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Gregtech port #54

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Oddface opened this issue Jan 23, 2015 · 17 comments
Open

Gregtech port #54

Oddface opened this issue Jan 23, 2015 · 17 comments

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@Oddface
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Oddface commented Jan 23, 2015

I've gone through the older repos and ported pretty much everything with a playable 1.7 version, except this one. The 1.6 folder structure is such a mess and I can't make heads or tails of it. Can someone familiar with the mod take a crack at it?

@Glowstrontium
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Ugh, this one is a nightmare - Greg has yet again redone the way the textures work - most of the machines and blocks now use overlay textures, which means that they need completly redoing (and I've found that overlay-based textures don't tend to work very well with the JS texture style because they don't support semi-transparency.

@damonmensch
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I managed to get a couple of things working locally on mine for gregtech,
basically just ingots, nuggets, and crushed ores. Atm I'm focusing more on
bluepower, which is mostly just a port of redpower2 but blue toned instead.
I'll try some more after though, a day or two.
On Jan 23, 2015 8:01 PM, "Glowstrontium" notifications@github.com wrote:

Ugh, this one is a nightmare - Greg has yet again redone the way the
textures work - most of the machines and blocks now use overlay textures,
which means that they need completly redoing (and I've found that
overlay-based textures don't tend to work very well with the JS texture
style because they don't support semi-transparency.


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#54 (comment)
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@damonmensch
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Well never mind that, just noticed someone else beat me to it. Will
prioritize this now
On Jan 26, 2015 4:47 AM, "David Wenzel" wenzel.dj@gmail.com wrote:

I managed to get a couple of things working locally on mine for gregtech,
basically just ingots, nuggets, and crushed ores. Atm I'm focusing more on
bluepower, which is mostly just a port of redpower2 but blue toned instead.
I'll try some more after though, a day or two.
On Jan 23, 2015 8:01 PM, "Glowstrontium" notifications@github.com wrote:

Ugh, this one is a nightmare - Greg has yet again redone the way the
textures work - most of the machines and blocks now use overlay textures,
which means that they need completly redoing (and I've found that
overlay-based textures don't tend to work very well with the JS texture
style because they don't support semi-transparency.


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#54 (comment)
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@damonmensch
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When doing the port in 7cd7208 I noticed some of the GUIs nerd to be redone. I'll be working on it every couple of days or so.

@damonmensch
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Fixed some of the GUIs if you want to check them out. Still need to test them out to make sure no nasty surprises hiding in them.

damonmensch@164ec952a236818b072fe8d6ccd1b3d32161471c

@damonmensch
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Ok question for you folks, assuming anyone else aside from myself is ever reading this topic....

Do we want the hazard signs to be like our modern day industrial style, or a more renaissance/medieval-esque feel?

These are the defaults and the modern version would be fairly similar.
machine_casing_acidhazard machine_casing_biohazard machine_casing_explosionhazard machine_casing_firehazard machine_casing_frosthazard machine_casing_magichazard machine_casing_noisehazard machine_casing_radioactivehazard machine_casing_stripes_a machine_casing_stripes_b

For a medieval/renaissance version I'll make them to how I would feel they would look if created in that era.

@ScottKillen
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I like the medieval look, but I know some of the new textures for chisel contributed by @Satellence look modern... do you have a sample maybe?

@lesdmark
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lesdmark commented Feb 3, 2015

So this is going to sound anachronistic but I would make it look like medieval invented modern tech. almost steampunk but not quite.

@damonmensch
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That's more how I was gunna lean towards @lesdmark. Borderline medieval and victorian

@lesdmark
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lesdmark commented Feb 4, 2015

Excellent. I think I used those exact two terms to describe something not too long ago.

@damonmensch
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GregTech Aspects. I adjusted these to match Thaumcraft's defaults, seeing as JSTR never touched them, and for the most part fit the pack anyway.

Defaults New Name (Description)
electrum electrum Electrum (Electricity)
magneto magneto Magneto (Magnetic)
nebrisum nebrisum Nebrisum (Cheatiness)
radio radio Radio (Radioactive)

@lesdmark
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lesdmark commented Feb 9, 2015

Well done! Those look very good!

@damonmensch
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I apologize for disappearing on you guys, work has been hectic with the winter storms in the northeast. I should have some time to work on some textures a bit more in the next couple days

@goldbattle
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no problem don't worry about it. I forgot to comment here, and say that it is important that those drop shadows do not get cut off. If these icons ever get used on top of something light in the future it will look horrible. Just something to be careful of. Besides that, thank you for everything so far!

@damonmensch
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Yeah I normally avoid such a thing at all costs but noticed almost every single one in the tc4 mod itself has then cut off and since I was making these match those, I didn't worry about it. If there's any plans to do our own version of those icons, let me know

@goldbattle
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Ah, ok.
On Mar 10, 2015 4:54 AM, "damonmensch" notifications@github.com wrote:

Yeah I normally avoid such a thing at all costs but noticed almost every
single one in the tc4 mod itself has then cut off and since I was making
these match those, I didn't worry about it. If there's any plans to do our
own version of those icons, let me know


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#54 (comment)
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@draknyte1
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@damonmensch, I appreciate the work on the GT stuff buddy.

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