Yes, applying slowness for specific blocks should be very simple.
Minecraft Middle Earth is a Minecraft community that recreates the world described by JRR Tolkien and his writings. Everyone can participate in organized events in which we collaborate to create major landmarks, terrain, caves, castles, towns, farms and more.
To get started, visit The New Player Guide
Joining the server can be done straight away, but you will have to pass the New Player Quiz. Use the The New Player Guide to get acquainted with our community.
Alright so that problem is solvedYes, applying slowness for specific blocks should be very simple.
I made this texture 2 years ago, as a replacement of this ugly Moria cobweb texture, which is 128x128: View attachment 12708
View attachment 12709
the blueish/greenish tints look amazing, but could be a little more amplified, I think. they seem like regular cobweb to me. Furthermore, I love the design, don't change the placement! can the texture be of higher resolution though? RubenPieterMark, for example, made a 128x128. how high is this resolution? my guess is 64x64.First pass, thoughts on design and coloring? I tried to encompass the blueish/greenish tint from Shelob's Lair in the movie, but please let me know if anyone thinks a different hue would be better or more realistic.
View attachment 12765View attachment 12766View attachment 12767
No, I didn't make a 128x128, I made a replacement for it. Mine is 32x32, which imo is a perfect resolution for these detailed blocks. the 128x128 looks awful, especially from distance, and out of place in a 16x16 rp.the blueish/greenish tints look amazing, but could be a little more amplified, I think. they seem like regular cobweb to me. Furthermore, I love the design, don't change the placement! can the texture be of higher resolution though? RubenPieterMark, for example, made a 128x128. how high is this resolution? my guess is 64x64.
I know this is a "traditional" web texture but my only problem with the layout is that it only looks good if it is surrounded by blocks on all sides. Which is by no means an issue with your design but simply a shortcoming of the web block itself.Dropping this here:
the blueish/greenish tints look amazing, but could be a little more amplified, I think. they seem like regular cobweb to me. Furthermore, I love the design, don't change the placement! can the texture be of higher resolution though? RubenPieterMark, for example, made a 128x128. how high is this resolution? my guess is 64x64.
The resolution is perfect imo. I like the tint and I like the look. Keep it up!
I am glad people like them! I will continue to generate more variants and upload them to the original post (easier to find than digging through this thread).They look great! Don't have to change them, imo.
Sure, but thought you might crop parts of it or whatever.I know this is a "traditional" web texture but my only problem with the layout is that it only looks good if it is surrounded by blocks on all sides. Which is by no means an issue with your design but simply a shortcoming of the web block itself.
I am glad people like them! I will continue to generate more variants and upload them to the original post (easier to find than digging through this thread).
As for the tint, that is an easy thing to adjust after the fact so if we decide to make them more green/more blue/more whatever I can fix that
I checked again that blockstates of redstone wire are stable and can be edited independently from connecting blocks. The variants you suggested here @Fireinferno13 would need about 40 restone wire blockstates (with all orientations). This should be no problem as we have more than 200 unused blockstates of restone wire.Hello all,
I was brainstorming texture ideas this afternoon and one thing that crossed my mind, which I believe has not been discussed or established yet but feel free to correct me if I am wrong, is how should we approach the spider webbing of Shelob's Lair?
Currently, the idea I have is coming up with a variety of different webbing alternatives. This would include variations in size (ie: 1x1 vs 1x3 vs 3x3), density (ie: thick vs strands), and shapes (ie: corner vs wall vs floor vs combinations). Not to mention details such as corpses/cocoons/etc. I have included a schematic below to illustrate my thoughts. That being said, I am not sure how easily it would be to include all of these suggested alternate textures. Furthermore, this would obviously be quite a lot of work despite the fact that in many cases the same texture could be used for a whole host of orientations, so I am open to suggestions.
View attachment 12710
blue - 1x1, corner, normal density
red - 1x2, wall/corner, dense
green - 2x2, corner, thin
orange - 3x1, ceiling/corner, dense
purple - 1x1, detail (ie: corpse)
If we can come up with a definitive answer to this question, I would be happy to start generating the necessary textures. Though I will need help with the modeling aspect of it.
Thoughts?
I checked again that blockstates of redstone wire are stable and can be edited independently from connecting blocks. The variants you suggested here @Fireinferno13 would need about 40 restone wire blockstates (with all orientations). This should be no problem as we have more than 200 unused blockstates of restone wire.
Textures
1x1 (wip)
1x2 (none)
1x3 (none)
2x2 (none)
2x3 (none)
3x3 (none)
3x4 (none)
4x4 (none)
I think you can just rotate those textures 90 degrees, for that use. For diagonal, just use the 1x1 multiple times.How about horizontal and diagonal webs that go from wall to wall? Like in the reference picture.
My problem with the cobweb block is there are very few circumstance in which you can use it and have it look realistic, as it requires blocks touching on both sides... That being said hows this?They look wonderful @Fireinferno13 , what you have made should definitley be sufficient to having a natural feel when walking through the tunnel. My only proposal now is to make a finalized full bock cobweb with mutliple variants that use similiar style.