Trying a new pack

Modding Xenominer for PC.

Trying a new pack

Postby still crosshair » Wed Jun 10, 2015 11:36 pm

I am currently making something new and hope I can output it to the game the way it was created. The reason why my other packs have not been updated is I have simply lost the ability to "Properly" create the XNB files from the texture sheet and normal sheet. I found a way to make them only it cannot create them the way they should be created. If I could do it properly then I would still be working on them and not trying something new. so I hope that I can get it to come out looking right.
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Re: Trying a new pack

Postby QWERQY » Fri Jun 12, 2015 12:33 am

still crosshair wrote:I am currently making something new and hope I can output it to the game the way it was created. The reason why my other packs have not been updated is I have simply lost the ability to "Properly" create the XNB files from the texture sheet and normal sheet. I found a way to make them only it cannot create them the way they should be created. If I could do it properly then I would still be working on them and not trying something new. so I hope that I can get it to come out looking right.



Curious, how hard would it be to import new files that work properly? Like adding new blocks? Or adding a new biome, and would you be able to make it work properly on xenominer?
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Re: Trying a new pack

Postby still crosshair » Fri Jun 12, 2015 7:32 pm

QWERQY wrote:Curious, how hard would it be to import new files that work properly? Like adding new blocks? Or adding a new biome, and would you be able to make it work properly on xenominer?


That was something I never got to learn about when learning how to properly make and send the texture files so they could be changed to xnb files. I always wondered but never got to find out. Since it would be nice to simply add in new blocks then having to loose old textures for new ones.
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Re: Trying a new pack

Postby QWERQY » Tue Jun 16, 2015 10:40 pm

I agree, well if you have any new info on the textures and or any new neat modding skills to mess with in xenominer, I'd love to hear :D

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Re: Trying a new pack

Postby still crosshair » Sat Nov 07, 2015 6:24 am

Took some time off of my new Pack for the .XNB reasons. But it could become something that everyone can grab if they feel like it. New tests show a few problems but a load of success compared to other pack tests like R pack. Do not want to ruin the surprise but I will post a couple of pictures from the test. Hope I can get the bugs ironed out and make it a thing.

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Re: Trying a new pack

Postby QWERQY » Sun Nov 08, 2015 12:00 am

Thats looks so cool
Tales of Antydra: Ignoble. Go read the first two words of "part: 1"

https://youtu.be/nKlvEgRZkrk
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Re: Trying a new pack

Postby still crosshair » Sun Nov 08, 2015 6:15 am

QWERQY wrote:Thats looks so cool


Thanks I have made progress for this specific pack. Hoping it will work out and then I can adapt the technique to work with R pack. On a side note I thought about recording the test builds as I look at them and see what i got wrong or right. Might do it or maybe not I guess it will depend on how I feel at the time.
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Re: Trying a new pack

Postby still crosshair » Mon Nov 09, 2015 4:59 am

Figured out how to do mipmaps!!! This possibly changes everything now :P :P :P :P :P :P :P also posted a short blind test of the pack on youtube you can find it if you look for it.
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