Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
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paradan

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About paradan

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    Caveman
  1. A Blacksmith's rant, on metal working in TFC

    hey blacksmith man! really happy to see this post, while not a tradesman myself(does welding count?), the treatment of metelurgy in RPGs and such has been a huge pet peeve for me for a long time, and Ive got far to many hours of research floating around in my head. itll be nice to see the oppinions of someone who actually does this stuff and is a gamer. sure theres blacksmith forums out there, but those poor guys have been fighting off hordes of delusionioned wannabes for so long now it feels cruel to bring up the subject.
  2. Metalurgy Table

    I believe its raw stone, the kind you mine by taking out the blocks to the sides and top/bottom. also I think its more like a bucket: S...S SSS SSS
  3. This pack is still a work in progress, but I've decided I can't progress anymore until I hear from all of you. My level of dedication to this project is directly fueled by your praise and complaints. Theres a couple of textures in here that make me wince, I left them in just to encourage you to comment. Currently the pack is a bit boring, but the future can bring many things. 23 types of stone, and 16 types of wood leave a lot of space for fancy textures. I also have plans for the sheep.... This is only the begining.
  4. Hi.

    personally I hate adfly. i dont like it when sites use tricky shit to try and get you to click on some ad. mostly I was just wondering what some good options were. the only other time I made files available for DL, was some L4D levels, and L4Dmaps took care of that. as for money, give it to bioxx and dunk. their job is harder. I'll get it up on mediafire tonight, and make an official post down in Textures when I do. Thanks to everyone for the interest and lookin forward to more feedback.
  5. Hi.

    so I checked out the tutorial, and looks good, but its something I'll get to later. sitting on my desktop is a little zip named ParaFirma Pack 1.0 its far from complete but its enough to be able to play without it being a major eye sore. I want everyone to get a chance to make requests for tile patterns, fancy doors, etc. should I just use adfly, or what? (remember first time for me) coming soon...
  6. Statistic about smelting

    nah, this is just an easier way then assigning a quality to every chunk of ore.
  7. [64x] Tools, metals and gems

    they look great. the saw looks a little skinny though, might want to make it a little fatter at the base of the blade.
  8. Statistic about smelting

    when ore goes in the bloomery cant they just randomize the metal content within a range for each ore type? also maybe put 1 in 5 at +/-2 SDs to screw up the data.
  9. Hi.

    yeah, i figure he lost his iPad and phone when he got stranded.
  10. Hi.

    I'm all for randomization, if the engine allowed it I could generate a unique texture for everyblock at runtime, all seamless and non-repeating, the node maps already exist. I can wiggle the bricks around so they are uneven, I can add cracks and weathering, etc. I've seen the natural texture and random texture options in optifine. If someone could tell me how to set these up, where to put the textures, I will make it happen. Also I'd love to be able to have a different texture for the top/bottom of blocks, it would let me do more realistic raw stone and more interesting cobble. Side note: right now all 23 types of stone use the same pattern for cobble,brick and smooth. my plan is to change this so that each stone flavor gets its own pattern or variant. if I do this though it will cause seems between blocks of different stone types. bricks and cobble wont line up when you place a granite next to a phyllite for example. I didnt know if this would be an issue for builders or not so I went seamless for intial release.
  11. Hi.

    the dirt does have a bit of graininess to it but it'll do for now. i'm using Substance Designer and was using white specular, lately have been lowering it a bit to a high grey and it seems to help. also should probably mention that everything is being done procedureally, what that means for the normal folks out there is that its very easy for me to go back and change things that you dont like, well mostly easy. forgot to put these up.. just noticed the wood edges beveling dosnt line up well, will fix or improve. ok so it doesnt matter for in game but thats 2D sand "piled" against a 2D wall and I can shift it around in the "box" real time.
  12. Hi.

    thank you that's good feedback, I'm anxious to get a "beta" out the door so I can get more from you all. actually, all textures ('cept the greyscale leaves and grass) have embossing and fake AO applied to them as you suggested, I was having an issue with the bricks lighting being way to pronounced, so they're toned done a bit. in the past few week I've developed better lighting tricks then I had when I was working on the bricks and will come back to them.
  13. Hi.

    you sure can... so in this last one we have granite and limestone bricks plust smoothed limestone. i hate this limestone, it'll get changed eventually.
  14. Hi.

    haha! I'm back. <the remainder of this post is best read while imaging the sounds of morse code> state of the pack bioxx folder to be read to all TFC users 2-25-13 all GUI's finished, with the exceptions of quern,foodprep,and forge. terrablocks2 is complete. terrablocks requires only saplings and anvils. terrarocks will be completed within the next 12-24 hours. tfcplants and vegetation are slated for completion next, eta 3-1-13. final assembly of Parafirma Pack projected to be mid-March. end of transmission.
  15. Mapper for TFC?

    ive been using unmined, although theres not really any biome data. mostly i just need the coastline and stuff, and i'm happy.