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31 May 2014, 02:52
Replies: 113
Views: 24948

Re: qCraft - WIP

boundingstar wrote:okay, i had a go at the quantum dust, this time i went for more of the original shape. its not final, and i have no idea how to go about animating it, but anyway
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It needs a 4px stroke. Otherwise it looks really good! :D
30 May 2014, 23:40
Replies: 113
Views: 24948

Re: qCraft - WIP

boundingstar wrote:Cool. I dad the exact same idea for the goggles, I just couldn't work out how to make them (I'm not the most experienced with Photoshop. I've had some weird issues with the layering of styles and stuff, but I'll have another go soon.
The real trick is animating it...
Layering of styles?
22 May 2014, 08:29
Replies: 387
Views: 136377

Re: [WIP] [128x/64x] [Update! 17th April v0.7] Ars Magica 2

What resolution is the model texture? It could be a skewy aspect ratio? Else, you may have to ask the modder if it wont accept higher res textures. Also, it's hard to do manipulation of rasterised textures :P I gave up on it and now I just redraw it if I cant get the original psd :P Original textur...
22 May 2014, 07:31
Replies: 387
Views: 136377

Re: [WIP] [128x/64x] [Update! 17th April v0.7] Ars Magica 2

Try covering the entire texture in some pattern. Like a rainbow or something. You can see where that bit of the texture is applied to the model. It's quite useful for finding texture bounds :D And I'd recommend starting out with items, they're easier to make look good. Blocks are harder to do shadi...
22 May 2014, 07:24
Replies: 4
Views: 4689

Re: I need help compiling patches

There you go :D That's all I could find Ars Magica - http://bdcraft.net/community/pbdc-patches-wip/ars-magica-t1609.html Bibliocraft - http://bdcraft.net/community/pbdc-patches-wip/bibliocraft-t1242.html Bibliowoods - http://bdcraft.net/community/pbdc-patches-wip/bibliowoods-addon-wip-t1355.html BOP...
22 May 2014, 06:56
Replies: 387
Views: 136377

Re: [WIP] [128x/64x] [Update! 17th April v0.7] Ars Magica 2

Did you build a computer? I would, if I knew how to :P. I am trying to learn Java at the moment(of course on my own) so I can make a minecraft mod. Building a computer is like electronic lego. It's also rather hard to put something in the wrong place. The only thing you'll need to watch out for is ...
20 May 2014, 22:05
Replies: 387
Views: 136377

Re: [WIP] [128x/64x] [Update! 17th April v0.7] Ars Magica 2

Pffftt, like I even have an artistic bone. I started texturing because I liked sphax and I was bored. I think thats how sparky started too. Due to that, I am in this wonderful community, and met some great friends(yes sparky you actually have a friend :P ;) ). And I haven't done a tutorial in like ...
17 May 2014, 11:53
Replies: 387
Views: 136377

Re: [WIP] [128x/64x] [Update! 17th April v0.7] Ars Magica 2

Daemn you. I haven't done one in a while too. I have been working towards an actual gaming video(with a friend). Hopefully it can be out this weekend. Also is anyone else having trouble downloading the mod Botania. I need to test textures but it crashes upon startup :'( I can has error log pastebin...
17 May 2014, 11:01
Replies: 387
Views: 136377

Re: [WIP] [128x/64x] [Update! 17th April v0.7] Ars Magica 2

Ikr. Stupid endermen. I'm just trying to work out whether this is setup or part of twilight now. I feel it's an ars magica spell caster thingy underground near his 9x9 in the twilight with a computercraft script detecting if nearby players have power armour on and triggering the spell. Stop reading...
16 May 2014, 16:55
Replies: 387
Views: 136377

Re: [WIP] [128x/64x] [Update! 17th April v0.7] Ars Magica 2

Sillyman34 wrote:Ikr. Stupid endermen. I'm just trying to work out whether this is setup or part of twilight now.
I feel it's an ars magica spell caster thingy underground near his 9x9 in the twilight with a computercraft script detecting if nearby players have power armour on and triggering the spell.