Minecraft Data Packs / Minecraft, but

AlphaVer/Lilypad/[RD] data pack

  • check_circle Functions
  • check_circle Recipes
  • check_circle Structures
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Cello2WC's Avatar Cello2WC
Level 25 : Expert Mage
8
recreations of features from various versions of minecraft alpha 1.0.16.5 (primarily Lilypad), with a few things from [​RD] thrown in for good measure.

optifine is required for a few resource pack features.

i am not associated with those behind AlphaVer.
Creditmusic by [5]. i am not associated with the people behind AlphaVer
CompatibilityMinecraft 1.18
toMinecraft 1.19
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1
03/29/2024 2:01 am
Level 10 : Journeyman Collective
User4391770G
User4391770G's Avatar
yes there is i saw it too also i have my own qestuion how do i craft obsidon armor and tools?
1
03/27/2024 4:57 pmhistory
Level 3 : Apprentice Miner
User4704653G
User4704653G's Avatar
Is there meant to be shadow players inside of The data pack wait are you in building my house I was done building it I went on top of it I saw a black player like the weird shadow players inside of the footage of alphaver
2
12/07/2023 5:57 pm
Level 10 : Journeyman Collective
User4391770G
User4391770G's Avatar
i tryed loading it in minecraft 1.19 like u said but it just said the pack was outdated whats up with dat?
2
12/07/2022 6:12 pmhistory
Level 1 : New Miner
Xandaaah
Xandaaah's Avatar
This is a amzing datapack! My only suggestions are to fix the hub world generation (like eliminate hallways that have no entrances) and add an option to disable the longjump.
1
11/19/2022 11:18 pm
Level 1 : New Architect
Jinx the Goblin
Jinx the Goblin's Avatar
what is the crafting recipies for the wooden pillars and other craftable alphaver blocks?
1
09/27/2022 4:53 pm
Level 39 : Artisan Collective
S673R2
S673R2's Avatar
Oh By the way. how did you manage to recreate the textures? a lot of what I've seen in the texture pack isn't in any of the released games as of the moment? did you simply recreate them based off the videos?
1
10/06/2022 1:15 pm
Level 25 : Expert Mage
Cello2WC
Cello2WC's Avatar
ok so its kinda hard to explain in words so im gonna use screenshots, but im gonna put the screenshots in spoilers cause i have a big monitor so the screenshots are kinda massive. also i didnt think to take screenshots of my process the first time i did this so this is a re-enactment i guess lol

take a screenshot of the video with the textures you want
step 1



crop
step 2


add some guides, make sure that theyre perfectly square
step 3


use GIMP's perspective transform tool. i have no idea how this tool works you just gotta mess with it. line up the edges of the texture with the guides you made in step 3. i usually spend the majority of the time for this whole process on this step. the better you do here, the better the result will be.
step 4


step 5 is to crop the image down to the squares you made with your guides but i forgot to take a screenshot of that oops. by default GIMP will snap to guides so unless you turned that off you should be able to just use the rectangle select tool to select the area inside the guides and then just hit "image -> crop to selection"


scale the image down to the proper size. usually this is 16×16 but since im doing 2 textures at once here, one on top of the other, its 16×32
step 6


step 7 is to cry because these textures look better than when you did it the first time

step 7 is to mess with the brightness, contrast, hue, and saturation, since the textures in the video are affected by lighting and such. basically just go ham with everything in the "colors" tab until it looks right.
step 7





step 8 would be to separate the textures into individual images, if youre doing multiple at once like im doing here. i also forgot to take a screenshot of this but you can just use the rectangle select tool to select one of the textures, then hit ctrl-c, and then go to "file -> create -> from clipboard"


this step isnt entirely necessary, you could just call it done at step 8, but for step 9 i like to go to "image -> mode -> indexed" and convert each individual texture to indexed color with a maximum of 16 colors. this sort of "flattens out" the colors in the image to get rid of some of the weird artifacts that can be introduced by video compression. as a bonus, this also reduces the file size of the completed image!!
step 9
1
10/06/2022 1:27 pmhistory
Level 25 : Expert Mage
Cello2WC
Cello2WC's Avatar
i actually only figured out this whole process later on in making the resource pack, i started out by taking the screenshot of the video and just. color pick the pixel in the top-left, draw that color in the top-left of a new image. color pick the pixel next to that, draw that color next to the pixel in the other image. etc., etc. but the process i figured out later is a lot less error-prone.

the exception to both of those processes would be the texture for the end portal / hub "skybox", which i made by layering a bunch of carefully selected hub screenshots on top of each other and then using the free select tool to trim out just the skybox from each screenshot, then i scaled the whole thing down to the size of the end portal texture which mostly got rid of a lot of the artifacts. but that only works because the skybox has that sort of greenscreen effect where its in the same position regardless of the angle and position of the camera. (unfortunately, because of the way the end portal texture is layered, it ended up just looking an unrecognizable green blob anyway.......)

EDIT: oh yea, and the sun texture...... that one wasnt made from the videos at all, its just a scaled down version of an image of the crab nebula that i found on the internet. tho i did have to edit it to get rid of the stars, but other than that and the scaling its just some picture of the crab nebula
2
09/25/2022 3:18 pm
Level 39 : Artisan Collective
S673R2
S673R2's Avatar
This is great! I love what you have done!

A few suggestions though, maybe lower the amount of soul torches [​BlueFire], or even
better have some sort of option to lower it, in my opinion it looks better with fewer, and
has a better performance.

and in my opinion the white tulips [​GlowingFlower] should be slightly more spread out, but thats more of
a nitpick.

anyways, AMAZING datapack, textures, and detail! you did fantastic!

PS- in my opinion having the fake grass and fake dirt replace mushroom biomes [​mycelium] make a very pretty area!

2
10/06/2022 1:58 pm
Level 25 : Expert Mage
Cello2WC
Cello2WC's Avatar
im not super experienced with setting up structure generation in datapacks.... the spacing is currently set to 1. while i was messing around with the spawn rates of blue fire, at some point i set it to 0 and the world took like a full 10 minutes to load but the result was beautiful. iirc, spacing of 2 made them a little bit less common then they appear to be in the videos, so i decided to err towards having them be more common so that players wouldnt run out of them. then again, i can see why youd want them to be a little more rare....... ill play around with it!!

also, when you say "spread out" for the glowingflower, do you mean making the groups of them less common, or making the spacing between individual glowingflowers in a group larger? i could totally do the latter just by messing with their base structures a little, but the former runs into the same problem as the bluefire....

i remember that i initially did use mycelium for fakegrass, i dont remember exactly why i switched it to podzol... i think it was because mycelium gives off particles, and the color of the particles didnt match the color of the fakegrass?? thats just something that bugs me.... although i guess it didnt stop me from making redstone wire green with optifine, even though the particles for that are still red......
i hadnt considered how fakegrass would look in a mushroom biome tho!! now if only mushroom biomes also had unique variants of dirt and stone.....
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