Finally all 1.20 blocks are done! All that remains are the armor patterns which will be a massive pain to do, so I'll probably end up skipping those for awhile to catch up on the other remaining MOBs. But most importantly we have sniffers! Not just any sniffers, but dinosaur sniffers with a custom animated models! Figured the dinosaurs made sense, given these are ancient creatures found in ancient ruins. They come in a variety of random flora patterns and should be a great addition to any garden builds. Speaking of gardens, we also have torchflowers and pitcher plants. The latter of which has a completely custom model that makes more sense to the actual structure of a pitcher plant than Mojang's default design. Enjoy!
Changelog
[1.20c]
-Added the following Patron zombie!:
L2_Envy (husk)
-Added custom animated model and 10 variant textures for sniffer.
-Added custom model and textures for all states of pitcher plants.
-Added textures for all stages of torchflowers.
-Added textures for all 18 states/faces of sniffer eggs.
-Added item icon for sniffer eggs.
-Added item icon for pitcher plants.
-Added item icons for torchflower seeds and pitcher pods.
-Edited 2 blockstates to allow pitcher plants to have random rotations.
-Edited moon phases to have an increased glow and different color temperatures for different phases.
-Edited star skybox to prevent stars from shining through moon phases at -40 degree angle in shaders.
---Shader Support---
-Added SSS map support for sniffers.
-Added POM support for the opening of the matured pitcher plant.
-Added emissive map support for torch flowers.
-Added emissive map support for the new patron zombie.
-Added full shader map support for ancient debris.
-Added Full shader map support for all 18 states/faces of sniffer eggs.
vvv DOWNLOAD LINK vvv
2023-10-01 16:49:27 +0000 UTC
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Got a bunch of cool stuff for y'all relating to archaeology: Animated suspicious sand and gravel have been added, along with all the potsherds and decorative pots you can make with them, and of course the brush to obtain them (which degrades with use as other tools do)! Additionally bookshelves have received some love with shaders and the new chiseled bookshelves have been added with a large variety of works suggested by patrons!
This should cover all blocks now for 1.20 and everything that isn't Sniffer related (including its associated flowers and eggs), and armor trims (which will take a ton of work to figure out). Until next month!
Changelog
[1.20b]
-Added the following Patron zombie!:
Nemesis (zombie)
-Added all textures for all 21 decorated pots.
-Added all textures for chiseled bookshelves.
-Added animated textures for suspicious sand and gravel. (Look for the sparklies!)
-Added random CTM books to chiseled bookshelves submitted by the following authors:
Anonymous, Glooming Sky, Moyme, Fundin The Burned, T´rek, MaxiKevey, Rankor & Guybrush
-Added custom model for chiseled bookshelves to exponentially increase random variety.
-Added new model for calibrated sculk sensor (No new textures required!)
-Added item icon and degradation CIT for the brush tool.
-Added item icons for all pottery sherds.
-Added item icon for the new music disc.
-Updated a couple Patron zombies with trenchcoats to make use of the 'dress' layer on the model.
-Updated color.properties to use biome coloring for suspicious sand and gravel.
-Tweaked decorated pot block model to use more appropriate particles.
-Tweaked suspicious sand and gravel held item models to account for lack of biome tinting.
-Tweaked Cherry planks to have a central beam on the underside for better connection with other blocks.
-Optimized Bookshelf CTM.
-Fixed a bug involving stripped cherry log overlay CTM using the wrong texture in some instances.
---Shader Support---
-Added full shadermap support for all decorated pots.
-Added full shadermap support for bookshelves and associated CTM.
-Added normals+POM support for chiseled bookshelves and associated CTM.
-Added POM support for brushed stages of suspicious sand and gravel.
-Added full shadermap support for decorated pots. (patterned versions will have their own when done.)
-Tweaked Cherry plank underside shadermaps to reflect texture changes.
vvv DOWNLOAD vvv
2023-09-01 19:19:49 +0000 UTC
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Starting support for 1.20 is finally here and hopefully was worth the wait! With this update, we've filled out the two new wood types, and pretty much everything that comes with that! That includes everything related to any of the new cherry plants/trees, and bamboo. (A fairly short description, but covers a lot of new content!) Sticking with the wood theme, all hanging signs have been textured as well along with the new boats . Shader maps have also been extensively used on a lot of the new and some of the old stuff.
Next month's update will focus on anything else remaining for 1.20 content, before returning back to finishing up any remaining mob skins and further expanding shader maps as much as possible, see you then! (Or sooner for Patrons!)
Changelog
[1.20a]
-Added textures and CTM for all bamboo and cherry wood products.
-Added textures for all hanging signs.
-Added textures and CTM overlay for cherry logs and stripped cherry logs.
-Added textures for bamboo blocks and stripped bamboo blocks.
-Added textures for cherry tree leaves.
-Added but disabled CTM overlay for bamboo blocks. (Shader map conflicts, Re-enable by removing #'s in bamboo_log.properties)
-Added textures for cherry boats and bamboo rafts with and without chests.
-Added item icons for cherry saplings and pink petals.
-Added item icons for all four new boats.
-Added item icon for bamboo and cherry doors.
-Added item icons for hanging signs and new signs.
-Added particle art for cherry tree falling petals.
-Added cherry sapling and copper blocks to list of blocks affected by mushroom biome vibrancy.
-Added limited CTM for cherry trapdoors so that they mirror every other block for large symmetry.
-Edited cherry and bamboo fence/gate models to better support new textures.
-Edited buttons model to allow for better texture mapping.
-Re-colored scaffolding to match with new bamboo products.
-Updated and redesigned enchantment glints.
-Updated blockstates to allow for fence/gate remapping for new cherry and bamboo fence/gate blocks.
-Removed my title screen logo and animation. (Required for backwards compatibility. RIP)
-Fixed broken potted azalea models.
-Fixed a texture seam bug with jungle signs.
---Shader Support---
-Added full shader map support for cherry boats and bamboo rafts.
-Added full shader map support for bamboo and cherry doors and trapdoors.
-Added full shader map support for cherry wood planks and related CTM.
-Added full shader map support for bamboo blocks and stripped bamboo blocks.
-Added full shader map support for bamboo plank-based products and related CTM.
-Added full shader map support for scaffolding and related CTM.
-Added full shader map support for crimson planks and related CTM.
-Added normals and SSS for cherry leaf blocks and pink petals.
-Added partial shader map support for hanging signs.
-Added SSS maps to potted flowers and saplings. (Previously only had BSL's default SSS when planted on the ground.)
-Added enhanced SSS maps for saplings so that thicker branches block more light than thinner foliage elements.
-Added normals & POM for signs. (Not fully supported by Optifine for some reason.)
vvv DOWNLOAD LINK vvv
2023-08-01 16:17:06 +0000 UTC
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Told y'all I wouldn't run out of version letters after skipping to X. :P
For the last 1.19 update, we've got a ton of shader stuff to play with--all optimized to somehow actually increase performance! We've also fully caught up on all remaining animated particles art for 1.19! The new shader-related stuff affects a large amount of sandstone, brick, and redstone component-related blocks, plus many others. Be sure to check out the changelog for full details. And lastly there's the hopper redesign! With completely rebuilt models they have a swiveling pipe on the bottom of the funnel that makes more physical sense, and also clearly indicates the direction of flow from multiple angles, making builds with them easier to read at a glance. Plus they look like gun turrets when mounted to the ceiling. :P
Next up I will be focusing on knocking out the new 1.20 blocks! So stay tuned for an immediate update on that (Just as soon as Optifine is up and running with it.)
Changelog
[1.19z]
-Added the following Patron zombie!:
Moyme (zombie)
-Added 1 remaining animated particle for soul speed.
-Added 1 remaining animated and 1 static particle for sculk-related sound waves.
-Added 3 remaining animated particles for sculk bloom generation.
-Added 1 renaububg animated particle for the Warden's sonic boom attack.
-Redesigned model, blockstate and textures for all hopper states with a design that makes physical sense.
-Redesigned model, blockstate and textures for redstone dust to add depth and shader map support.
-Redesigned chiseled stone CTM to remove tiling issues and set up for shader maps.
-Optimized large number of ctm files to decrease vram usage for improved performance.
-Edited 26 models to support flipping top textures for certain blocks for more realistic shading.
-Edited multiple flower pot models to use a new texture mapping model for shader support.
-Edited all 16 repeater models to fix the issue with mismatched redstone torch models.
-Replaced Hopper, repeater, and comparator item icons with models.
-Fixed an issue with nether wart blocks, which caused it's spec maps to render onto other blocks.
-Fixed an issue with the compressed emissive elements for conduits not working as intended.
---Shader Support---
-Added full shader map support for new hoppers.
-Added full shader map support for redstone components: repeaters, comparators and observer tops.
-Added full shader map support for all red and normal sandstone blocks and associated CTM.
-Added full shader map support for bricks and their associated CTM.
-Added full shader map support for all states of flower pots.
-Added full shader map support for spruce doors and trapdoors.
-Added full shader map support for standard, cracked and red nether bricks and associated CTM.
-Added full shader map support for red nether brick overlay.
-Added partial shader map support for stone bricks and their associated CTM.
-Added partial shader map support for smooth stone and its slabs and associated CTM.
-Added normals and POM for chiseled stone and its associated CTM.
-Improved existing redstone dust shaders to allow powered dust to emit light.
-Improved existing redstone torch shaders to add depth to the redstone part.
vvv DOWNLOAD LINK vvv
2023-06-01 15:51:57 +0000 UTC
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The Allays and Vexes are finally here! Y'all probably saw this coming, but they're particularly wacky with some colorful varieties and custom animated models! Typically Vexes will spawn in warmer colors (red, yellow, etc) and Allays in cooler colors, though all can spawn in any color, some will just be rarer than others. Collect the whole set!
In addition to those we also have a bunch more new Patron zombies with representation of all 3 types, and a lot of updated shader stuff, most notably with Purpur and stuff in the End, as well as some increased support for BSL's new colored lighting! Be sure to grab the latest shaders and my config file from my Discord to get everything looking nice and pretty!
Changelog
[1.19y]
-Added the following Patron zombies!:
th3lucas (husk)
l4rsch (zombie)
Monesteir (zombie)
Misa (drowned)
-Added Allays and Vexes with 4+ texture variants each and custom, animated models with variable behavior.
-Added broad nametag support for Allays to summon an old pink, friend or two.
-Added all GUI elements for notifications, advancements, custom HP bars, and various other smaller elements.
-Added attempted backwards compatibility for upcoming smithing window (may not work yet).
-Redesigned elements of the recipe book GUI (should automatically be backwards compatible).
-Edited zombie model to allow for dresses (old zombies with skirts/long coats will be eventually upgraded).
-Edited husk model to allow for pith helmets.
-Edited color of end rod to be more greenish and better work with new shader maps.
-Resampled enchantment table book pages to design for shader emissive map.
-Removed old Optifine emissives from various blocks that now use shader-based emissives.
---Shader Support---
-Added full shader map support for all variants of Allays and Vexes.
-Added full shader map support for purpur blocks, pillars, stairs and slabs, including their CTM.
-Added full shader support for chorus plants/flowers, and its various states.
-Added full shader map support for end rods.
-Added full shader map support for end bricks, including CTM, slabs, stairs and walls.
-Added full shader map support for coal blocks.
-Added partial shader map support for enchanting table books. (will be animated in future.)
-Added emissive maps for all three torches.
-Added emissive maps for nether portals.
-Added emissive maps for shroomlights.
-Added emissive maps for all faces of crying obsidian and respawn anchors.
-Added emissive maps for new zombies.
-Added some miscellaneous spec and normal maps for new zombies.
-Updated some emissive maps for corals and sea pickles.
-Updated some shader support for a couple existing patron zombies.
vvv DOWNLOAD vvv
2023-05-01 13:23:50 +0000 UTC
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Finally! Optifine is updated and I can once again go back to a hopefully normal update schedule! So yeah, this is technically the first update of 2023. Version number has an X instead of an F, because X is Xtr3m3, but also to reflect the leap in formatting and compatibility issues between 1.19.2 and 1.19.3. As I only had a week's notice for Optifine's update and the first of the month, this is just a compatibility update without too much new content. I've begun working on the Patron zombies, and they should be ready shortly. Got quite a few submissions during the downtime, so look forward to those!
Using Optifine's custom GUI's I've managed to maintain backwards compatibility in the pack back to 1.16! If your creative inventory looks broken, it's now as simple as going into Options>Video Settings>Quality and toggling the Custom GUIs option. There are 2 other methods for those not using Optifine or who have issues with the above fix. See my Discord FAQ #17 for those solutions: https://discord.gg/UaJCfh2xbp
Changelog
[1.19x]
-Added custom GUI for modern version of creative inventory (on by default in Optifine).
-Added glowy backlight to icons on selected tabs in creative inventory instead of shrinking inactive tabs.
-Added several other new GUI elements to fix issues in new version.
-Fixed various compatibility issues regarding invalid filenames on new version.
-Fixed a new strain of Hellbug™ that affected Mangrove Roots and Sculk Veins.
-Fixed an issue with game mode select not using the correct background color.
vvv DOWNLOAD LINK vvv
2023-04-01 17:10:55 +0000 UTC
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...though it'd be better if there wasn't a need for one. :P Over the course of a month Optifine went from 95% to 97% completion. There's speculation we'll probably miss 1.19.3 and jump straight to 1.19.4. Wish there was something I could do to speed it up. I don't like going this long without being able to put out content. On the bright side, I guess it looks like by the time I'm able to update again, I'll likely be able to work on blocks again! I'm really looking forward to being able to work on two new wood types and all the blocks associated with them.
I greatly appreciate all you patrons who are sticking around in spite of the lack of content. It definitely helps out and keeps me in a position to where I'm able to update in the future as soon as it's possible. I thank you all for the support.
2023-03-02 18:36:38 +0000 UTC
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...and still waiting on Optifine! Over the course of a month we've jumped from 50% to 95% complete. Making the assumption that progress made on Optifine is at least close to being linear, I guess that means we should expect it to at least be done within this month, hopefully within the week.
Thanks for those of you who've continued to support me in this rough patch, in spite of the dearth of monthly content. As soon as we get a proper release, I'll be likely pulling an all-nighter to get some stuff out publicly asap, mainly dealing with any compatibility issues 1.19.3 came out with, followed by a hopefully more regular weekly release of newer feature content. The priority is to ensure the pack is still working on the new version and that it's publicly accessible.
2023-02-01 16:55:00 +0000 UTC
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Happy New Year! Wish I could've opened it with some new content, but unfortunately we're still waiting on Optifine to update. :/ As of this moment, it's listed completion is at 50%. (which should always be taken with a grain of salt) Not to worry though, the pack and I aren't going anywhere. I'm still committed to regular updates as soon as I'm able to update to the current live game version. December I mostly spent recharging and working on things with no required deadlines, which helps to prevent burn-out.
Current plans for this year are to finish up what few remaining mobs there are, as well as add the new blocks (despite currently requiring a datapack). Patron zombies will still be done and take priority so long as y'all who qualify remember to fill out the creation form. :P I imagine finishing all this won't take very long, but after the pack is completed, that there's still a ton of shader work I want to do, as well as rehauling all the mob models that warrant it--particularly animals. So despite the slow start, there's still plenty to look forward to this year (not even counting future Minecraft updates!). I thank all of your for your continued patience and support!
2023-01-01 21:57:56 +0000 UTC
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As many of you may know, 1.19.3 recently went live and made some pretty big changes to texture packs. As I always keep my pack updated to the latest version of the game, this usually means I have to wait for Optifine to update. As of this post, Optifine's completely arbitrary metric for completion is at 20% (Given that 1.19.3 was released on the 7th, and today is the 14th, that could be interpreted as a rate of 20% per week, so one could expect it to be done by the 11th of January? :P)
There's no actual ETA on when it'll be ready and it's been known to jump to 99% very quickly, and then have ramping decimal values, so who knows... Also with it being around the holidays, it's understandable that any independent content creators might rather be spending time with their families, so I don't fault Optifine for its delay. But yeah, that's the current thing that's preventing me from putting out updates. As soon as Optifine is updated and working for 1.19.3, I'll be putting out updates as usual. I thank you for your patience and support!
2022-12-14 14:18:03 +0000 UTC
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Today's update is another minor little milestone, which marks the completion of illagers and villagers (finally! :P). With the introduction of illagers, some missing gaps are now filled in, particularly in regard to swamp villagers, who are modeled after reformed illagers! Don't be too shocked if you see friendly, reformed illagers roaming around your villages. They're most at home in the swamps, where villagers don't naturally spawn, but can also be commonly found around extreme biomes with precipitation like snow and jungles. In swamps, villager attire will be mostly repurposed illager clothing, with some swampy touches here and there. They're a rough-and-tumble sorta bunch!
Speaking of rough, the Ravager also makes its first intimidating appearance with a completely new model from scratch! It's up there with the Warden in terms of its scariness, though more commonly encountered in survival, and clearly visible. Also making a first appearance is the master merchant, the Wandering Trader and their llama! And as your other villagers master their crafts, they'll now have proper rank badges, which they collect (winning choice voted for on Patreon!). A master tradesman will now wear 4 badges, iron through diamond. Where they wear them is up to the villager! Each villager randomly has different behaviors for how they like to wear their badges. Most will wear them on their chest on the left side, but some like to get a bit more creative with the placement. All badges they've earned will be visible from the front.
Regarding Allays and Vexes, they've been temporarily delayed due to the incoming 1.19.3 update which will probably break any custom vex model up to this point. I will be releasing them as soon as they're ready, after 1.19.3 is released and Optifine is updated for it.
Changelog
[1.19e]
-Added the following Patron zombies!:
(anonymous zombie)
Laurens_V's Zombie (zombie)
-Added custom model and textures for the Ravager.
-Added custom models and textures for the Wandering Trader and Llama.
-Added textures with 3 random alts for swamp villagers.
-Added 4 new villagers based on reformed illagers.
-Added cumulative rank badges for villagers with 6 varieties of placement.
-Updated villager biome rarity tables to account for new villagers.
---Shader Support---
-Added SSS maps for the Ravager.
2022-12-01 23:48:30 +0000 UTC
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The Ravager is finally here and ready to terrorize your villages! Took a bit longer to finish this guy than I was expecting, but I think you'll agree the time spent on it was worth the wait. Given that this is a newly-textured mob and kinda a mini-boss of sorts, it's been given a completely new model from scratch, inspired by a cross between a rhinoceros, an American bison, and some sorta crocodilian or saurian thingy. :P Avoid that nasty bite!
Changelog
[1.19e] (tentative)
-Added the following Patron zombies!:
(anonymous zombie)
Laurens_V's Zombie (zombie)
-Added custom model and textures for the Ravager.
---Shader Support---
-Added SSS maps for the Ravager.
2022-11-21 23:01:08 +0000 UTC
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Apologies for the day-late update, the power was out yesterday during the time I was going to work on it. Anyway, we've got a couple more Patron zombies! Not really much else since, like last month, I'm working on another complete model revamp for a new mob--The Ravager. Look forward to that next week, if everything proceeds as planned!
Changelog
[1.19e] (tentative)
-Added the following Patron zombies!:
(anonymous zombie)
Laurens_V's Zombie (zombie)
2022-11-11 21:45:28 +0000 UTC
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We've got some spooky mob stuff this update! The Warden is finally here and more terrifying than ever with the most complex model and textures to date! Joining it are some trick-or-treaters who might come to raid your villages. That's right, Illagers are beginning to show up with more still on the way! Speaking of still on the way, we still have more Patron Zombies coming, as well as a couple who managed to make it into the Halloween update, for an impressive roster of 85 total zombies!
This update also marks the 12th year since the pack has been around. Halloween is always a special time for this pack as it was the original Halloween Update for Minecraft that got me to first post it. I wouldn't be here after all these years if it wasn't for all of your support, and for that I thank all of you! Hope you have a great Halloween and enjoy the terror that is the Warden in its natural environment!
Changelog
[1.19d]
-Added the following Patron zombies!:
TÉA (drowned)
NEO (zombie)
-Added custom model, animated and emissive textures for the Warden.
-Added textures for Pillagers with 7 variants.
-Added textures for Vindicators with 7 variants, including unique "Johnny" variant.
-Added textures for Evoker.
-Added more vanilla-friendly, animated Totem of Undying item icon to replace the "controversial" one. :P
-Tweaked item bar to have a notch in the middle for long-range bow aiming assistance.
-Tweaked models for Pillager, Vindicator and Evoker to have parity with villagers and other humanoids.
-Tweaked all three zombie models to fix an issue where the left arms and legs weren't properly mapped.
---Shader Support---
-Added emissive maps for new zombies.
-Added POM and spec maps for the animated warden heart and lungs.
-Added full shader map + mild emissive maps to the sculk bits on the Waden.
-Added emissive map for the Totem of Undying.
-Added emissive map for Evoker
2022-10-31 08:43:37 +0000 UTC
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The Warden is finally ready, and not for the faint of heart. This is definitely one of the most complicated mob reworks, complete with an evil custom model, 5 animated components, 3 emissive elements (one requiring shaders), and even some shader maps with specs and POM. (More to come later as shader maps get fully fleshed out for mobs in my pack) Best way to experience this mob is not to be tempted to just spawn it in creative, but to go down into an ancient city in survival and face it the way it's meant to be faced, in the dark, surrounded by sculk.
Changelog
[1.19d](Tentative)
-Added the following Patron zombies!:
TÉA (drowned)
NEO (zombie)
-Added custom model, animated and emissive textures for the Warden.
-Tweaked all three zombie models to fix an issue where the left arms and legs weren't properly mapped.
---Shader Support---
-Added emissive maps for new zombies.
-Added POM and spec maps for the animated warden heart and lungs.
-Added full shader map + mild emissive maps to the sculk bits on the wadern.
2022-10-20 21:41:42 +0000 UTC
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Patron zombie week! We've two new ones this week. There's still a bunch of you who have yet to fill out your zombie forms. So if you don't want me to run out of zombies to add next month, better get on that! :P
Not too much else this update aside from a minor model texture fix, in large part due to me working on the warden. The model's pretty much 99% done. I may still later add some bits of geometry as the textures get fully filled out, and the animated bits start to come together. It's definitely one of the first, more complex humanoid-like models I've done, and should be a nice spooky treat for Halloween. :)
Unfortunately custom warden models break the vanilla texture layers! This was a bit upsetting when I first noticed it. So the glowy bits and heartbeat and all that which pulse with the sounds it makes, will have to be custom-animated (in addition to the other animated features I already planned). The visuals won't match up with the sound 100% perfectly, but I think there'll be enough neat stuff going on with this skin/model to where it doesn't matter. Anyway I'm aiming to get that done by next week's update, so long as real life isn't too much of a pain. And if that's the case, I'll still have time to work on other stuff before the next public update...
So if you're one of the ones who haven't filled out a zombie form yet, you may still have time to get your zombie into the Halloween update. Since this Halloween essentially marks the 12 year anniversary of the pack, it'll likely be released a little earlier than usual this month so everyone can enjoy it on Halloween (shh, don't tell the non-patrons :P). If I don't get any more zombies though, that's fine too, I've got some other stuff I can add. ;)
Changelog
[1.19d](Tentative)
-Added the following Patron zombies!:
TÉA (drowned)
NEO (zombie)
-Tweaked all three zombie models to fix an issue where the left arms and legs weren't properly mapped.
2022-10-12 00:30:59 +0000 UTC
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Late night update! At least it's late but still the first of the month where I am. :P But hey, for many of you it might be a prime time! As many of you may be aware, I'm currently dealing with some real life issues so my update schedule's been a little rough and slow, but not to worry; I've still managed to get some stuff in for this month's update, like new more Patron zombies and Frogs!
Frogs have custom models which allow the ones that need pointy butts to have pointy butts (critically important), as well as pointy and flat snouts. They also currently come in 9 varieties of adults and 3 varieties of tadpole, and I plan to add more in the future! Also mossy cobblestone now grows more moss in shady areas for whatever reason! We also have a fix for the sculk catalyst for users who are not using shaders or are using shaders on Fabric (not officially recommended). The fix is as follows:
1)OPEN THE TEXTURE PACK FILE IN YOUR ZIP SOFTWARE OF CHOICE.
2)NAVIGATE TO: "assets\minecraft\models\block\"
3)DELETE: "sculk_catalyst.json" AND "sculk_catalyst_bloom.json"
Enjoy!
Changelog
[1.19c]
-Added the following Patron zombies!:
EROLIAS (zombie)
KELLY (zombie)
BROKKOLI (zombie)
-Added all 3 Frog textures, plus 6 alts.
-Added Tadpole textures, plus 2 alts.
-Added new model for frogs which supports optional features for different types of frogs. (Update Optifine!)
-Tweaked zombie model slightly to add support for new geometry.
-Tweaked Mossy cobblestone to be mossier on the sides of the block that get the most shade.
-Tweaked 5 models for final stages of growth for crops to be randomly more filled out in spots.
-Created a workaround for the Sculk Catalyst bug that Fabric and Non-Shader users are running into.
---Shader Support---
-Added SSS for all frogs
-Added full shader map support for tadpoles.
-Added emissive maps for new zombies.
-Added shader map support for mossier cobblestone sides.
-Added shader map support for final stage of wheat.
-Added shader map support for jukeboxes. (WIP)
-Tweaked intermediate damp farmland shader maps to be a more accurate intermediate stage.
-Fixed a small error in the specular map for black carpet, crevices were supposed to be shinier than the ridges.
vvv DOWNLOAD LINK vvv
2022-10-02 01:39:25 +0000 UTC
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Three new Patron zombies coming up! Got a new zombie guy, zombie gal, and zombie ...vegetable? Still about a dozen patron zombies out there that still need to fill out their form. :P In addition there's been a few tweaks to older blocks--Most notably, mossy cobblestone blocks now have more moss growth on the parts that get on average the most shade (north and bottom), and conversely the least growth on those that get the most sunlight (south and top), and wheat fields should look a bit better with a little added variance and shader support.
Changelog
[1.19c](tentative)
-Added the following Patron zombies!:
EROLIAS (zombie)
KELLY (zombie)
BROKKOLI (zombie)
-Tweaked zombie model slightly to add support for new geometry.
-Tweaked Mossy cobblestone to be mossier on the sides of the block that get the most shade.
-Tweaked 5 models for final stages of growth for crops to be randomly more filled out in spots.
---Shader Support---
-Added emissive maps for new zombies.
-Added shader map support for mossier cobblestone sides.
-Added shader map support for final stage of wheat.
-Added shader map support for jukeboxes. (WIP)
-Tweaked intermediate damp farmland shader maps to be a more accurate intermediate stage.
-Fixed a small error in the specular map for black carpet, crevices were supposed to be shinier than the ridges.
1.19 mob skins are still being worked on, and hopefully some will be available in the next PCP. Real life's been a bit of a pain lately, so I've been slightly less productive than usual, apologies for that, I'll be sure to keep everyone updated when my transportation/groceries issue is finally resolved. For now, to help me prioritize my workload,
Poll: Which mobs from 1.19 are you most looking forward to see?
2022-09-17 21:10:53 +0000 UTC
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As some of you may or may not know, last month, especially the last couple weeks of it were pretty hectic for me, culminating in me losing my main source of transportation and with it the ability to easily obtain groceries. I've got a solution to my transportation issue in the works (trading in my busted up old car for an ebike), but I'm waiting on a delivery to be able to make use of it. And there may be other less predictable issues with getting back into a routine for groceries, like finding a bike-safe route, carrying the thing up and down stairs every week with a bad back, etc. Sufficed to say I've been really busy with real life errands just to maintain my ability to get food without breaking my budget.
It's unfortunately cut into my ability to get as much work done as I'd like, so until this is all sorted out, the release schedule will just be a bit more flexible than usual. Today there will likely be no update, but depending on how much I can get between now and next Saturday there may be an update before then, but yeah, hard to say. I'll still do my best to get at least two (usually it's three) updates out this month before the usual public update on the first. Thanks for your support and patience.
2022-09-10 18:20:34 +0000 UTC
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Better a day late than never! We're finally all caught up on blocks and items, all that's left is mobs and particles, woohoo! Big things to look forward to, as always are some more new Patron zombies! (Still slots open for anyone who wants in for next month's update!) As well as a all the cool stuff for the Deep Dark and Ancient City.
There's some serious eldritch horror vibes going on down there now with the new sculk and sculk-based blocks, which are heavily animated, and shader-mapped with unique models. There's also a couple little completely random, unrelated to 1.19 features added like baby chicks! Expect to see more mobs get finished in the next batch of updates!
Changelog
[1.19b]
-Added the following Patron zombies!:
HEROSTRATUS (zombie)
MA_GELLAN (zombie)
MINECRAFT_MOMMY (zombie)
KGREENGRASS (zombie)
-Added animated large CTM textures for sculk blocks (affects all sculk blocks!).
-Added new model and animated large CTM textures for sculk veins.
-Added new model and animated textures for both sculk catalyst states.
-Added new model and textures for both sculk shrieker states.
-Added new model and animated textures for both sculk sensor states.
-Added textures for reinforced deepslate.
-Added item icon texture for echo shard.
-Added some ancient baby chick textures that were collecting dust. (Will improve later when I do models.)
-Added intermediate farmland textures/models/blockstates for chad farmers that don't bother with precise irrigation.
-Changed blockstate for sculk to remove random rotations.
-Changed model and textures of cocoa block for better mapping.
-Changed emissive map resolution for animated elements of conduits to further squash HellBug™.
---Shader Support---
-Added full shader map support for sculk blocks and veins (affects all sculk blocks!).
-Added full shader map support for sculk catalysts.
-Added partial shader map support for sculk shriekers.
-Added full shader map support for all stages of cocoa blocks.
-Added mild SSS to polished diorite.
-Added emissive map for echo shard item icon.
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2022-09-02 19:13:03 +0000 UTC
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This month's update might be a little late. Hopefully either later tonight, or tomorrow, due to unavoidable stuff I'm being forced to deal with in real life this week. Thanks for your patience. I just don't want anyone to worry, thinking I forgot about it. :)
2022-09-01 18:36:29 +0000 UTC
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Finally after the weeks worth of working on animation, I'm able to show off what I've been working on! Sculk and its veins are both CTM and fully animated WITH full shader support. Seems like a lot of work for just two blocks, but that's just how it is sometimes, especially where animation and shader maps (which are also animated!) are involved.
I've also had some delays due to various real life issues, the most recent worst of which (lost my car/access to food) should hopefully be resolved by Monday. I suspect if all goes well with that, things will pick up again by the time for the final update, especially now that I have much of the source groundwork done for the deep dark themed blocks. Mobs will probably unfortunately have to wait until next month, but I plan to have all blocks and items done by next week.
Changelog
[1.19b] (tentative)
-Added animated large CTM textures for sculk blocks.
-Added new model and animated large CTM textures for sculk veins.
-Added the following Patron zombies!:
HEROSTRATUS (zombie)
MA_GELLAN (zombie)
MINECRAFT_MOMMY (zombie)
KGREENGRASS (zombie)
-Changed blockstate for sculk to remove random rotations.
-Changed model and textures of cocoa block for better mapping.
-Changed emissive map resolution for animated elements of conduits to further squash HellBug™.
---Shader Support---
-Added full shader map support for sculk blocks and veins.
-Added full shader map support for all stages of cocoa blocks.
2022-08-25 21:05:33 +0000 UTC
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Round 2 of Patron zombies! We have some ladies to balance things out now! More new creative designs to improve the pack with, and still more expected! (Don't forget to check your DM's for the forms to fill out :P) Of course there's still more slots for anyone else who wants to get in on designing their own unique zombie for me to draw up and add to the pack!
Not much in the way of new 1.19 content just yet available for release. Last week I had a bunch of real life obligations to take care of and then ended up getting sick over the weekend. So wasn't able to get as much done as I would've liked.
Additionally, many of the new textures for the Deep Dark are being designed with connected themes for each other, and animation is involved, so naturally these will take a bit longer than usual to finish, but we'll get there! Should have some stuff available for testing by next week's update. :)
Changelog
[1.19b] (tentative)
-Added the following Patron zombies!:
HEROSTRATUS (zombie)
MA_GELLAN (zombie)
MINECRAFT_MOMMY (zombie)
KGREENGRASS (zombie)
-Changed emissive map resolution for animated elements of conduits to further squash HellBug™.
2022-08-18 20:35:21 +0000 UTC
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Huge update today! The first batch of Patron zombies is now available for all to enjoy! There's still more on the way, and plenty of slots available for those who want to be immortalized as a zombie in the pack. Also this update is the first half of the 1.19 content, including a bunch of new blocks and items such as: all textures related to mangrove trees and all their wood products, mud and its products/variants, unique goat horns, froglights, and more!
This completes the first half of 1.19 content, with the planned second half focused on all the stuff in the deep dark, as well as the new mobs. Look for this on September 1st! (or earlier on Patreon!) For now be sure to check out the massive changelog for all the new goodies in this update! (download link at the bottom of the changelog)
Changelog
[1.19a]
-Updated pack format to 1.19 (will still work on older versions of the game, despite error message)
-Added the following Patron zombies!:
CHAMRS_DELUXE (zombie)
TERJAN (zombie)
MAXI_THE_UNDEAD (zombie)
OLEGREG (zombie)
EMFIRE (husk)
DWARROW (drowned)
JUST_A_ZOMBIRD (husk)
-Added custom animations required by certain Patron zombies.
-Added animated electrical effect to existing Frankenstein's monster zombie.
-Added new textures, models and blockstates for all 3 froglights with CTM support.
-Added new model and textures for frogspawn.
-Added new textures for mud, packed mud and mud bricks with varied CTM support.
-Added new leaf block textures for mangroves with existing custom leaf block model.
-Added new model textures and item icons for all forms of the mangrove propagule.
-Added new models and textures for all forms of mangrove roots, with CTM and some overlay support.
-Added planks, logs, wood, fences/gates, pressure plates, buttons, doors, signs and boats for mangrove wood, including various CTM.
-Added stripped log CTM overlay support for mangrove logs.
-Added a custom model and textures for moss carpet that allows it to slightly drape over the edges of blocks.
-Added a ton of properties files that should be unnecessary, but y'know. Optifine...
-Added a new model for a defunct block using 43 textures as a (hopefully) permanent workaround for Optifine's HellBug™.
-Added item icons for all new mangrove wood objects.
-Added unique item icons for all 8 varieties of goat horn.
-Added item icons for the two untextured music discs and disc fragments.
-Added item icon for tadpole buckets.
-Added all frames for the recovery compass item icon.
-Added item icons for all chest boats.
-Added a defined space size for text to fix an issue regarding 1.19 not rendering spaces on the GUI.
-Added a couple new font characters (if you run into missing characters you use, report them to me!)
-Altered some existing overlay CTM to account for new textures found in the mangrove swamp biome.
-Altered sign model to fix a texture mapping bug and to remove z-fighting from stacked signs.
-Altered two existing beds to include mangrove wood.
-Altered blockstates for mangrove fences and gates to allow for custom textures.
-Altered some of the zombie models to account for new features.
-Altered some font characters to account for the lack of floating point support on kerning.
-Altered kerning properties for ASCII characters to be more in line with the original look of my font.
-Altered some CTM formatting here and there.
-Removed a few redundant zombie alts and pumpkin headed zombies (already implemented by vanilla).
-Removed emissive map for warped sign as glow-ink replaced its original function.
-Fixed an issue with incorrect textures being assigned to polished granite slabs.
-Fixed a scaling issue with worldbarrier art and changed color to account for missing coloration.
-Fixed a mild duplication error in color.properties.
---Shader Support---
-Added full shader map support for frogspawn.
-Added normals and POM for mud bricks.
-Added shader map support for all 3 froglights.
-Added shader map support for mangrove leaves and propagules.
-Added SSS map support for all textures for mangrove roots that warrant them.
-Added structural normals and limited spec map support for mangrove planks, doors and trapdoors.
-Added structural normals and limited spec map support for acacia doors and trapdoors. (shiny gold handles!)
-Added shader map support for both mangrove boats.
-Added emissive and SSS map support required by certain Patron zombies.
-Added shader map support for 6 of 7 chest boats. (chest shaders still pending.)
-Added shader map support for new block textures affected by the fixed glowing bug.
-Added temporary SSS support for vines before I redesign them.
-Altered spec map for dark oak tops to reduce glare on edges.
vvv DOWNLOAD vvv
2022-08-01 16:37:37 +0000 UTC
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Attachmentseverything related to the naturally-generating parts of mangroves! Also we got some mud going. Eventually mud and both of the other dirt types will get overlay CTM support so they'll blend better with other blocks. Additionally mud will be made to look much slimier once I get their shader maps finalized and all that, but for now the mangrove swamps shouldn't be missing many if any block textures!
The final leg of this month's update will likely be focused on finishing up all the processed forms of mud and as many of the remaining items as possible for 1.19 support. Next month will be focused on finishing up the Deep Dark and back to mobs time permitting.
Changelog
[1.19a] (tentative)
-Added new textures for mud with large CTM support.
-Added new leaf block textures for mangroves with existing custom leaf block model.
-Added new model textures and item icons for all forms of the mangrove propagule.
-Added new models and textures for all forms of mangrove roots, with CTM and some overlay support.
-Added planks, logs, wood, fences/gates, pressure plates, buttons, doors, signs and boats for mangrove wood, including various CTM.
-Added stripped log CTM overlay support for mangrove logs.
-Added item icons for all new mangrove wood objects.
-Added the following Patron zombies!:
CHAMRS_DELUXE (zombie)
TERJAN (zombie)
MAXI_THE_UNDEAD (zombie)
OLEGREG (zombie)
EMFIRE (husk)
DWARROW (drowned)
JUST_A_ZOMBIRD (husk)
-Added custom animations required by certain Patron zombies.
-Added animated electrical effect to existing Frankenstein's monster zombie.
-Added a custom model and textures for moss carpet that allows it to slightly drape over the edges of blocks.
-Added a ton of properties files that should be unnecessary, but y'know. Optifine...
-Added a new model for a defunct block using 43 textures as a (hopefully) permanent workaround for Optifine's HellBug™.
-Added all frames for the recovery compass item icon.
-Updated pack format to 1.19 (will still work on older versions of the game, despite error message)
-Added temporary model textures for all 7 chest boats.
-Added item icons for 6 of 7 chest boats.
-Added a defined space size for text to fix an issue regarding 1.19 not rendering spaces on the GUI.
-Added a couple new font characters (if you run into missing characters you use, report them to me!)
-Altered some existing overlay CTM to account for new textures found in the mangrove swamp biome.
-Altered sign model to fix a texture mapping bug and to remove z-fighting from stacked signs.
-Altered two existing beds to include mangrove wood.
-Altered blockstates for mangrove fences and gates to allow for custom textures.
-Altered some of the zombie models to account for new features.
-Altered some font characters to account for the lack of floating point support on kerning.
-Altered kerning properties for ASCII characters to be more in line with the original look of my font.
-Altered some CTM formatting here and there.
-Removed a few redundant zombie alts and pumpkin headed zombies (already implemented by vanilla).
-Removed emissive map for warped sign as glow-ink replaced its original function.
-Fixed a scaling issue with worldbarrier art and changed color to account for missing coloration.
-Fixed a mild duplication error in color.properties.
---Shader Support---
-Added shader map support for mangrove leaves and propagules.
-Added SSS map support for all textures for mangrove roots that warrant them.
-Added structural normals and limited spec map support for mangrove planks, doors and trapdoors.
-Added structural normals and limited spec map support for acacia doors and trapdoors. (shiny gold handles!)
-Added shader map support for both mangrove boats.
-Added emissive and SSS map support required by certain Patron zombies.
-Added shader map support for 6 of 7 chest boats. (chest shaders still pending.)
-Added shader map support for new block textures affected by the fixed glowing bug.
-Added temporary SSS support for vines before I redesign them.
-Altered spec map for dark oak tops to reduce glare on edges.
2022-07-26 20:10:14 +0000 UTC
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Mangrove wood is here, and fully featured! Everything related to the new wood (a few natural tree textures still pending) is complete, including CTM, and unique textures for things that would normally just use the plank textures. Block entities for mangrove like boats, signs (and even retconned beds!) are also ready to go! Doors and trapdoors, planks and boats have also been given some of the similar, past shader-mapped treatment.
This marks some of the first new content for 1.19 with much more to come all throughout the rest of this month. Stay tuned! Additionally, many of you who missed out last week, will be able to enjoy the new Patron zombies for the first time! As a reminder, there are still slots available if you'd like to design a zombie for the pack! If your zombie isn't in this update, the first week of each month will be dedicated to catching up on any newly-submitted zombies.
Changelog
[1.19a] (tentative)
-Added planks, logs, wood, fences/gates, pressure plates, buttons, doors, signs and boats for mangrove wood, including various CTM.
-Added stripped log CTM overlay support for mangrove logs.
-Added a ton of properties files that should be unnecessary, but y'know. Optifine...
-Added item icons for all new mangrove wood objects.
-Added the following Patron zombies!:
CHAMRS_DELUXE (zombie)
TERJAN (zombie)
MAXI_THE_UNDEAD (zombie)
OLEGREG (zombie)
EMFIRE (husk)
DWARROW (drowned)
JUST_A_ZOMBIRD (husk)
-Added custom animations required by certain Patron zombies.
-Added animated electrical effect to existing Frankenstein's monster zombie.
-Updated pack format to 1.19 (will still work on older versions of the game, despite error message)
-Added temporary model textures for 6.5 of 7 chest boats.
-Added item icons for 6 of 7 chest boats.
-Added a defined space size for text to fix an issue regarding 1.19 not rendering spaces on the GUI.
-Added a couple new font characters (if you run into missing characters you use, report them to me!)
-Altered sign model to fix a texture mapping bug and to remove z-fighting from stacked signs.
-Altered two existing beds to include mangrove wood.
-Altered blockstates for mangrove fences and gates to allow for custom textures.
-Altered some of the zombie models to account for new features.
-Altered some font characters to account for the lack of floating point support on kerning.
-Altered kerning properties for ASCII characters to be more in line with the original look of my font.
-Altered some CTM formatting here and there.
-Removed a few redundant zombie alts and pumpkin headed zombies (already implemented by vanilla).
-Fixed the infamous glowing azalea/anvil/pumpkin stem bug. (this fix should work for 1.18 and earlier)
-Fixed a scaling issue with worldbarrier art and changed color to account for missing coloration.
---Shader Support---
-Added structural normals and limited spec map support for mangrove planks, doors and trapdoors.
-Added structural normals and limited spec map support for acacia doors and trapdoors. (shiny gold handles!)
-Added shader map support for both mangrove boats.
-Added emissive and SSS map support required by certain Patron zombies.
-Added shader map support for 6 of 7 chest boats. (chest shaders still pending.)
-Added shader map support for new block textures affected by the fixed glowing bug.
-Added temporary SSS support for vines before I redesign them.
-Altered spec map for dark oak tops to reduce glare on edges.
2022-07-18 23:02:17 +0000 UTC
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Working on the new mangrove wood for 1.19, but it's still in early design, so in the meantime have the first batch of Patron zombies to have been submitted for creation! There's a lot of really creative designs here and were a blast to work on! There's still Patrons who have earned a zombie that have yet to redeem it, there's no rush or deadline for these, but perhaps seeing some of the first of the new batch of zombies may inspire you in your designs.
Going forward, I'll likely be dedicating the first week of work on the pack to prioritizing catching up on any newly-submitted Patron zombies, then resuming work on the pack as usual. Next week's Pack preview should have some new 1.19 content to look forward, so see you then!
Changelog
[1.19a] (tentative)
-Added the following Patron zombies!:
CHAMRS_DELUXE (zombie)
TERJAN (zombie)
MAXI_THE_UNDEAD (zombie)
OLEGREG (zombie)
EMFIRE (husk)
DWARROW (drowned)
JUST_A_ZOMBIRD (husk)
-Added custom animations required by certain Patron zombies.
-Added animated electrical effect to existing Frankenstein's monster zombie.
-Updated pack format to 1.19 (will still work on older versions of the game, despite error message)
-Added temporary model textures for 6.5 of 7 chest boats.
-Added item icons for 6 of 7 chest boats.
-Added a defined space size for text to fix an issue regarding 1.19 not rendering spaces on the GUI.
-Removed a few redundant zombie alts and pumpkin headed zombies (already implemented by vanilla).
-Reworked some of the zombie models to account for new features.
-Reworked some font characters to account for the lack of floating point support on kerning.
-Reworked kerning properties for ASCII characters to be more in line with the original look of my font.
-Added a couple new font characters (if you run into missing characters you use, report them to me!)
-Fixed the infamous glowing azalea/anvil/pumpkin stem bug. (this fix should work for 1.18 and earlier)
-Fixed a scaling issue with worldbarrier art and changed color to account for missing coloration.
---Shader Support---
-Added emissive and SSS map support required by certain Patron zombies.
-Added shader map support for 6 of 7 chest boats. (chest shaders still pending.)
-Added shader map support for new block textures affected by the fixed glowing bug.
-Added temporary SSS support for vines before I redesign them.
-Altered spec map for dark oak tops to reduce glare on edges.
2022-07-11 20:01:53 +0000 UTC
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Alright, enough waiting for Optifine! The preview builds should work well enough for now, so I'm putting out a basic compatibility update as part of the first of the updates for 1.19. Don't expect too much new stuff from this update, as its main purpose is just to ensure it is working for 1.19 without any game-breaking issues.
This time around fonts required some reworking for compatibility with 1.19. These changes should work fine on earlier versions of the game as well, if they do not, please let me know. Also as a reminder regarding fonts, if you run into characters you use often that aren't textured in my pack let me know and I'll add them! Also in this update is a fix to a long-standing bug that plagued many users at random. Azalea leaves/anvils and pumpkin/melon stems should no longer glow in the dark with shaders. This was a long-standing bug with no apparent fix for many months, until a breakthrough with a workaround was finally made.
Regarding actual 1.19 stuff, all that's in this version at the moment is just support for the chest boats that already have been textured. Patron zombies are still on the way, and hopefully will make their first appearance next week on the Patreon-only update. (Trying to get all the ones which have been filled out so far completed and released at once so no one's left out!) See you next update which will mark me being able to release new content again! (finally! :P)
Changelog
[1.19a-pre]
-Updated pack format to 1.19 (will still work on older versions of the game, despite error message)
-Added temporary model textures for 6.5 of 7 chest boats.
-Added item icons for 6 of 7 chest boats.
-Added a defined space size for text to fix an issue regarding 1.19 not rendering spaces on the GUI.
-Reworked some font characters to account for the lack of floating point support on kerning.
-Reworked kerning properties for ASCII characters to be more in line with the original look of my font.
-Added a couple new font characters (if you run into missing characters you use, report them to me!)
-Fixed the infamous glowing azalea/anvil/pumpkin stem bug. (this fix should work for 1.18 and earlier)
-Fixed a scaling issue with worldbarrier art and changed color to account for missing coloration.
---Shader Support---
Added shader map support for 6 of 7 chest boats. (chest shaders still pending.)
Added shader map support for new block textures affected by the fixed glowing bug.
Added temporary SSS support for vines before I redesign them.
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2022-07-07 21:32:10 +0000 UTC
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Guess they're still not done yet. Hopefully they won't be stuck at 95% for very long! As an aside, I've also put out notifications with links to the zombie survey for any new zombie patrons. If you recently purchased the zombie tier, don't forget to check your DM's here! And if you've not received your survey link, let me know so I can look into it!
2022-07-04 20:13:10 +0000 UTC
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As you may or may not know, the lack of updates this past month has been due to Optifine not yet being completely updated for 1.19. As 1.18 updates are finished, my hands have basically been tied until Optifine's ready and I can test any changes that need to be made to the pack for it to work properly.
Initially I expected to have an early update out by the second week of this month so I could get right on 1.19 content for this month, but Optifine had different plans. So we're still waiting...
As of this post, Optifine's about 90% done according to them, so HOPEFULLY, I'll be able to put out something either within the next day or two or next week at the latest. If Optifine is delayed any further, I'll be sure to notify everyone with a status update by this Monday. Hopefully it won't come to that, and we'll have at least a compatibility update out over the weekend. Apologies for the wait and thanks for your support and patience!
2022-07-01 20:04:09 +0000 UTC
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