are 3-4 large cross-models per block
3. Tussock - there is a single modified cross...
Hey guys, I've given all plants a model upgrade. Take this bad boy for a spin (I'm making this a thing now Emotione11, you can't stop me!) and let me know what you think:
Edit: it's an overlay pack!! So just put it ontop of the resourcepack stack in the menu and keep the current WC pack...
Hey folks, I've prototyped the first small but impactful change. I've added two custom models and all rotations to the fern block.
Before:
After:
Darkening of the fern was an unintended side-effect. But please note that the "banding" effect of having all blocks perfectly center is gone.
Nice one Dutch!! Congrats again!
I've become a huge fan of the unfinished London series on youtube, so this feeds right into my London-specific cravings!
Marge you're a project machine!
Have you considered expanding the shrubland to the spine of the ridges that run NW-SE? I roughly marked the spines below:
I think that might be a bit more realistic and gives you some more space to put that awesome style to use!
Here are some ideas that I have...
Hey Cash, some feedback from me on the bones block, in addition to what Emotione11 already said, take a close look at the separate bone blocks we already have. Try to match the cream color of those. Your block in comparison is very desaturated, almost entirely B&W.
I think so, the only issue is that due to the placement of offset placeholders and their subsequent removal we get some holes in the terrain. I have a script to fill the holes afterwards though.
How steep is steep? You could check the forests at Rousemont and Whitegrove to get an idea! I’m...
Yeah totally! In fact, the scripts I used at Norridge are customized variants of my Rousemont scripts. To explain the process a little I have broken down the forest generation into three modules: Tree placement, Debris placement, and Forest floor placement. The last includes both shrubs...
Here's what I got so far with the trees that you specified. I've added my own ground mix and debris just for completion's sake. Obvs you don't need those when Cash is working on the ground cover!
This is floating somewhere over the Whitegrove forest construction site.. not exactly sure where :O
I think going down one full block is too much and even if the "sidewalk" was just a slab it would still look really steep. Instead I'd suggest to work with the textures more to imply depth (by going darker towards the center of the street) and just hint at a height difference using spare...
This could be pretty nice for striations:
//generate -o white ((round(x/6+sin(x/50)*5)+round(z/3+sin(z/150)*3))+(y))%20==0
Here is a quick explanation what is what:
//generate -o white ((round(x/SLOPEX+sin(x/PERIODX)*AMPLITUDEX)+round(z/SLOPEZ+sin(z/PERIODZ)*AMPLITUDEZ))+(y))%SPACEBETWEEN==0
Personally I'd kill any use of the chocolate turd Stormlands classic block with fire. Either not use it all or instead look into hues that are part of the natural red sandstone palette.
Gray seems to be part of the natural palette and in terms of brightness, I think your use of Eastern Islands...
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