• Welcome to MCME!

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    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.

    IP: build.mcmiddleearth.com

In Progress - Human Resource Pack - Release 3.0

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TotiGonzales

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~:~|~:~ Human RP 3.0 ~:~|~:~
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Project Leader: @TotiGonzales
Co-Leader: @barteldvn
Project Staff: @Eriol_Eandur

Announcements Thread


Overall Progress and State
Approximate Overall Progress Percentage: 95.5%
Current Progress State: WEEEEEWOOOOO WEEEEEEWOOOO


Project Discussion Thread
The thread to discuss in general the project, comment on any updates or any other non-announcement topic.
** Gondor RP 3.0 ** - Discussion



Description
Official 3rd release of the Resource Pack made for the RP regions Gondor and Eriador. Includes textures and models meant to improve terrain and vegetation work for Anorien and Belfalas and also updates on existing terrain, vegetation, and building textures with the goal of improving the look of Gondor as a whole. These textures will not only be limited to the Human RP but with the imminent introduction of the URPS, terrain, vegetation, and some basic building textures will be shared by all resource packs.

The URPS?!
The Unified Ressource Pack Structure is a project started by @Finrod_Amandil which aims to reorganize all official MCME Resource Packs in the same structure so that certain textures and models can be shared across all of them. The exact intent of the URPS has been lost in the folds of the fabric of time. However, the current goal is to implement a Base RP containing all shared textures like terrain, vegetation, basic building blocks, and a custom model gallery on top of which each region-specific RP is loaded to hopefully decrease download and loading times and unify the look of our terrain across the map.


The implementation of the Human 3.0 RP will come gradually in the form of Snapshots which will aim to push certain projects along while the rest of the RP is being developed on.
The development of the Human 3.0 RP also goes towards the development of all past and future projects and takes high priority.
Work is being distributed to the MCME texturing team. Always recruiting. Contact @TotiGonzales personally if you think you have what it takes!
 
Last edited:
Snapshot 01 - Muddy situation! (April 28th, 2020)

The first Snapshot of the Gondor RP 3.0 adds 21 new textures and revamps 11 of the existing ones! This update is aimed at improving the terrain needed for the Fenmarches and the Entwash so it contains mostly earth and mud related textures but also some teasers for the next snapshot.

Changelog:
  • Full grass block
  • Updated dirt texture.
  • Updated light dirt/dry (clay) texture + random rotation.
  • Updated dark dirt/wet (soulsand) texture + random rotation.
  • Updated coarse dirt texture
  • Updated soil texture (farmland_moisture_3)
  • Updated sand texture + random rotation
  • Updated smooth brown stone (terracotta) texture.
  • Updated greenish dirt(mycelium) texture
  • Updated forest ground (podzol) texture
  • Updated gravel texture
  • Updated rough gravel texture (now: lime_concrete_powder) + random rotation
  • Added dark clay (grey terracotta)
  • Added brown mud (brain_coral_block)
  • Added dark mud (bubble_coral_block)
  • Added dry mud/dirt (gray_concrete)
  • Added light gravel (pink_concrete_powder)
  • Added mixed gravel (yellow_concrete_powder)
  • Added dark/wet gravel (orange_concrete_powder)
  • Added continental sand (black_concrete_powder)
  • Added quicksand/wet sand (gray_concrete_powder)
  • Added sediment (red_concrete)
  • Added loam (green_concrete)
  • Added alluvium (white_concrete)
  • Added muddy riverbed mix slab (dark_prismarine_slab)
  • Added riverbed mix slab (prismarine_slab)
  • Added separate grass block with dirt sides
  • Added grass block with mud sides
  • Added grass block with dark clay sides
  • Added muddy vegetation block and slab.
  • Added compost (podzol [snowy=true]
  • Added slit (pink_concrete)
  • Added peat (lime_concrete)

You can check out all the new textures on the build server as of this moment! Big thanks to @Eriol_Eandur for helping with implementation and to @barteldvn, @NicoleW2003, and @Prysin17 for helping with the texturing! Here are some screens:

Texture overview:
2020-04-28_21.55.57.png


Marsh example: (missing water)
2020-04-28_21.57.07.png
 
Snapshot 02 - Sticks and stones, but mostly stones. (June 29th, 2020)

Second snapshot of our incredible journey through the land of colorful pixels comes to us in a bit of a hurry. Due to Eriol's departure for his well deserved holiday and the crucial role he is playing in the release of these snapshots we had a pretty hard deadline to get this one ready. Nevertheless I'm very proud of what we achieved so here comes the changelog:

Changelog:
  • Updated grass block texture
  • Updated cobblestone
  • Updated double slab cobblestone/dark cobblestone
  • Updated mixed cobblestone (now mossy_cobblestone_slab: double)
  • Updated red cobblestone
  • Updated mossy cobblestone
  • Updated weathered cobblestone
  • Updated gray stone bricks
  • Updated cracked gray stone bricks
  • Updated mossy gray stone bricks
  • Updated dark gray stone bricks
  • Updated cracked dark gray stone bricks
  • Updated small gray stone bricks
  • Updated mycelium
  • Updated stone
  • Updated dark stone
  • Updated light stone
  • Updated mossy stone (now dry mossy stone)
  • Updated smooth red stone
  • Updated gray stone pillar
  • Updated stone slab
  • Updated dark stone slab
  • Updated light stone slab
  • Adjusted rough red stone
  • Added heavily mossy gray stone bricks
  • Added mossy small gray stone bricks
  • Added mossy dark gray stone bricks
  • Added heavily mossy dark gray stone bricks
  • Added dark gray small stone bricks
  • Added mossy dark gray small stone bricks
  • Added weathered pillar
  • Added dark gray stone pillar
  • Added mossy stone pillar
  • Added gray mixed stone bricks
  • Added dark gray mixed stone bricks
  • Added moss covered cobble.
  • Added mossy smooth red stone
  • Added mossy dark stone
  • Added mossy stone wet
  • Added moss covered stone
  • Added moss covered dark stone
  • Added mossy gravel
  • Added stone boulders
  • Added dark stone boulders
  • Added mixed boulders
  • Added mossy boulders
  • Added dirty gravel
  • Added mossy dirt
  • Added patchy grass
  • Added stoney grass
  • Added grass covered alluvium
  • Added grass covered sediment
  • Added grass covered gray sediment
  • Added grass covered loam
  • Added grass covered stone
  • Added grass covered dark stone
  • Added riverbed slab mix I
  • Added riverbed slab mix II
  • Added riverbed slab mix III
  • Added moss slab

Due to the tight schedule you might notice some bugs here and there. You may pm me if you want to report them. The lack of concepts also means that some textures still have to be adjusted to work properly with each other so snapshot 2.1 is probably to be released once Eriol is back. Feedback and discussions happen here.

2020-07-03_20.13.38.png

2020-08-10_23.03.10.png

2020-08-10_23.09.52.png


This one was a big one and I have to thank a bunch of people from the texturing team for helping with it. So give it up for: @Prysin17, @mask98, @NicoleW2003, @Human100, @Merluin, @NicTheFifth, @barteldvn, @LeBlancGandalf and last but not least @Mershy_ . And not to be forgotten, @Eriol_Eandur for setting up the custom inventory and managing the release.
Next up Vegetation here we come!
 
Last edited:
Snapshot 02.1 - The bees and the BUGS! (August 10th, 2020)

As promised, a snapshot providing color and texture adjustments as well as bug fixes for the second snapshot of the Gondor RP 3.0 has been developed. I'm happy to announce the release of said snapshot with the following changelog:

Changelog:
  • Adjusted stone brightness
  • Adjusted polished andesite brightness
  • Adjusted polished diorite brightness
  • Adjusted quartz ore color and brightness
  • Adjusted mixed gravel color and brightness
  • Adjusted wet mixed gravel color and brightness
  • Adjusted diorite brightness
  • Adjusted andesite brightness
  • Adjust diamond ore brightness
  • Adjusted polished granite brightness
  • Adjusted gray sediment
  • Adjusted light gravel
  • Adjusted dark gravel
  • Updated granite
  • Fixed quartz ore slab texture
  • Fixed patchy grass inventory and added patchy texture to all sides
  • Fixed grass with stones inventory and added grass with stones to all sides
  • Fixed dry mossy stone
  • Fixed mossy gravel
  • Fixed heavily mossy cobblestone
  • Fixed heavily mossy stone bricks
  • Fixed boulders face culling
  • Introduced rough gravel stairs
Not too many changes but some pretty crucial ones. The following screenshot showcases some of the adjustments done to the stone and gravel textures:
2020-08-10_22.59.19.png


Not much else to be said here. Thanks to everyone that reported bugs and suggested changes. And of course thanks to @Eriol_Eandur for implementing it. I promise next time a post will be made here it will be full of plants :D.

Also, check out the pictures added to the post above!
 
Snapshot 03 - Who is hiding in the reeds? (August 10th, 2020)

Marsh, delta, plains and More, vegetation is here! So without further ado here comes the changelog:

Changelog:
  • Updated color maps (foliage and grass)
  • Updated grass
  • Updated tall grass
  • Updated fancy pillar model
  • Updated barrel model
  • Updated moss
  • Updated dead bush
  • Updated tall reeds
  • Updated green bush
  • Adjusted wheat brightness
  • Added grass blades / reed grass
  • Added dry grass
  • Added rushes
  • Added reeds (stackable)
  • Added reeds canary grass
  • Added reeds sweet grass
  • Added willow herb
  • Added common valerian
  • Added nettles
  • Added algae
  • Added leaves cover
  • Added large boulders
  • Added thin moss slab
  • Added thin coarse dirt slab
  • Added heavily mossy stone bricks stairs
  • Added mossy dark stone bricks vertical halfslab
  • Fixed heavily mossy stone bricks
  • Fixed ⅔ stone bricks block mapping

Might not look like much but this update adds over 200 new or updated textures and over 1000 lines of code. So many thanks go out to our texturers: @NicoleW2003, @Prysin17, @LeBlancGandalf, @Mershy_, @Lacotax, @Mithrilled, @Raffyyy, @barteldvn and whoever else I forgot. Also, big thanks go out to our developers @DukeOfWellington and @mask98 who helped with the implementation of the new textures into the custom inventory. And last but not least @Eriol_Eandur who did his magic as he always does.

Updates to custom inventory and future update process:

The nature of these new textures requires certain ease of use features for the custom inventory which thanks to @Eriol_Eandur have been implemented. They have been written in 1.16 however so 100% functionality will only be available with the 1.16 update which is also right around the corner. These new features include 2 new uses of the keys on your keyboard. Holding the new vegetation textures in your hand and pressing "q" will switch to an item which will place these textures one block above the ground. This is needed as all new textures extend 1 block lower than the hit box of the block they are using. Pressing "q" again will switch back to the item that places the block directly on the ground. This feature will be implemented for many other blocks in the future which will make using the custom inventory much easier. The second key combination is "ctrl+q" which will open a collection of blocks and textures from the same category as the block currently held in your hand. This feature will also be 100% functional starting with the 1.16 update and the RP updates following. As you may notice once these features are implemented the possibility of dropping items in the vanilla inventory has pretty much been removed so more reasons to completely switch to the custom one :p. Therefore, if you guys are missing any blocks, features or functions please let me know. The same goes for the collections mentioned above. Feedback and suggestions are welcome. Goal is indeed to completely switch to the custom inventory.

The next snapshot will be centered around forest vegetation but will also include some more wood textures for pillars and house building related models. In between the 4th (forest update) and the 5th snapshot there might be another one additional update that will add more textures directed towards the Rohan revamp which will also use the Gondor RP.

One last explanation regarding the biome coloring. The maps for the leaves and for the grass are identical as of this new update. This allows us to add more biome colorable grass variations but will also allow for more control over the colors of our leaves in the future. These will have set colors, but we will have an assortment of differently colored leaves so don't worry, your colorful trees won't be going away. Until then however, some areas on the map might look a bit odd. If they are too odd and too iconic you are allowed to adjust the biome coloring. Tho if possible it would be better if they staid the same until the next update is ready.

That's it for now! Here come some screenshots:

2020-09-22_13.25.02.png

Additions overview.
2020-09-22_13.22.09.png

New biome coloring. New water colors coming with 1.16.

Concepts will follow at some point... spam bart.
 
Snapshot 03.1 - Sams Rabbit Stew (January 24th, 2021)

Originally meant to be only a snapshot addressing feedback from the community regarding vegetation textures, snapshot 3.1 experienced major delays due to projects around the 10th Anniversary and its aftermath which means that we now present to you a whole bunch of mixed textures and RP developments that have been achieved over the past 3-4 months. This will include adjustments to the snapshot 3 vegetation, updates to old Gondor textures, new Gondor textures for upcoming projects, other random texture improvements, and even some experimental features as part of the preparations for the 4th snapshot of this development cycle: The Forest Update! :O More on that later. So without further ado, I present you.... THE CHANGELOG:

Changelog:
  • Changed dead bush
  • Changed bush
  • Changed amphibious bistort/water debris
  • Changed moss block
  • Changed cracked light stone bricks (now weathered light stone bricks)
  • Changed cracked dark stone bricks (now weathered dark stone bricks)
  • Changed sand
  • Changed continental sand
  • Updated white large stone bricks
  • Updated white small stone bricks
  • Updated weathered large white stone bricks
  • Updated weathered small white stone bricks
  • Updated smooth white pillar
  • Updated smooth white block
  • Updated green shingles
  • Updated gray shingles
  • Updated blue shingles
  • Updated sponge
  • Updated wet sponge
  • Updated oak planks
  • Updated birch planks
  • Updated oak fence texture
  • Updated birch fence texture
  • Updated grass
  • Adjusted tall reeds
  • Adjusted reeds stack
  • Adjusted lily pad
  • Adjusted algae
  • Adjusted mossy gravel
  • Adjusted covered stone and dark stone
  • Adjusted heavily mossy large light stone bricks and dark bricks
  • Adjusted color maps
  • Added top block only support to all new plants
  • Added dry vegetation
  • Added grass slab
  • Added mossy dark stone bricks stairs
  • Added large stone bricks-mixed stone bricks corner
  • Added large stone bricks-small stone bricks corner
  • Added small stone bricks-mixed stone bricks corner
  • Added large stone bricks-cobblestone corner
  • Added small stone bricks-cobblestone corner
  • Added large stone slab
  • Added large dark stone slab
  • Added large mossy stone slab
  • Added heavily mossy large bricks vert slab
  • Added mossy small light stone bricks vert slab
  • Added heavily mossy dark large bricks vert slab
  • Added small dark bricks vert slab
  • Added mossy small dark bricks vert slab
  • Added heavily mossy cobblestone vert slab
  • Added continental sand slab
  • Added ornamental stone
  • Added carved stone
  • Added grass block stones only
  • Added oak branch (experimental)
  • Added oak branch transition
  • Fixed horizontal purpur pillar
And many more I've probably forgotten to write down... Please let me know if you notice any changes I failed to mention. But let's not think too long about that now! Here are some screens!
2021-01-24_22.41.39.png

2021-01-24_22.45.43.png

2021-01-24_22.48.55.png



On the topic of experimental features. The replacement for the chorus plant which will now be a thin stripped log, I decided to add a work in progress trunk-branch system to this snapshot. This is not yet at a point where it can be used in combination with the full block bark but a transition between the two has also been added to the pack. Some feedback on how further implementation of this system and some concepts will be greatly appreciated :D.

2021-01-24_17.02.55.png

2021-01-24_17.03.09.png


Huge thanks to everyone who found the time to work on the RP in the past couple of months. @Mershy, @barteldvn, @maski98, @DukeOfWellington, @ShroomyD, and probably more that I can't remember off the top of my head right now. And last but not least we thank @Eriol_Eandur for working through the mess we created during the development process and helping us to finally release this pack.

Till the trees shall blossom anew!
 
Snapshot 04 - Where was Rohan when they took the Hobbits to Isengard?! (June 23rd, 2021)

Originally known as Cair Andros Update, it evolved, as all things do, into something way beyond the scope of what we originally had in mind. I present to you: 70% Gondor RP 3.0 Snapshot 05 and 50% Gondor RP 3.0 Snapshot Rohan #1 + a bit of Cair Andros juice and traces of the Forest Update. So in layman terms, this update contains a bunch of revamped textures like the Sandstone and Crops plus some new textures that will allow concepting for the Rohan revamp to begin, with a little sprinkle of Cair Andros specific textures and a couple of crops for the Pelennor Fields revamp. But most of you have seen these already anyway so without further ado here comes the changelog:

Changelog:
  • Fixed Patchy and Stoney Grass
  • Fixed Stone Bricks Corners
  • Updated Oak, Birch, and Weathered Planks
  • Updated Stripped Jungle and Oak Wood
  • Updated Thatch
  • Updated Farmland
  • Updated all Sandstone
  • Updated Stucco
  • Updated Red Bricks
  • Updated Tobacco
  • Updated Cabbage
  • Adjusted Brown Bricks
  • Adjusted Hay
  • Adjusted Wool
  • Adjusted Beds
  • Adjusted Dirt
  • Adjusted Crops
  • Adjusted Water Puddles
  • Added and Updated Directional Large Stone Slabs
  • Added Rough Stone Bricks
  • Added Large Cobblestone
  • Added Small Arch
  • Added Medium Arch
  • Added Large Arch
  • Added Medium Thick Column
  • Added Stone Corbel Round
  • Added Stone Corbel Steps
  • Added Stone Window
  • Added Ionic Column
  • Added Wood Supports Dark
  • Added Diagonal Wooden Beam
  • Added Diagonal Wooden Beam
  • Added Diagonal Wooden Beam
  • Added Horizontal Wooden Beam
  • Added Plank Fence
  • Added Woven Fence
  • Added Wooden Railing
  • Added Plank Palisade
  • Added Cross Support Railing
  • Added Custom Stairs
  • Added Custom Stairs 2
  • Added Custom Small Stairs
  • Added Spinning Wheel
  • Added Dark Thatch
  • Added Wooden Shingles
  • Added Dark Vertical Planks
  • Added Light Vertical Planks
  • Added Mossy Planks
  • Added Cobble Pavement
  • Added Plastered Cobble
  • Added Plastered River Cobble
  • Added Cobble-Plaster Transition
  • Added Plaster
  • Added Red Plaster
  • Added Loam Wall
  • Added Stacked Logs Wall and Corner Piece
  • Added White Washed Log Wall
  • Added Patchy Grass with Slit
  • Added 2 Stages of Barley
  • Added Hops Plant
  • Added Dry Hops
  • Added Grape Vines
  • Added Wet Continental Sand
It's going to be a real challenge to not forget anyone that deserves credit for working on this update but I'll give it my best. Starting with the best helpers of all time: @Mershy and @rwyland followed by an army of equally as important texturers and modelers: @LeBlancGandalf, @MykelUmm, @Human100, @Visstick9, @Wyattrox03, @Emeryld, @HyprNinja, @Geola12, and many others that at some point over the past couple of years helped with some random texture or model that we now developed upon. In addition to that, we have our lovely devs @maski98 and @DukeOfWellington to thank, for the implementation into the custom inventory, @barteldvn for doing... something... and of course our one and only @Eriol_Eandur which was kind enough to allow us all to be alive. Last but not least we would like to thank @Andrewpioneer for helping with feedback and putting many concepts together for us to get a good idea of how the new stuff works.

Finally, it's worth noting that with this update Gondor and Eriador RP have been merged. There may be a bit of weirdness for the first couple of weeks while we iron things out. Please be patient with us. We will also start referring to this RP as Human RP starting now tho I will keep updating this forum under the name it has at the moment in order to avoid even more confusion. And now screenies:


2021-06-23_23.22.13.png

2021-06-23_02.11.54.png

2021-06-23_02.12.40.png

2021-06-23_02.13.03.png

2021-06-23_02.24.37.png

2021-06-23_02.37.27.png

2021-06-23_21.34.21.png


I won't even attempt to tease the Forest update anymore. As most of you know, there is a lot in the works right now. So next up will be some other pretty exciting stuff but then again... no one knows what the textures will do next. It's a truly unpredictable never-ending game.
 
Last edited:
Snapshot 05 - The Forest Update!!! (Nov 19, 2023)
Forest_Update_Poster_Wide_v2.0.png

The RP Development team and I, are happy to finally bring you the long-awaited, most certainly definitive update to vegetation, in our Human (formerly known as Gondor) pack. But first:

Disclaimer: This is a 100% vanilla Minecraft compatible pack. Shaders support, however, will from now on be possible only through a quick mod installer, available here or in-game with /helper shaders and only for Fabric with Sodium + Iris (support most active Optifine shader packs). Optifines shaders feature will not be officially supported from now on but we'll try to make it work when you are not using shaders but want the performance boost (currently doesn't fully though). Sodium as a performance-boosting mod is much better than Optifine and although not required, it is highly advisable for non-shader users as well.

Recommended video settings:

Vanilla: Brightness: Normal (50%), Mipmapping Levels: 2
Sodium: Brightness: Bright (100%), Mipmapping Levels: 4
Optifine: Brightness: Normal (50%), Mipmapping Levels: 0 (will work but will be very noisy)



There is a lot to get through but this time, we have to thank all the people that have been crucial to the development and finalization of this update first. As this would have not been possible without their help. (in no particular order) Give it up for:

On the pixels (Texturers):

On the block bench (Modelers):
On the bits (implementation):
On building and testing:
And last but certainly not least, the almighty devs:

And then, this update would have never been possible without the help of quite a few people from outside our community. Without their help and contributions to developing the tech behind the Forest Update, I wouldn't have been able to even conceive the design for such an update. Godlander with objmc, Tacocat who opened my eyes to the possibility of a new branch system and helped me wrap my head around OpenGL shenanigans, IMS from Sodium and Iris, Morimorio who developed the Special Model Loader mod, and many more I may have forgotten to mention here.


There are a few inventory features I should mention. @Eriol_Eandur has been hard at work, making sure that the new branch systems are very easy to work with. So all the branch models for every tree should connect with each other seamlessly. Their placement depends on the angle at which you look at the block you will place them on and they will always place facing towards you. You can shift + right-click the placed branches to change them to the thinner version and continue building up the tree while the placing system automatically chooses the thin models for everything branching off that original thin branch block. There is also a change with the shift+f key bind. It will now open the blocks collection of the held item instead of opening heads inventory. Heads are now available through the main inventory menu as their own tab.

I know why almost everyone is here so I won't keep you waiting any longer. This has been such a massive undertaking and I hope it will positively impact MCME for years to come. Thank you again to everyone who was involved, truly stellar performance. And
thank you, the community, for giving us the motivation (for over 2 years :eek:) to produce something like this. I hope you all enjoy it!

  • Changed acacia log to ash bark
  • Added ash diagonal log
  • Added ash stairs and slabs
  • Added ash full block branch connections
  • Added ash branch system
  • Added ash twig models
  • Changed birch leaves to ash leaves
  • Added ash leaves slabs
  • Added yellowish ash leaves
  • Added yellowish ash leaves slabs
  • Added mossy ash bark
  • Added mossy ash vertical slabs

  • Updated birch bark (white bark)
  • Added birch diagonal log
  • Added birch stairs and slabs
  • Added birch full block branch connections
  • Added birch branch system
  • Added birch twig models
  • Added birch leaves
  • Added birch leaves slabs
  • Added yellowish birch leaves
  • Added yellowish birch leaves slabs
  • Added transition birch bark
  • Added mossy birch bark
  • Added mossy birch vertical slabs

  • Changed gray log to chestnut bark
  • Added chestnut diagonal log
  • Added chestnut stairs and slabs
  • Added chesnut full block branch connections
  • Added chestnut branch system
  • Added chestnut twig models
  • Added chestnut leaves
  • Added chestnut leaves slabs
  • Added yellowish chestnut leaves
  • Added yellowish chestnut leaves slabs
  • Added mossy chestnut bark
  • Added mossy chestnut vertical slabs

  • Changed birch log to beech bark
  • Added beech diagonal log
  • Added beech stairs and slabs
  • Added beech full block branch connections
  • Added beech branch system
  • Added beech twig models
  • Changed jungle leaves to beech leaves
  • Added beech leaves slabs
  • Added yellowish beech leaves
  • Added yellowish beech leaves slabs
  • Added reddish beech leaves
  • Added reddish beech leaves slabs
  • Added mossy beech bark
  • Added mossy beech vertical slabs

  • Changed jungle log to elm bark
  • Added elm diagonal log
  • Added elm stairs and slabs
  • Added elm full block branch connections
  • Added elm branch system
  • Added elm twig models
  • Added mossy elm bark
  • Added mossy elm vertical slabs

  • Added larch bark
  • Added larch diagonal log
  • Added larch stairs and slabs
  • Added larch full block branch connections
  • Added larch branch system
  • Added larch twig models
  • Added larch broken branches
  • Added larch directional leaves
  • Added larch diagonal leaves
  • Added larch directional leaves slabs
  • Added larch diagonal leaves slabs
  • Added larch omnidirectional leaves
  • Added larch leaves block
  • Added mossy larch bark
  • Added mossy larch vertical slabs

  • Added maple bark
  • Added maple diagonal log
  • Added maple stairs and slabs
  • Added maple full block branch connections
  • Added maple branch system
  • Added maple ech twig models
  • Added maple leaves
  • Added maple leaves slabs
  • Added yellowish maple leaves
  • Added yellowish maple leaves slabs
  • Added reddish maple leaves
  • Added reddish maple leaves slabs
  • Added mossy maple bark
  • Added mossy maple vertical slabs

  • Changed oak log to oak bark
  • Added oak diagonal log
  • Added oak stairs and slabs
  • Updated oak full block branch connections
  • Extended oak branch system
  • Added oak twig models
  • Updated oak leaves
  • Added oak leaves slabs
  • Added yellowish oak leaves
  • Added yellowish oak leaves slabs
  • Added mossy oak bark
  • Added mossy oak vertical slabs

  • Changed red log to pine bark
  • Added pine diagonal log
  • Added pine stairs and slabs
  • Added pine full block branch connections
  • Added pine branch system
  • Added pine twig models
  • Added pine broken branches
  • Added pine leaves
  • Added pine leaves slabs
  • Added pine transition bark
  • Added mossy pine bark
  • Added mossy pine vertical slabs

  • Added poplar bark
  • Added poplar diagonal log
  • Added poplar stairs and slabs
  • Added poplar full block branch connections
  • Added poplar branch system
  • Added poplar twig models
  • Added mossy poplar bark
  • Added mossy poplar vertical slabs

  • Added whitebeam bark
  • Added whitebeam diagonal log
  • Added whitebeam stairs and slabs
  • Added whitebeam full block branch connections
  • Added whitebeam branch system
  • Added whitebeam twig models
  • Added mossy whitebeam bark
  • Added mossy whitebeam vertical slabs

  • Updated spruce bark
  • Added spruce diagonal log
  • Added spruce stairs and slabs
  • Added spruce full block branch connections
  • Added spruce branch system
  • Added spruce twig models
  • Added spruce broken branches
  • Added spruce dead branches
  • Added spruce directional leaves
  • Added spruce diagonal leaves
  • Added spruce directional leaves slabs
  • Added spruce diagonal leaves slabs
  • Added spruce omnidirectional leaves
  • Updated spruce leaves block
  • Added mossy spruce bark
  • Added mossy spruce vertical slabs

  • Updated dark oak leaves
  • Added willow leaves
  • Added willow leaves slabs
  • Added linden leaves
  • Added linden leaves slabs
  • Added yellowish linden leaves
  • Added yellowish linden leaves slabs
  • Added hornbeam leaves
  • Added hornbeam leaves slabs

  • Added coniferous seedling
  • Added coniferous sapling
  • Added coniferous dead sapling
  • Added spruce tree
  • Added spruce tree tilted
  • Added larch tree
  • Added larch tree tilted
  • Added deciduous seedling
  • Added deciduous sapling
  • Added deciduous dead sapling

  • Added round support beams
  • Added planks on ground
  • Added rotted wide planks block
  • Added dark wide planks block
  • Added dark floorboards block
  • Added light wide planks block
  • Added light floorboards block
  • Updated light vertical planks block
  • Added burnt vertical planks block
  • Added burnt wide planks block
  • Added burnt floorboards block

  • Updated fern
  • Added large fern
  • Added hazelnut bush
  • Added barberry bush
  • Added coniferous bush
  • Added thin shrubbery
  • Added common myrtle bush

  • Updated ambient occlusion on old vegetation
  • Updated camellia to heartleaf oxeye
  • Updated rose bush to damask rose
  • Updated daisy
  • Updated cornflower
  • Updated red bush to common heather
  • Updated buttercup to common buttercup
  • Updated red iris to blue throatwort
  • Updated athelas
  • Updated small white flowers to alyssum
  • Updated big white flowers to alpine buttercup
  • Updated marigold
  • Updated violet iris to michaelmas daisy
  • Updated poppy to red catchfly
  • Updated snapdragon to red snapdragon
  • Updated lavender to sea lavender
  • Updated small pink flowers to thymus
  • Updated daffodil to yellow toadflux
  • Added autumn snowflake
  • Added common rue
  • Added common sorrel
  • Added cyclamen
  • Added dandelion
  • Added european bistort
  • Added field thistle
  • Added violet snapdragon
  • Added white catchfly
  • Added yellow restharrow

  • Added forest floor
  • Added leaves on ground
  • Added dead leaves on ground
  • Added twigs on ground
  • Added hanging bush
  • Updated vines

  • Added wall mushrooms
  • Updated brown mushrooms
  • Updated red mushrooms

  • Added stone vert slab
  • Added dark stone vert slab

  • Updated drawers
  • Updated cutlery
  • Updated Gondor banner
  • Updated tool rack
  • Updated sword rack
  • Updated rope log
  • Updated chain log
  • Updated bookshelves
  • Updated stone windows
  • Updated tripod suspension
  • Updated wheel
  • Updated light table
  • Updated dark table
  • Updated stone brick table
  • Updated coal ore
  • Updated crates

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The Forest Update is such an all-encompassing redesign of the MCME vegetation building set and achieved with such new and ever-developing technology that breaking it up into pieces would have been possible but very disadvantageous.
  1. The graphical features required for our new models to be displayed in the vanilla game were relatively new, undocumented, and incompatible with shader mods. This would have resulted in all leaves, branch systems, bushes, and most cool details being released at the end of the update cycle which would make projects finished with earlier updates feel outdated quickly.
  2. Deployment work for smaller updates would have constantly interrupted the production flow. This would not be a problem if many of these assets wouldn't have had such long production timelines due to complexity and much-needed design iterations. We had to adapt to this new style of development. Streamlining the whole process where we focus on one part of it at a time (concepting, modeling, texturing, implementation, deployment) seemed more efficient for me. Especially when many of the tasks associated with developing in Minecraft are very repetitive. This also allowed us to use automated tools like scripts to smooth out implementation hell a little.
  3. While we did not officially support Optifine or Sodium before, we realized the importance of these for our photographers and for the display of our builds so I wanted to make sure we can offer this option once the update is released. I couldn't foresee what a journey that decision would take me on but long story short, after talking to a lot of people in the wider Minecraft community and a lot of work, we finally cracked it earlier this summer. Before that piece fell into place all fancy models had to be put on hold due to uncertainties in the development process after the issue was solved.
It has definitely been an exaggeratedly long development process. The update itself was always supposed to be decently large and most of the vegetation plan made 2 years ago didn't change much despite new possibilities on the graphical side. But never did we think it would take 2 years. I apologize for the delay in RP updates. Here are some upsides from it tho:
  1. Work delegation: During the development process of the forest update, our development team really began to crystalize and I would say, after many years of teaching, there are quite a few people in the team that I can entrust with doing quite complex things on their own.
  2. Tooling: Many scripts and small programs for making the development process faster have been developed. This has been a huge improvement in our productivity
  3. Development pipeline improvements: While development got quite a bit more complex we have also found a very efficient way to add assets fast and iterate on them efficiently. Using this pipeline we've already been able to make great progress on the Mordor Pack for example.
  4. Feedback from the community: A very important lesson from the Forest Update development was the collaboration with our builders. With constant build testing, we were able to identify design oversights and issues as well as expand the capabilities of our assets by making them more versatile. This is most definitely the best development in our process and has already been carried over to future RP projects.
If you are wondering how future RP projects are going make sure to check out the latest edition of the MCME Times. I hope this helped answer some questions. and I hope you'll be able to enjoy the fruits of our labor despite the delay.
 
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