Very, very much a WIP right now, I need far more textures which I'm working on. There's nothing I can do about the gantry texture tiling in the wrong place if you look at the gantry from the wrong direction, but it still fits the bill.
http://www.oddworldforums.net/attach...1&d=1336780972 EDIT: Just when I was about to go look for an entire mod to change minecraft's biomes so I can change my intended construction map to a mushroom biome to control mob spawning, Sethbling went and made a filter for MC edit that allows me to do that and released the video showing this just now. What are the odds! |
Making the largest mushroom biome ever (which isn't large enough by far, as I've just found out... I may have to wait until the next patch for large biomes to come in so I can have a massive, massive flat-ish desert to convert to mushroom):
http://www.oddworldforums.net/attach...1&d=1336853273 Further texture pack testing, I've made the chain-link fencing work and made a floor texture. I also fixed the gantry texture now that I know how iron bars work in Minecraft. Shame you can't have it without the bar in the middle without it looking ugly. http://www.oddworldforums.net/attach...1&d=1336853273 |
Nice work on the Texture pack. I love the metal detail :)
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Thanks.
Well, the foundations are laid now. Man, I love MC edit! It makes everything so easy! Minecraft Rupture Farms v 2.0 will be slightly bigger than twice as large as Minecraft RF 1.2. Having a bank of components which I can simply paste into the map makes this possible for me to complete, I hope - But I also intend for RF to be full of large, cavernous spaces. Also remember how large Minecraft blocks are. I still think the real RF is a lot larger, though. (Image removed - Maybe I shouldn't reveal my floor plans) http://www.oddworldforums.net/attach...1&d=1336868359 http://www.oddworldforums.net/attach...1&d=1336868372 |
Wow, that's looking good!
Have you thought about implementing spawn egg dispensers for wildlife/sligs? Creeper scrabs... (well they're kinda close in body shape.) |
Yes, ages ago with the prototype version when I was playing around with set pieces... If you looked at the first screenshot of the new texture pack you'll see the slig skin applied to a skeleton mob. In fact the escape corridor in RF v 1.0 is rigged with skeleton dispensers. Dunno about making other mobs resemble Oddworld creatures though. Maybe I'll re-skin pigs or cows to look a little like paramites.
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Well, wolves can be made friends with with bones (meat), or turn aggressive... It's not an exact match at all, but it's got something to advise it.
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Well that's lighting now sorted. It's still a WIP and I need to finish re-skinning pistons. Also the edges of paintings will need sorting out. The darker blocks are intended to be RF's outer shell and won't be used everywhere.
http://www.oddworldforums.net/attach...1&d=1337043471 Since RF doesn't have any strip lighting visible in AO I'll probably only be using it sparingly and will rely on the yellow round lights and small green ones for main lighting. Redstone torches will have to substitute for those small orange lights you see everywhere unless I can make the pumpkin resemble them in a way that looks good. Still need more textures though. EDIT: I threw this together 'cause I appear to be losing subscribers on YouTube. |
"You must spread some Reputation around before giving it to DarkHoodness again"
Sorry =) I really like your commitment ! |
I'm loving these textures, they really do give you an Oddworld vibe.
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Funny that. I just confirmed that my current biome I made definitely isn't large enough and was about to go try this, but I wonder if it'll be compatible with an older version of Minecraft?
EDIT: MC edit appears to work with both the new snapshot and the new maps. Anything it doesn't recognise, it labels as "Future Block!", but I won't be moving jungle biomes around anyway. Problem solved I guess. EDIT 2: MC edit isn't good for large-scale world editing. I keep getting "Out of memory" errors 'cause it's a program in alpha stages and can't handle memory so well. Gonna have to turn the draw distance right down. Changing a massive desert into a massive mushroom biome will take a very long time. Joy. EDIT 3: Done, it took 4 hours. Then I put the foundations in the middle of it. Then I closed MC edit and logged back into Minecraft proper... And got lost in the barren wastelands. How the hell can you lose a massive factory in an area only 5 or 6 times the size of it? Meh it's late, I should probably sleep. EDIT 4, 5:33am, 17/05/12 (my sleeping pattern is gone again, yay): Gonna log what I do but I won't be posting anymore screenshots or videos until I have something worth showing. I've spent much of my free time today further developing and tweaking the texture pack - It has now reached a stage where I have enough different textures to begin the actual construction of RF 2.0. I found a way of constructing RF's outer walls quickly by using a selection of pre-fabricated modules, then merging them at random again into longer, pre-fabricated modules (MC Edit can remember up to 7 copied selections). Unfortunately it was only after I completed the second floor that I realised my smaller wall sections were a little too random, with randomly-placed pipes and lights, and had no real uniformity to them. Some randomisation is good, but too much looks like a mess. So I gotta do that all again. Yay. At least I know what to do now though - Have the pipes, gantries and lights in more or less the same place for each module, but have stains and torches spread randomly. Oh and BTW, the first RF was made from 9 "floors" that were 5 blocks high... RF 2.0 has 20. Was gonna be 25, but I decided that was too much. I may decide to reduce that even further to 18 or so though - I haven't decided yet. I mean I want to be able to complete this in the end, and I don't think people will be willing to help me design the interior. |
Got some news.
I've finally, after thinking about it for nearly a year, come up with a feasible plan for how the adventure map will work, now that I have an understanding of what is possible in Minecraft. It's something I'm excited about, but to not give too much away, it will actually have a story (told through rooms full of signs, yay - Although in a way that will involve the player, I hope) that's very heavily based on AO's, although it can't be exactly the same for obvious reasons. And I've thought of a simple solution to a "saving mudokons" mechanic. What I will be needing though is as many different suggestions for traps, hazards or obstacles that aren't too complex and can fit well in a platform-style adventure map. I have a few ideas of my own - But the more traps I know about, the more varied the map will be and therefore more fun - There'll be a big credits board by the spawn point as previously planned, meaning any contributors won't go uncredited. So please, offer me your suggestions! :) You can even make them in flatland maps and show them to me or make videos or so - Don't make me go beg on the Minecraft forums now. :P |
I've now advertised the project on Minecraft Forums even though I doubt it'll be noticed there - It's like yelling in a very, very large crowded room where everyone else is yelling as well. You can help me by responding to that topic there if you have an account; sprout some stuff about how it looks promising or you wanna see where it's going - That sort of thing.
Still, how's this for a story intro? :
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Welcome to the Rupture Farms apartment complex!
http://www.oddworldforums.net/attach...1&d=1337386108 It'll look better once the outer shell is on and I've added more pipes and detail. |
http://zephotographist.files.wordpre..._gif.gif?w=600
Geez, Just when I thought it was big and complex enough. :tard: EDIT: Put the gif back in. |
That's impressive!
On the topic of set pieces, I'd give you ideas if I had any, but sadly I have nothing in mind. I'll give it some thought, but that sort of thing isn't really my forte, as you may have noticed. |
Thank you both - The gif made me laugh. :)
I think I'm getting there. It certainly resembles the front of RF a lot better than the previous iteration did, even if I lack artistic skill to make it look exactly like the front of the "real" RF, but I don't think that's possible in MC anyway. http://www.oddworldforums.net/attach...1&d=1337552127 |
Recognise this? No? Okay I'll give you a hint. :)
E: Moved the images to the next page but you can click them below anyway. |
Lulu? In Rupture Farms?!
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I thought I'd give the player an in-universe explanation for spawning randomly on a platform outside of RF.
EDIT: Oh, start of a new page. I'll post them here instead 'cause I know what people are like. http://www.oddworldforums.net/attach...1&d=1337594518 http://www.oddworldforums.net/attach...1&d=1337594518 |
So you need a setpiece? I'll builld you one.
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I think I'm revealing too much so that there won't be surprises when the map is released, hence the lack of updates - Next time I post in this thread will be when I have something decent to show.
I actually wonder how I'm going to promote this map so that people will play it when I'm finally done, or if it'll forever be obscure. There doesn't seem to be a lot of interest in it in the Minecraft forums... That puts me off a bit. In the mean time here's another shot of the new front, still a WIP. http://www.oddworldforums.net/attach...1&d=1338018873 |
That is amazing. :D
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I won't be using this since it doesn't say "Rupture Farms" to me and contrasts too much with the alien, cold, metal panel design of the factory proper, therefore I think I'll reveal it. I gotta come up with a new office design. But I still may use it later for another project if I make one.
http://www.oddworldforums.net/attach...1&d=1338221241 http://www.oddworldforums.net/attach...1&d=1338221241 http://www.oddworldforums.net/attach...1&d=1338221241 EDIT: Also I'm still worried that no bugger will play this when it's done. Adventure maps do not seem to be popular. At all. |
I'll defiantly play this,
you shouldn't worry whether people play it or not the main thing is that you've made something amazing, also that office reminds me of half-life. |
Yeah... It'd make sense if RF was built by humans. But it's not. It's built by glukkons. :P Maybe I can pull off something similar to what AE did with the executive offices shown briefly in that game if it's possible in Minecraft.
Anyway I made a second video trailer last night but it doesn't show anything new: |
A small update 'cause I realise it's been a while. Today's been pretty revolutionary. After some experimentation, I found out how to do two things that are important for the map:
1) An alternative to a "saving mudokons" mechanic that makes sense in context, even though you don't actually "save" mobs and it's more implied that you save them. It's easy for the player to do without having to spend ages pushing individual mobs into pits, anyway. 2) If blocks have invisible parts in a texture pack, it makes whatever walls or floors you place those blocks next to transparent so you can see right through to the bottom of the map. However I've discovered a block which doesn't do this, or block light... Hey presto, a way of restricting both the player and mobs to stop them falling off the side of catwalks or going to other places where they're not meant to go. Invisible barriers are a big gaming cliche and a major annoyance to many players, I know, but in this case, they really help me. This was a headache when trying to plan the original RF on the OWF server. |
I still don't think people are watching what I'm doing 'cause they think I'm still working on the old crappy-looking version or something. Ah well, I'll ask Splat to update the first topic of this post come the 18th.
http://www.oddworldforums.net/attach...1&d=1339104483 Also adding pipes and details isn't the only thing I've been working on with the project - I'm trying to make it function as a fun, playable map, too so I'm still playing around with ideas. It's hard - Mainly 'cause of Minecraft's limitations. Maybe I should be doing this in a different engine. |
I'm watching! I'm just not having a lot to say. It still looks fantastic, very looming, very epic and very odd. I recognise your wish for secrecy and so understand why we're not seeing any internal workings of the factory. It makes it hard to comment, but it makes sense that you're not showing it. What you do show bodes well.
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Yeah, I'm keeping a keen eye on this even if I'm not posting.
That looks amazing. |
I probably should have commented earlier by saying that I certainly find it impressive.
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Thanks for your support, all. :)
Yesterday was spent entirely re-building the boardroom AND making it a functionable part of the adventure map. It's come a looong way (though there's a lot more to it than shown in these shots)... Check this out compared to the original. OLD 'N' BLAND http://www.oddworldforums.net/images.../icon4_odd.gif: http://www.oddworldforums.net/attach...1&d=1339681467 NEW 'N' TASTY http://www.oddworldforums.net/images.../icon3_odd.gif: http://www.oddworldforums.net/attach...1&d=1339681999 |
I can't see the image.
EDIT:nvm |
I made a discovery, making the following possible. Not the same as true scrolling LED signs but hey, it's Minecraft. Making this function is just a fraction of the work I've done today:
http://www.oddworldforums.net/attach...1&d=1339785387 EDIT: Actually can someone help me? I know there's some way of editing the LED text in both AO and AE, so there must be some way of also extracting it. Does anyone know of a list somewhere of all the LED sign text from both games? I'd save me the trouble of going into the games to extract it all manually. |
I'm not sure if this is what you meant
http://i.imgur.com/DfJZH.png |
I meant what the text in the games say, not the font that they use.
Eh never mind I'll just go through the games again over the next two days or so. Thanks anyway. |
Can't you just use your sig? :p
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Well I've found a folder in the Minecraft .jar file titled 'Fonts'. However there are so many font files, I can't pick out the actual in-game font signs use? It's there somewhere, maybe that can help you.
Oh and also, amazing work yet again. I'm loving the texture pack :) |
As I said, I simply want the slogan/non-tutorial text from AO and AE: "Only 1,236 work related accidents this month", "The profits justify the means!" "Phleg's Bonepaste! Good to the last glop!", "Feeco Food Extractors! Eat twice, feels nice, one price!" etc. I don't want to implement the LED screen font into Minecraft 'cause I don't think it'll work and it'll be yet another thing for players to configure...
I think what I've done with Minecraft signs is the closest I'll get to paying homage to the LED boards. They also need to function as guides to the player, too. :
EDIT: Thanks, BTW. :) EDIT 2: Oh right, they can be found by opening up the PC versions of AO and AE's exes in Notepad. Perhaps the only legible text in the garbage. Problem solved I guess. |