
[๐]: Texture improvements for Boatload compat to replace the autogenerated textures
Closed this issue ยท 26 comments
Currently EveryCompat uses ugly autogenerated textures for it's Vanilla Backport (and other mods) X Boatload compat boats, which don't look like the base boat texture (from Vanilla Backport, taken from Vanilla) at all
As Boatload hasn't created these textures itself (as Pale Oak is added in a later MC version from that which Boatload has updated too) I've made some boat compat textures that follow the same pattern and palette as the original boats (below) which you should add
Neoforge 1.21.1
everycomp/textures/item/abnbl/<modid>
aether
- skyroot_furnace_boat
- large_skyroot_boat
deep_aether
- yagroot_furnace_boat
- conberry_furnace_boat
- cruderoot_furnace_boat
- large_conberry_boat
- large_cruderoot_boat
- large_roseroot_boat
- large_sunroot_boat
- large_yagroot_boat
- roseroot_furnace_boat
- sunroot_furnace_boat
vanillabackport
- pale_oak_furnace_boat
- large_pale_oak_boat
Try add more details to what's the problem. so i'll know what to look into. btw, you can click the 3 dot of your first post (top, right side) and use "EDIT" so you can add more details.
*sigh*, Guess I have to investigate to gather the information i need to know what's going on.
well i don't think there is really an issue, more just a feature request? the autogenerated textures are autogenerated (i assume they're recolours?), of course they aren't gonna be perfect

issue seems larger than i thought, applies to other boats too actually - note the difference in colour between the bottom (original) boat and the top (autogenerated texture) boatload compat boat?
I can make proper hand-made textures for these too if required, i'll do it anyway so you may as well add it to the mod
(right-most one is my retexture of the Pale Oak compat boat, which is why it looks correct)
i've made some more retextures for all of the deep aether boats (file names are correct)
you can use these too to replace the autogenerated ones
- yagroot_furnace_boat
- conberry_furnace_boat
- cruderoot_furnace_boat
- large_conberry_boat
- large_cruderoot_boat
- large_roseroot_boat
- large_sunroot_boat
- large_yagroot_boat
- roseroot_furnace_boat
- sunroot_furnace_boat
and here's some aether ones (technically based off the jappafied aether resourcepack but it's so widely used and the original/jappa textures are so close in colour that it doesn't matter anyway)


EDITED
@Qwerty97475 do this โ๐ป , too
ok done for all of them in my pack so far, i might update this if i add more mods that add new woodtypes and want to retexture them too
hold on. there is an easy way to get this done. you can put all of your files into a zip so i can download it. not worrying about where to place them.
that works too
this might be out of scope for the mod, but it'd be cool if everycomp could take the texture of the original boat item, put all the pixels into a palette, then place them in the right places on the compat boat sprite (all the boatload and vanilla boats have consistent designs and are pretty much palette recolours of each other) so that the textures are consistent and it doesn't need to be done manually
The texture generation does exactly that but it's not perfect. Well there are many reasons.
In Boatload Module, it used the original boat item as the base texture with a mask texture to exclude a part that "should NOT be recolored". it's the same for boat's texture as an entity when you placed it.
does it just recolour it or does it take the actual palette of the individual pixels and apply them to the individual colours on the second image though
here's an example:
baseTexture:
- 7 palette colors from (darkest to lightest)
Wood Texture (can be log or planks or stripped_log). so using planks:
- 7 palette colors from (darkeste to lightest)
what the system does is swapped out the old paletteColor with Wood's paletteColor.
that's the basically idea of how it works.
it's no different from doing it manually in GIMP or Photoshop