[128x - 32x] GregTech [MC1.4.7, 1.7 & 1.12]

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Post 10 May 2016, 01:00

AtroCty wrote:
Is it possible to fix the impure dusts? They realy look awkward on x64.
Sure. Looks like my idea of applying the alpha threshold wasn't such a good idea for the impure dust overlays (or purified dust overlays for that matter). However, I avoided applying that change to the 128x textures, which is partly unfortunate in that it prevented me from noticing this problem (since I usually just use the 128x textures), but partly fortunate in that it makes it easy for me to fix it, since I can delete the awkward textures from the other sizes and batch-scale them again (without applying the alpha threshold). Before I post the corrected textures, are there any other textures you notice with similar problems?

Edit: I enabled the "show all metaitems in creative and nei" option and checked the 64x textures, and found that the "hot ingot" overlays (hot ingots are the ones that need to be cooled in a vacuum freezer before use) were also adversely affected by the alpha threshold, but I didn't find any other textures that relied heavily on alpha gradients.

-- edit --

Okay, I've dealt with that problem. Also, I've put the textures into a folder on Google Drive, so that the download links don't have to be updated every time (and I don't have to wait for the sync to complete before posting about them). As far as I can tell, the links I previously posted for other recent versions should still work, though, until I've made newer versions and delete those.

https://drive.google.com/folderview?id= ... aring#list

v0.24
Fixed issue discovered with impure/purified dusts and hot ingots caused by alpha threshold in 32x, 64x, 256x, and 512x textures.
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Post 10 May 2016, 05:47

Wow... Great Work guy :)


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Post 12 May 2016, 03:34

v0.25
Re-fixed Assembler GUI output slot count
Added triangles to pipe-side overlays to make input hatches/buses distinguishable from output hatches/buses
Added overlay textures for: energy in/out faces
Added cell and crate icons to auto-output buttons to single-block machine GUIs (to make it easier to tell which is for fluids and which is for items)
Added multiblock GUIs: Distillation Tower, Drilling Rig, Large Heat Exchanger, Large Turbine, Oil Cracking Unit, Pyrolyse Oven
Added material block textures (re-colored from the Sphax textures for vanilla Block of Gold, Block of Diamond, Block of Iron, Block of Lapis Lazuli, and Block of Coal).


I've also put a text file in the folder with a list of textures that are still to be done, in case some of you can tell me if some of them are inappropriate to re-texture (e.g. due to no longer being used, or they're completely transparent by default and don't need re-texturing), or you can provide descriptions of what higher-resolution textures for the blocks should look like or other mods that have similar items/blocks and BDCraft texture patches that I could adapt from.

Edit: HanFox, if/when you next update the OP, you might also make it so there are two buttons for the separate branches of GregTech. The button that's there now links to a thread that currently discusses GregTech 6, while I've been working on textures for Blood Asp's GregTech 5 Unofficial, which has a separate thread here: https://forum.industrial-craft.net/index ... adID=11488

If someone wants to make textures for GregTech 6, I can add them to the patch (hopefully they won't conflict), but I don't have much interest into trying to make any myself, especially since GT6 is still in "Open-Alpha" (despite not being open-source), and has been for over a year.
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Post 12 May 2016, 14:46

I've made you OP, MauveCloud. I would recommend you keep using the style of Google links already present in the OP as they direct to a simple download page instead of a more confusing file contents/download page, but that's up to you.

Do what you need to do :)
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Post 14 May 2016, 17:41

v0.26
Added machine texture for Rock Breaker
Added machine texture for Fusion Control Computer (re-used some 2.82a textures for it)
Added fluid textures for: Refinery Gas, Sulfuric Gas, Cracked Heavy Fuel, Cracked Light Fuel, Drilling Fluid, Epichlorhydrin, Heavy Fuel, Hydrogen Sulfide, Light Fuel, LPG, Naphtha, Nitration Mixture, Sulfuric Light Fuel, Sulfuric Heavy Fuel, Sulfuric Naphtha, Toluene, Nitric Acid, auto-generated plasma, Blue Vitriol, Nickel Sulfate, Titanium Tetrachloride
Added cover texture for solar panels (copied from IC2 patch)
Added textures for the remaining non-craftable GregTech versions of dye powders (copied from the main Sphax textures, since the rules now allow that)
Added texture for Lemon (copied from Forestry patch)
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Post 14 May 2016, 22:23

Seems like something went wrong with the liquid textures on 64x (Error-Texture)

But thanks for your work thus far! :)
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Post 14 May 2016, 22:58

AtroCty wrote:
Seems like something went wrong with the liquid textures on 64x (Error-Texture)

But thanks for your work thus far! :)
Dang. I thought I'd copied the mcmetas for the new fluids into all the size folders before scaling the textures. Apparently I'd missed the 64x and 32x folders somehow. :(
I've put up the new 32x and 64x zips, but it may take 10 to 15 minutes for them to sync.
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Post 15 May 2016, 10:50

Thanks again :)

I found another buggy texture: The Input/output buses have an extremely ugly looking black border overlay.
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Post 15 May 2016, 15:14

AtroCty wrote:
Thanks again :)

I found another buggy texture: The Input/output buses have an extremely ugly looking black border overlay.
Which size are you using, and can you provide a picture? If you're referring to the triangles I added to make the input hatches/buses distinguishable from the output hatches/buses, I'll admit they didn't come out as well as I'd hoped, but if you find them "extremely ugly", do you have an idea for making them look better? Also, I just noticed the triangles are only in the 128x textures (which actually use 64x for those particular overlays, since before I started contributing to this patch)
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Post 15 May 2016, 17:31

Image

64x all the time.
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