primemods - COMING SEP 1st - Prime's HD Textures [Bedrock Edition]
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Bedrock Port Release Date
The bedrock port has an official release date!
For those of you who have been keeping up with development on this port, you will know this announcement is technically a delay, as my previous estimate put the release at mid-August.
Development is going fantastic, and the bedrock port is coming along quite nicely. I'm super excited to get it out to you guys. But, like with any project, things always take a bit longer than you expect going in
The first week of this month went entirely to updating the website, download hub, and file delivery system to be able to properly support a bedrock release - and even that required putting a complete stop on recording and posting videos in order to get it done in that time frame.
Rather than only pushing it back to later this August and potentially risk needing to delay it a second time, I'd rather move it to a date with enough breathing room that I can be certain it will be ready by.
Thankfully, we're now about 24 hours into the beta launch of the new website and things seem to be going great! A couple day 1 bugs were reported by you guys, and were able to be fixed. Please, if you run into any issues at all, report them in the Discord so I'm able to hop on them as soon as possible. Even just @ing me to say that you were able to log in and download the working pack successfully and ran into no issues is super helpful :)
What to Expect
Back to bedrock though, I've gone ahead and attached some screenshots of some blocks and items. Consider these still in-development, so the exact visuals may change.
One super exciting feature I'm excited to be able to include is custom vibrant visuals settings. These include a slanted sun/moon path for slanted shadows, non-pixelated smooth shadows, custom water, and custom water caustics (this one took a while, oh man). These tweaks are all in place to best replicate the Java look of the pack over on Bedrock; and those who prefer using another bedrock shader, rest assured you will be able to replace these visuals with your preferred shader.
A couple FAQs:
Will there be an Early Access?
Typically the Pack Tester Patreon tier offers early access to updates. However in this case, the Bedrock port will be releasing for everyone simultaneously. With how heavily requested this port has been, this is to discourage re-uploads & re-distribution of the pack before ANY official download options exist. Which would be a pain to clean up pre-launch.
Will it be coming to the Marketplace?
Not initially. Although I'm able to release the pack as a downloadable file, you are unable to publish a pack on the in-game Marketplace unless it is 100% feature complete. This means this release will be usable for Windows and mobile devices; but unfortunately not consoles at this time.
How will it be priced?
It will follow the same pricing structure as the current pack. 32x free, 64x available in the Discord, 128x & 256x attached to Patreon roles, etc. If you already have access to the Java pack, you will instantly get access to the Bedrock one.
For mobile-players this means the pack is effectively free as your device most likely won't be able to run the higher versions anyway.
How will PBR features be handled?
PBR on launch will be similar to the blocks shown in this post's screenshots. Vibrant visuals allows for features such as normal maps (giving things a slight "depth" effect) and specular features like glow and reflections. Using the pack without vibrant visuals enabled will use no PBR.
It has been brought to my attention that there is a mod for the Windows version of Bedrock RTX that allows for the rendering of heightmaps - which would allow the entire feature-set of the Java pack to work on Bedrock (proper 3D effects). However this would be limited to the Windows version of Bedrock, requires modding your client, and a graphics card powerful enough to run ray tracing. I'd love to play around with it, but clearly this is a configuration that would only be interesting to a very small sector of power users / enthusiasts and is not worth pulling development resources away from the main pack.
If you have any more questions feel free to ask, and I can add them here :)
Bedrock Port Release Date
The bedrock port has an official release date!
For those of you who have been keeping up with development on this port, you will know this announcement is technically a delay, as my previous estimate put the release at mid-August.
Development is going fantastic, and the bedrock port is coming along quite nicely. I'm super excited to get it out to you guys. But, like with any project, things always take a bit longer than you expect going in
The first week of this month went entirely to updating the website, download hub, and file delivery system to be able to properly support a bedrock release - and even that required putting a complete stop on recording and posting videos in order to get it done in that time frame.
Rather than only pushing it back to later this August and potentially risk needing to delay it a second time, I'd rather move it to a date with enough breathing room that I can be certain it will be ready by.
Thankfully, we're now about 24 hours into the beta launch of the new website and things seem to be going great! A couple day 1 bugs were reported by you guys, and were able to be fixed. Please, if you run into any issues at all, report them in the Discord so I'm able to hop on them as soon as possible. Even just @ing me to say that you were able to log in and download the working pack successfully and ran into no issues is super helpful :)
What to Expect
Back to bedrock though, I've gone ahead and attached some screenshots of some blocks and items. Consider these still in-development, so the exact visuals may change.
One super exciting feature I'm excited to be able to include is custom vibrant visuals settings. These include a slanted sun/moon path for slanted shadows, non-pixelated smooth shadows, custom water, and custom water caustics (this one took a while, oh man). These tweaks are all in place to best replicate the Java look of the pack over on Bedrock; and those who prefer using another bedrock shader, rest assured you will be able to replace these visuals with your preferred shader.
A couple FAQs:
Will there be an Early Access?
Typically the Pack Tester Patreon tier offers early access to updates. However in this case, the Bedrock port will be releasing for everyone simultaneously. With how heavily requested this port has been, this is to discourage re-uploads & re-distribution of the pack before ANY official download options exist. Which would be a pain to clean up pre-launch.
Will it be coming to the Marketplace?
Not initially. Although I'm able to release the pack as a downloadable file, you are unable to publish a pack on the in-game Marketplace unless it is 100% feature complete. This means this release will be usable for Windows and mobile devices; but unfortunately not consoles at this time.
How will it be priced?
It will follow the same pricing structure as the current pack. 32x free, 64x available in the Discord, 128x & 256x attached to Patreon roles, etc. If you already have access to the Java pack, you will instantly get access to the Bedrock one.
For mobile-players this means the pack is effectively free as your device most likely won't be able to run the higher versions anyway.
How will PBR features be handled?
PBR on launch will be similar to the blocks shown in this post's screenshots. Vibrant visuals allows for features such as normal maps (giving things a slight "depth" effect) and specular features like glow and reflections. Using the pack without vibrant visuals enabled will use no PBR.
It has been brought to my attention that there is a mod for the Windows version of Bedrock RTX that allows for the rendering of heightmaps - which would allow the entire feature-set of the Java pack to work on Bedrock (proper 3D effects). However this would be limited to the Windows version of Bedrock, requires modding your client, and a graphics card powerful enough to run ray tracing. I'd love to play around with it, but clearly this is a configuration that would only be interesting to a very small sector of power users / enthusiasts and is not worth pulling development resources away from the main pack.
If you have any more questions feel free to ask, and I can add them here :)
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wow