Feedback on PureBDcraft 1.8

Topics regarding PureBDcraft, the HD cartoony resourcepack for Minecraft Java Edition.
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Post 25 Jul 2014, 07:37

I realy like new features like random flowers on gras, and rocks here and there, but please, give us at least an option to get back to normal 3d items ;).
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Post 25 Jul 2014, 10:38

It feels like it adds more depth to the game, literally. However, there are some block models which were not modified, and those are the minecart rails. It would be nice if BDCraft had some three dimensional rails. That would just make the whole thing complete.

Thanks for the work in this. This is a great pack.
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Post 25 Jul 2014, 11:39

Crowmaster wrote:
I realy like new features like random flowers on gras, and rocks here and there, but please, give us at least an option to get back to normal 3d items ;).
I was going to say going back to 3D would be relatively easy, but deleting any of the /assets/minecraft/models/item files doesn't really help because Sphax left all the anti-aliased (semi-transparent) pixels around the sides, so it doesn't look very pretty...
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I'm guessing to make it 3D and keep the anti-aliasing you'd need to actually to build up the layers using the same texture, but I'm not very up on the technical bits of the models, because I'm not really interested in them ^.^;; (because I don't want to do them or support them in mods patches, because I'm lazy).
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Post 25 Jul 2014, 12:32

Crowmaster wrote:
I really like new features like random flowers on grass, and rocks here and there, but please, give us at least an option to get back to normal 3d items ;).
Agreed.
HanFox wrote:
I was going to say going back to 3D would be relatively easy, but deleting any of the /assets/minecraft/models/item files doesn't really help because Sphax left all the anti-aliased (semi-transparent) pixels around the sides, so it doesn't look very pretty...

I'm guessing to make it 3D and keep the anti-aliasing you'd need to actually to build up the layers using the same texture, but I'm not very up on the technical bits of the models, because I'm not really interested in them ^.^;; (because I don't want to do them or support them in mods patches, because I'm lazy).
Fortunately for those of us well versed with the opacity remover actions, it'll be simple enough to just run the /items folder through one of those, just like batch-resizing (without the resizing... batching?).

Talking about mod patches though, I must agree with you, Han. I won't be doing any 3D models either, as I'm still not fully on board with the concept... (and even if I was, I'd be too lazy :P).
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Post 25 Jul 2014, 22:01

Llama Farmer wrote:
Talking about mod patches though, I must agree with you, Han. I won't be doing any 3D models either, as I'm still not fully on board with the concept... (and even if I was, I'd be too lazy :P).
I've made it pretty easy to make any item 2D to fit the PureBDcraft style (with anti-aliased textures). You just need to copy the original item Model JSON file and replace the "builtin/generated" thing by "item/bdc_item_flat" ;)

However, I'll probably make patches of PureBDcraft to bring 3D items as before but not so soon.
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Post 25 Jul 2014, 22:53

Sphax wrote:
However, I'll probably make patches of PureBDcraft to bring 3D items as before but not so soon.
OK, that's cool. :)

I did do some proper testing today, and...

IMO, the new blocks and items (prismarine, rabbit-related goods, mutton, 'ite stones, etc.) are all very nice, and the changes to the torch (probably my favourite thing in this update), fences, trapdoors, beds and ladders are great; but the wooden-framed models (crafting table, jukebox and noteblock) as well as the TNT and new doors, don't fit very well. In addition, I think the commonness of 'grass clumps' on dirt blocks should be taken down a bit (you can now only find 'clean' dirt blocks about 10% of the time, if that).

Finally, I'm not a fan of the delver grass. The grass seems to abandon the whole 'clean, simplistic' feel. That said, most other people seem to like it, and it's an easy enough fix for me to do on my own. :D

I feel like this feedback has been mostly negative sounding, so I'll reiterate that I love 90% of the things in this update (i.e. all the new items as well as all those ctm-ish additions (random flowers on grass, fences having their own texture, random stone, etc.)), and it's only a few minor things that are bothering me, such as the wooden-framed models and delver grass. :)
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Post 25 Jul 2014, 23:06

This update is a big one and contains many new things... So I expected some negative feedback due to some textures revamps (like grass).

I honestly wasn't sure if I should include the new grass or not. But I really prefer the new one now. However, it's a first version and some tweaks will probably be done in future updates (like for the small tiling issues)
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Post 25 Jul 2014, 23:10

I like the new grass (other than the obvious tiling issues). My girlfriend says it's nice, but she'd prefer it if the shading was a little bit more subtle and I guess I can see where's she's coming from.

Also, I'm not a fan of the grass clumps on dirt, but moreover because it seems a bit silly to dig underground hundreds of metres below the surface where no light shines and find grass clumps... I could understand it better if they were roots rather than grass (even then the roots make no sense underground where it's likely nothing is really growing, but it makes more sense than something green when there's no light for photosynthesis ;)).
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Post 25 Jul 2014, 23:16

Sphax wrote:
This update is a big one and contains many new things... So I expected some negative feedback due to some textures revamps (like grass).

I honestly wasn't sure if I should include the new grass or not. But I really prefer the new one now. However, it's a first version and some tweaks will probably be done in future updates (like for the small tiling issues)
Yeah, no worries.

Like I said, most of the feedback referencing the delver grass on here and on twitter seems to be positive, and it's a simple enough fix for people like me to do on their own.
HanFox wrote:
Also, I'm not a fan of the grass clumps on dirt, but moreover because it seems a bit silly to dig underground hundreds of metres below the surface where no light shines and find grass clumps... I could understand it better if they were roots rather than grass (even then the roots make no sense underground where it's likely nothing is really growing, but it makes more sense than something green when there's no light for photosynthesis ;)).
(Science...) :D But yeah, that's my primary issue with it as well...

Btw, I should add that my issue with the delver grass will likely be short-lived. When the changes to the diamond and emerald happened a few updates ago, I was adamant that the old ones were better, and yet here I am now, happily using the new designs.
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Post 25 Jul 2014, 23:36

Dirt blocks: Nice addition for the random stuff, but, like HanFox says, it looks weird far underground and esp. under water. If the alternate (root) blocks could be a little more rare than the clear dirt variants it would look much better, in my opinion.

Grass blocks: I liked the comic style grass, but I'm getting used to the new texture. Once HanFox pointed out the rotation artifacts, I couldn't _not_ see them. But it's not a deal breaker where I'd edit the pack to change it back.

New Prismarine/etc blocks: The whole Ocean Monument looks fantastic now. I'm going to be using a lot of the Sea Lanterns now that they look so amazing. I was sad that the Guardians didn't get a skin yet—I'm really looking forward to see Sphax's take on them.

Bug: I think the compass is bugged. It just goes around and around like it's following the sprite sheet.
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