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 Dr. Mackeroth's development log

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The Schmetterling
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PostSubject: Dr. Mackeroth's development log   Tue Jan 10, 2012 8:07 pm

Alright,
here are my textures so far:




Terrain sheet. So far I've done stone, all the ores, dirt, grass, and snow,
Glowstone, cobblestone, bedrock glass (I think I'll change it though), some
iron block thing which has replaced the sponge (from the Steam Punk texture
pack) Netherrack, and Soulsand (albeit badly). I had done TNT and pistons, but
removed them, because they looked to... Unrealistic.

These are the power lines (to transmit power from a generator to a device):




These are (the so far determined) ore blocks, and solid ore blocks. I think that
for some ores, a refined version (refined ingot, that is) and refined solid
ore block. From left to right (the solid block corresponds to the ore block):
Naquadah, Naquadria, Adamantine, Uranium, and finally, Neodymium.







I think the picture says it all. This is a combat exo-suit, for use in anaerobic
environments or in a difficult combat situation. It was originally a skin,
which is why it isn't thicker like other armour.


Last edited by Dr. Mackeroth on Wed Jan 11, 2012 6:25 am; edited 2 times in total
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ectrimble20
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PostSubject: Re: Dr. Mackeroth's development log   Tue Jan 10, 2012 9:05 pm

I have most of Fenway's stuff that he posted (which I think is in his log) so if you need them and can't find em let me know.

P.S. if you need assistance with programming, just holler!
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The Schmetterling
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PostSubject: Re: Dr. Mackeroth's development log   Tue Jan 10, 2012 10:10 pm

ectrimble20 wrote:
I have most of Fenway's stuff that he posted (which I think is in his log) so if you need them and can't find em let me know.

P.S. if you need assistance with programming, just holler!

Thanks, will do!
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PostSubject: Re: Dr. Mackeroth's development log   Wed Jan 11, 2012 6:26 am

Alright, everyone, let me know what you think, and any ideas you may have.
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PostSubject: Re: Dr. Mackeroth's development log   Wed Jan 11, 2012 11:16 am

I'm ninja'n that suit skin tonight, I wanna see what it looks like Very Happy

I also like the ores and the power wire. As for the main texture pack, I like what you did to the class pane, the metal edge is a nice touch, and the metal looking panel on the right of it, well that just looks slick imo. So far so good!
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PostSubject: Re: Dr. Mackeroth's development log   Wed Jan 11, 2012 12:14 pm

Very good keep up the good work.
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PostSubject: Re: Dr. Mackeroth's development log   Wed Jan 11, 2012 5:57 pm

Thanks guys, I will!
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PostSubject: Re: Dr. Mackeroth's development log   Wed Jan 11, 2012 8:13 pm

I just wanted to share some ideas for Adamantine, Uranium, and Neodymium

1. Adamantine has a refined form of Adamantion (add-a-man-tee-on) which increases a ship's health by 50-100 health per block but requires extreme amounts of energy/fuel to create

2. Uranium should have a green or orangey tint to it and should respond to contact like redstone ore

3. Not sure if it's just me but Neodymium feels like it's a sort of crystalline metal. an opaque dark color but with a creamy sort of hugh kind of like those polished stones you see in gift shops near tourist attractions

Just let me know what you think.

thanks,
EDEN
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PostSubject: Re: Dr. Mackeroth's development log   Wed Jan 11, 2012 11:24 pm

Would you mind putting a link of some sort to the armor/space suit, I like it, and I have a growing vault of various skins, including, but not limited to, owl skins.
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PostSubject: Re: Dr. Mackeroth's development log   Fri Jan 13, 2012 6:40 pm

Seeing as I'm bored, I'm going to do some various parts for
guns. I will write what the parts are called and all their stats after I’ve
done the texture for them. Guns will comprise of the following parts:

Barrel
Body
Ammo holder/intake
Stock
Extra features (goes on top of the barrel, things like a scope, bayonet,
etc.)(Optional)

Different parts will allow connections to specific other parts, allowing for
many variations that work, and many that don't.
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PostSubject: Re: Dr. Mackeroth's development log   Mon Jan 23, 2012 10:20 am

Dr. Mackeroth wrote:
Seeing as I'm bored, I'm going to do some various parts for
guns. I will write what the parts are called and all their stats after I’ve
done the texture for them. Guns will comprise of the following parts:

Barrel
Body
Ammo holder/intake
Stock
Extra features (goes on top of the barrel, things like a scope, bayonet,
etc.)(Optional)

Different parts will allow connections to specific other parts, allowing for
many variations that work, and many that don't.

Good to know people still use ballistics in the future.

Great work!
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PostSubject: Re: Dr. Mackeroth's development log   Mon Jan 23, 2012 6:19 pm

TheLordofError wrote:
Dr. Mackeroth wrote:
Seeing as I'm bored, I'm going to do some various parts for
guns. I will write what the parts are called and all their stats after I’ve
done the texture for them. Guns will comprise of the following parts:

Barrel
Body
Ammo holder/intake
Stock
Extra features (goes on top of the barrel, things like a scope, bayonet,
etc.)(Optional)

Different parts will allow connections to specific other parts, allowing for
many variations that work, and many that don't.

Good to know people still use ballistics in the future.

Great work!

Yes, well not all of the options will be balistic in nature.
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PostSubject: Re: Dr. Mackeroth's development log   Mon Jan 23, 2012 6:29 pm

Dr. Mackeroth wrote:
Seeing as I'm bored, I'm going to do some various parts for
guns. I will write what the parts are called and all their stats after I’ve
done the texture for them. Guns will comprise of the following parts:

Barrel
Body
Ammo holder/intake
Stock
Extra features (goes on top of the barrel, things like a scope, bayonet,
etc.)(Optional)

Different parts will allow connections to specific other parts, allowing for
many variations that work, and many that don't.
What about stuff for lasers and plasma guns?
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The Schmetterling
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PostSubject: Re: Dr. Mackeroth's development log   Mon Jan 23, 2012 7:34 pm

What did I just say about not all weapons being balistic?
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PostSubject: Re: Dr. Mackeroth's development log   Wed Feb 01, 2012 1:26 am

Dr. Mackeroth wrote:
Seeing as I'm bored, I'm going to do some various parts for
guns. I will write what the parts are called and all their stats after I’ve
done the texture for them. Guns will comprise of the following parts:

Barrel
Body
Ammo holder/intake
Stock
Extra features (goes on top of the barrel, things like a scope, bayonet,
etc.)(Optional)

Different parts will allow connections to specific other parts, allowing for
many variations that work, and many that don't.
Does this mean I can make several different gun parts and make a patchwork gun (or with parts of a similar class) or just a bunch of pieces for very specific weapons?
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PostSubject: Re: Dr. Mackeroth's development log   Wed Feb 01, 2012 5:05 pm

No, it will be a mix-and-match sort of gun. You can stick the super-extenda-barrel on the machine-a-maboby-intake and attach a handle-of-awesomeness to it and you're done. This allows for many thousands of combinations.
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PostSubject: Re: Dr. Mackeroth's development log   Thu Feb 02, 2012 12:56 am

Does anyone find it interesting that even Eryo's texture log has more replies than mine? Is because you are all afraid of me, about going off topic?
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PostSubject: Re: Dr. Mackeroth's development log   Thu Feb 02, 2012 1:12 am

Are you...are you jealous because your thread hasn't derailed like everyone else's?
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PostSubject: Re: Dr. Mackeroth's development log   Thu Feb 02, 2012 1:26 am

Its because people don't want to play with death.
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PostSubject: Re: Dr. Mackeroth's development log   Thu Feb 02, 2012 10:53 am

Well, I played Death in chess and won. DERAILMENT DERAILMENT DERAILMENT!








Either I'm stupid or brave. Probably just stupid.

ShivEdit: Just Stupid.
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PostSubject: Re: Dr. Mackeroth's development log   Thu Feb 02, 2012 5:28 pm

I agree with Shiva. You are fool-hardy.
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PostSubject: Re: Dr. Mackeroth's development log   Thu Feb 02, 2012 5:54 pm

wait, mackeroth, are you using MSpaint?

if you are I find this to be much better

EDIT:This doesn't count as off topic, does it? D:
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PostSubject: Re: Dr. Mackeroth's development log   Mon Feb 06, 2012 8:34 pm

Keep up the good work. I paticurly liked the Redstone Ore. cheers
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PostSubject: Re: Dr. Mackeroth's development log   Tue Feb 07, 2012 1:17 am

CoalMiningAlchemist wrote:
wait, mackeroth, are you using MSpaint?

if you are I find this to be much better

EDIT:This doesn't count as off topic, does it? D:

Never even heard of that program. I'm using Photoshop. It's an older version though, CS3...
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PostSubject: Re: Dr. Mackeroth's development log   Thu Feb 09, 2012 6:18 am

Good news everyone (it is good news, no arguing). I have
registered with Maya and am downloading it as we speak! (Or I speak, and most
of you sleep...)

Either way, I should be able to start some 3D modelling this weekend. Stress
start, it looks about as daunting as Java to learn, but successful and curved
graphics is something I always wanted in Futurecraft, as in the future, blocks are
for the primitives!

Not calling everyone else primitive of course....

I think the first thing I'll do is see if I can create a Minecraft Steve character,
maybe with some decent knees, elbows, fingers, feet, hands, face, and... hair?

Also, I drew up a battle-armour concept when I had a whole hour spare during
school today (because I am just so cool, I did half the work in advance). I
didn't finish the drawing though, but it gave me the interesting idea for arms
and legs: rather than have metal plates and the such, perhaps we could have
"muscle fibre" like parts. Just a thought.


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