Texture Pack 32x32 1.12.2

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Kimbery Challacombe

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Aug 4, 2024, 6:21:47 PM8/4/24
to globilblusduar
Lovethis pack, but there is some sizing issues with items like arrows, apples, and coal in the 1.20 bedrock version. Holding them in hand makes them very large. Other than this though I have absolutely no issues! Keep up the good work!

The people who published Faithful on the Bedrock Marketplace were false owners who had deceived the community into believing they had full rights to the pack. The original owner (Vattic) who had stopped updating (I believe) around 1.8 has recently come back and has likely had it removed from Bedrock Marketplace, as his policy was always for the pack to be free. AntVenom has made a great video on this topic and I highly recommend it for anyone confused.


Downloaded a few days ago and I must say that this pack is delicious. My only issue is that there seems to be a strange texture error when putting a banner on a shield? If that were fixed the pack would be perfect!


Hello, i was playing with this pack on and the only texture i saw was missing was the grass path, i took a shovel and clicked on the grass and it was the default grass, i was gonna use it but now i cant, could you guys fix this. Thanks!


Basically I want to render 2d sprites within my scene, and make it so if the texture is 32x32 pixels, it shows up as exactly 32x32 pixels on the rendered image, no matter how far it is, or what the render resolution is.


If you want to remove the effects of perspective in your scene camera, you can switch it over to orthographic so that objects are rendered flat and they do not grow or shrink depending on their distance from the camera.


Combined with the orthographic scale setting in the camera (and knowledge of the resolution you are rendering to), you can ensure that the image is scaled so that 1 pixel of it will match to 1 pixel in the render.


Also I had to guess and check to get the right value for the multiplier to get it to match the render size, for future use it would be nice to find a way to calculate that automatically based on the render and uv sizes.


Hey Jim,

first, the effect that the objects dont scale is not really realistic, just wanna make sure, that you are aware of that. Our brain is trained to compensate size differences that belong to depth. So equally sized objects at with a different depth value make the one further apart seem bigger.


The other thing is that if you want to make their size depth independent, then you have to measure the distance between every single object and the camera, so what you changed isnt correct. Thats why it still varies.


I didnt have the time to check, but generally spoken this is about the distance of EACH object to the camera. What I stated is based on the assumption that all taken locations are world coordinates. But if the camera location is brought to object space then this will work also and indeed fall back to the same result, as the used location is then relative to the object spaces origin.


If you have suggestions or things you'll like to see tweaked let me know and i'll check it out. I accept any form of criticism, after all i'm trying to make something that all of us can enjoy and feedback only helps to reach that goal.






Attachments disappeared on some of the posts i made, so i had to reupload them. If this happens again, i'll try to fix it. But just in case i leave you the link to the Imgur album containing pictures of the texture pack as a backup.


-Blast Furnace (now, i updated the back so it looks like the front of the machine. Also, even though i made active and inactive versions, only the inactive one is being used because of how the blast furnace works. Ideally, you guys make it so the blast furnace has the heat input from the back and the front is replaced with this texture, as well as adding support for an on / off state; which i already provided proper textures and texture names for).


-Lappack, Energy pack, Adv. Batpack and Batpack (The textures are all redone and completed, but because i changed the size the texture broke as you can obviously tell. Not really sure how to fix them).


I've updated the Nano Suit textures to match the new QuantumSuit ones, i also changed the jetpacks to be a bit more clean looking and i've been redoing wires.

I'll post pictures once i have some free time to take them.




This (pic related).



The question is, if you're aware and doing it on purpose (as your own style) or if it is out of inexperience. It catches the eye and looks unique, but can be improved in both cases (my opinion of course).


I tried to follow the art style of the 32x32 version where textures have a clear look, not so noisy as the 16x16 ones, so once completed the pack would make ic2 have a consistent style (regarding textures), as well as getting some coherency with recipes (for instance, batteries and cells now look made out of tin, instead of iron) . Problem is i ended (sorta, because somethings remain 16x16) up with something i'm not satisfied with.


I kinda liked faithful's 32 X 32 packs, i like how fine their items are. I wanna know how to make them, do I make an 8X8 texture of a sword then edit it on PS or gimp to be a 32X32 or edit the pixels one by one? I also wanna know if you can make your mod have it's own resource packs, i mean install a resource pack then change your items?


yep, that's what I thought. Just start with 8X8 and just magically increase the pixels, curious how faithful creators did their textures. Did they just somehow make all items with more pixels 0ne by one or just grab all mojang's textures then increase the pixels via PS or gimp. If the gimp or PS thing is possible, I really wanna know how.


picking the Minecraft colors and reusing them in the same pattern but in a higher resolution. If you have 16x textures that you created yourself, just upscale them manually, with a bit of practise everything below 128 should be not that hard to upscale as you can modify each Pixel.


It funny, everyone here upscales. I often start with a large, photo-realistic image (sometimes and actual photo) and downscale it before tweaking and editing. With the right color tweaking this can make things seem higher resolution than they actually are because of the subtle and realistic color gradients. I do sometimes posterize them down to 256 colors, and the effect isn't usually noticeable, either, so its not just a mater of lots of colors but rather the combination of color.


Simply look up some instructions online. Automatic upscaling will always give you mixed colors to make it look more smooth, but with very small textures, it won't look quite as before. That is why I suggest upscaling manually. Every one Pixel needs to be 2x2 now so copy whatever pattern you have and then add more detail. Its really just about getting the hang of it.


First of all there is not any reason to create 2 same topics within so short time.

Next , there are two different things - the texture and the mesh (the model). In case that you do not use a custom model , the game generates one from the texture , however this generic model has some specific default size. If you change size of the texture , it just changes the resolution of the texture on the mesh . not size of the mesh. For 1.8+ it is easy to chaneg the mesh size inside its .json file.

For older versions you need create a class that extends IItemRenderer and register it using MinecraftForgeClient.registerItemRenderer(YOUR_ITEM, INSTANCE_OF_YOUR_CLASS);

So for example: using MinecraftForgeClient.registerItemRenderer(mcreator_crossbow.block, CrossbowRenderer);


The intended effect is to have a full screen game that displays 32 by 32 blocks of color. I will still be using full 3d, I just want the game to mosaic it all down to 32 by 32. I do not have Unity Pro, and any shader would have to be plug and play since I do not have great knowledge of them.


You can mimic Render Textures in free using Texture2D.ReadPixels. It is very slow since it copies data from the GPU back to the CPU and then you have to copy the data into another texture which you can display full screen.


With only 32 x 32 pixels, however, it will probably be more than fast enough. People use this technique to to full-screen post-processing in Free (very slowly) so it should work well enough for such a small texture.


You always have some sort of video card, the performance of this card is another matter. No one here can tell you how well it will perform, as it depends on just how expensive everything else in the project is on the performance.


its all going to be simple geometry and sound so it should not be too bad. Only thing left is to figure out how I actually do what I am trying to do using readpixels. I want to create a hyper low rez first person game. The world will be 3d, but turned into pixels. Any clue on how to start working on this with readpixels?


You want to create a material from a shader. You can assign a shader to the script from the inspector. I believe I was copying the way ImageEffects work so you create a dynamic material when the object is created.


So you can set luminanceFactor, tint, and opacity as property variables and change them via the inspector. SetProperties will update the values for the shader each frame (so you can fade effects on/off).


I'm making a texture pack for my personal use, and I want to make some of the textures a larger size (32x32) than the others (16x16). Will all of the textures still work inside Minecraft despite being sized differently?

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