In just a few short hours here (8 to be specific) I will be premiering the Portal 2 TAS live on https://t.co/7rdy91kLoM at around 10:30pm eastern. This is the most important Portal 2 run likely that has ever happened, so I would HIGHLY recommend checking it out live if you can!
Surprise! I haven't been streaming a lot lately but this Saturday (September 4) at 7pm EDT, I will be live at https://t.co/7rdy91Cmgk showcasing a bunch of glitches in Portal, and doing a deep dive into how they work. If that sounds interesting, be sure to tune in!
@BloodyRain2k@JasperBoerstra I guess that would result in basically the same outcome, you could get the same effect with a transparent ore overlay or without, it would just be a little different on the artists' end. At this point I kinda forgot what the original question was about but that sounds reasonable.
@BloodyRain2k@JasperBoerstra Overlaying a texture might be the "easiest" solution, but as JAPPA said, it brings a problem with texture pack artists having less ability to create ore textures exactly as they'd like.
@BloodyRain2k@JasperBoerstra (2/2) that would allow for artistic freedom for all the devs and artists, would prevent the game from being cluttered with way too many distinct ore blocks, and would fix the problem of ores looking out of place in granite/diorite/etc.
@BloodyRain2k@JasperBoerstra My idea was mostly just for the vanilla game; but it makes the mod ores work better too also.
For example, if deepslate diamond ore and regular diamond ore were the same block, and if they changed texture depending on their surroundings (like connected textures do), (1/2)
@JasperBoerstra@BloodyRain2k What about having the deepslate ores and stone ores be the same block, but they change texture depending on what blocks are around them? This solves the overlay problem you mentioned, declutters the creative menu, and even allows ores to blend in with granite and other blocks