Massivecraft 64x64 Cell Shaded Pack Alpha (player Made)

indyfan98

I'm not narcissistic. I'm just better than you.
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I have always craved a 64x64 Massivecraft Resource Pack. However, most resource packs that are high resolution are only 32x32. Now, and official 64x64 resource pack will probably never be released by Massivecraft, as the packs it compiles, (Conquest, John Smith, etc.) are only 32x32. It would take a ton of work, time, and effort. The staff's time is better spent on other things, like making Massivecraft the very best, like no server ever was. I have taken it upon myself to make this:

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This pack combines Dragon Dance, Wind Waker, Massivecraft, and my own custom textures together to create this bright, cheerful, and colourful resource pack. I I have said before, this pack is 64x64, so it will probably cause a lot of lag on less powerful computers. Optifine is almost certainly a must to use this pack. With Optifine, I can run it on Massive at a steady 30 frames/second.

This pack is only in Alpha. The blocks are, for the most part, complete. There are a few graphical glitches and some derpy textures. Some mobs are untextured, and most of the items are untouched. I plan to fix these for the full release.

Please leave positive and constructive feedback/criticism. No hate comments or spam. Also, this is designed to work pretty well with the world design of Massivecraft, so it can be used for normal play.

The art style of this resource pack is based off the the recent work of Monmarty. His style has become more cell shaded, and this is to reflect that.

I hope you all enjoy, and look forward to future versions. They are sure to come soon enough. Also, feel free to use this pack for any screenshots or builds that you make. Spread the (H)!
 
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In my opinion, this is too cartoon like. Makes me think I in Mickey Mouse
 
I think combining this with some shaders could produce some very nice images, albeit a little bit more springlike then halloween.
I would have used shaders, but Forge died on me for no reason a while back. I agree that this is more spring like, but I wanted to get this out there to get some opinions on what people think of this and if it looks good.
 
Its good...quite good...but I have to agree with some of the animated feel. It needs more texture. The brightness can be altered later, or with another version that is darker, but the biggest thing at this point would be texture. Get rid of the smooth areas of just a single shade of grey on stone and whatnot. Once that is done, then maybe brightness will be a concern. Great job though!
 
i once saw this video of sips. he managed to let the details of teh tecturepack look 3D by using a weird shader and something else wich i forgot, would be fun if the sperate bricks of a brickblock would be 3D isn't it? (no mod except shaders require for this so don't come with "bleergh u need mods 4that! and massivecraft will never use mods")
 
Ooh this is really good! With a few adjustments this could even be turned into a good pack for PvP! What do you think @2108U9 ? :P
 
Good attempt however, you couldn't really call this a MassiveCraft texture pack but closer to default.
As mentioned above, it's nice however not Medieval, nor looks anything like the MassiveCraft 32x32 Resource pack. Maybe try one that uses John Smith and Conquest.
 
Good attempt however, you couldn't really call this a MassiveCraft texture pack but closer to default.
As mentioned above, it's nice however not Medieval, nor looks anything like the MassiveCraft 32x32 Resource pack. Maybe try one that uses John Smith and Conquest.
This isn't supposed to be anything like John Smith. It's meant to mimic the art style of Monmarty. It is an attempt to bring a lot of colour and life to the Massive craft world.
 
This isn't supposed to be anything like John Smith. It's meant to mimic the art style of Monmarty. It is an attempt to bring a lot of colour and life to the Massive craft world.
But Massivecraft isn't built around just that...
It's full of Castles, and towns and dark things as well.
Obviously it's up to you, but in my opinion, we aren't part of the Mickey Mouse House Cast, or Mario.
 
...Erm. OP, you realize you uploaded the /Shortcut/ to the file, not the actual file. As in...MinecraftCellAlpha.lnk.
..Hopefully I'm not missing something?
 
This texture pack is very unflattering to Regalia.
 
It does seem cartoonish in a way, but I don't mind things that are cartoonish (Unless is is ridiculously so.) The main thing that bugs me about this, is that it is just too bright (It actually hurts my eyes to look at those pics. If I were to use this texture pack, I wouldn't be surprised if it gave me a headache.) I also agree somewhat with Monmarty. It doesn't really suit Regalia, it makes Regalia look too bright, and colorful. I do not see Regalia as a place that is bright, colorful, and pretty. It does have places that are meant to look nice (For an example: The park) but, I believe it looks much better with the standard massive texture pack, as it really gives things a medieval feel, and that tends not to be bright, and colorful.(Especially in a city.) I could only imagine what the sewers would look like, with this texture pack..

Now.. I am not saying it is bad, because it really isn't, it is quite good, but it doesn't suit my tastes, and I feel like it wouldn't really suit Regalia, but as always, peoples opinions may differ from mine.
 
One thing I may try to see if it darkens the feel of the pack up is setting the brightness to minimum then add a shaders pack and edit some configs to increase the shadows and decrease gamma/saturation.
 
But Massivecraft isn't built around just that...
It's full of Castles, and towns and dark things as well.
Obviously it's up to you, but in my opinion, we aren't part of the Mickey Mouse House Cast, or Mario.
Actually, the packs this uses are supposed to give a mediaeval feel. Dragon Dance is called "the mediaeval cartoon RPG," I believe. I do plan to darken some of the man made blocks like bricks. I plan to keep grass and trees similar, though.
 
I don't mind that this doesn't suit Regalia, I adore this resource pack. (I give you a cookie sir, a Corgi Cookie.)
 
Hm. My suggestion is taking the massive recourse pack or other dark medieval pack and add cel shading effects. (personally I prefer 16x packs but ye...)
 
Hm. My suggestion is taking the massive recourse pack or other dark medieval pack and add cel shading effects. (personally I prefer 16x packs but ye...)
I could try that, but it would be very difficult. It would probably come out looking more like Borderlands (minus the sci-fi) as opposed to Wind Waker or Skyward Sword.
 
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I think it looks medieval just in a more romantic kind of version, but really... you should not compare it to something like Mario...
(No flame intended)
You see the colours in the Texture pack, compared to the other pictures you linked? Similar in that they are somewhat close to primary colours, with little too no dark shading, or realistic Medieval look to it.
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Besides that, interesting point with the "Romantic" but in my opinion, I'm a bit of a clique person. Romantic to me is, Faint pink, maroon, and colours among a otherwise dark environment.

Edit: I would also like to mention that if you ever take the time to look at Regalia's architecture, in my opinion it has more of Assassin's Creed feel to it, rather then a Mario Fantasy feel.
Tall over-powering buildings, commoner housing, the dark giant cathedral clouding, and the busy streets.
 
You see the colours in the Texture pack, compared to the other pictures you linked? Similar in that they are somewhat close to primary colours, with little too no dark shading, or realistic Medieval look to it.


Besides that, interesting point with the "Romantic" but in my opinion, I'm a bit of a clique person. Romantic to me is, Faint pink, maroon, and colours among a otherwise dark environment.

Edit: I would also like to mention that if you ever take the time to look at Regalia's architecture, in my opinion it has more of Assassin's Creed feel to it, rather then a Mario Fantasy feel.
Tall over-powering buildings, commoner housing, the dark giant cathedral clouding, and the busy streets.
Actually the cathedral is gone. We just have a short brown one now. Go see for yourself.
 
Actually the cathedral is gone. We just have a short brown one now. Go see for yourself.
I actually miss the cathedral. The new one seems more like a town church then the head place of the largest religion. The old one reminded me of Notre Dame or the Sistine Chapel. This new one seems much to small to be the top tier of a major religion like Unionism.
 
Oh god forbid we try to assign the space more intelligently so players can actually make use of the area and have more space for housing rite.
I think that's fine, obviously demand for housing is immediately important but I think there's more sides to that.
If I were to look into it, and I'll admit I haven't made immense focus on the City, but there were certain characteristics it previously had that a Builder or someone who enjoyed the architecture, could see and feel in aw.
With the removal of almost every single incredible building in the city, It becomes left with with a rather dull look, don't you think?

There's still hidden qualities here and there, but with the removal of the Gothic Cathedral along with nearly every other major building I would of seen as "Incredible", there's not much quality focused into one area.
All I'm saying is the Gothic Cathedral was one of those buildings that made you transported into a time where Religion was a strong presence, towering over entire cities, and Castles were used as a source of defence.
At the moment, the high concentration of housing, with small little features here and there is not only repetitive, but leaves the Inn as one of the only RP hot spots, but even that was re-designed, wasn't it?

And yes, there's the issue that the Cathedral was not regularly used, and I'm sure that's why every large building design was removed from Regalia, but isn't there actions that could be placed in order to encourage role-play in these areas?
I just hope to hell that there's some ideas being thrown around in the World Department coming up with Creative and Magnificent buildings that will add some character again.
That new Premium lounge was a good example of this.
 
The old cathedral was a mockup thrown together in 4 days. The builders literally just built a single wall section and I copy pasted it all around the building. As far as design ethic goes, it wasn't specifically based on anything aside from a wall section design. The current church has more design behind it, being a stylistic High German/Polish design, and the best of all: You can actually see the entire church on normal render distance with a slight fog. This makes the building more atmospheric, and gives us more space to add more graveyard, more graveyard housing, and more actually interesting location besides just galleries upon galleries of pillars.

The old cathedral kind of enticed a "Huh that's cool" for about 10 minutes, but then players would generally forget about it.
 
The old cathedral was a mockup thrown together in 4 days. The builders literally just built a single wall section and I copy pasted it all around the building. As far as design ethic goes, it wasn't specifically based on anything aside from a wall section design. The current church has more design behind it, being a stylistic High German/Polish design, and the best of all: You can actually see the entire church on normal render distance with a slight fog. This makes the building more atmospheric, and gives us more space to add more graveyard, more graveyard housing, and more actually interesting location besides just galleries upon galleries of pillars.

The old cathedral kind of enticed a "Huh that's cool" for about 10 minutes, but then players would generally forget about it.
It actually looks quite nice. Plus, my fps has improved since that giant was removed. So far it's been a welcomed improvement. (Will you be just re-creating the Old District or adding a new district around the church?)
 
It actually looks quite nice. Plus, my fps has improved since that giant was removed. So far it's been a welcomed improvement. (Will you be just re-creating the Old District or adding a new district around the church?)
Luthien and I are building the graveyard district right now, it's kind of run down and even poorer than the poor district.
 
The old cathedral was a mockup thrown together in 4 days. The builders literally just built a single wall section and I copy pasted it all around the building. As far as design ethic goes, it wasn't specifically based on anything aside from a wall section design. The current church has more design behind it, being a stylistic High German/Polish design, and the best of all: You can actually see the entire church on normal render distance with a slight fog. This makes the building more atmospheric, and gives us more space to add more graveyard, more graveyard housing, and more actually interesting location besides just galleries upon galleries of pillars.

The old cathedral kind of enticed a "Huh that's cool" for about 10 minutes, but then players would generally forget about it.
Fair point. Grasping your attention now, any other buildings that will be re-implemented?
The Theatre was rather nice.
 
Fair point. Grasping your attention now, any other buildings that will be re-implemented?
The Theatre was rather nice.
I've got a bunch of mojaveboogieman and Insanity builds first, the Theatre is up for builds, as well as the library, but we're focusing on Teled Methen, Jorrhildr and some other minor things first.