Rreeaally like those cranes! I will steal them when it is time to build my harbor. Love the fact that they are properly counterbalanced.
I was just going to go with a gantry crane for the drydock, with faux tracks on both the ground and the gantry. Maybe a hammerhead crane or two.
Any closeups of the cranes?
Sure thing! In fact, here's two sets of pics: Vanilla and FtB. Hope you enjoy!
Vanilla
The entire crane sits in on a dais in the moat around the city
The main tower is made with a 1x2 tower of iron blocks, with ladders along one side. This is then surrounded by a 4x4 cage of iron bars.
Fairly straightforward design here. Counterweight made of stone bricks, cab of netherrack, and arm made of netherbrick fence posts (although I may swap this out with stone fence now)
Cable is supported by a dispenser, and a light was added to the end to help the operator see where it is.
Another dispenser attaches the cable to the payload.
Fairly small and simple cab. Not much to say here…
Feed the Beast
Note: This version uses a large amount of RP2's Microblocks, among other things.
Main body of the tower is the same as above.
Added some microblocks to smooth the angles a bit at the bottom, but otherwise it's the same.
The cab was rebuilt using copper, and new multi-color lights were added. The counterweight is now made of concrete, and the lights on the counterweight are now on top of instead of embedded in it
As you can see here, I surrounded the fences with glass cover microblocks and placed silver block cover strips along the edges.
The control cable here was made with copper block panel strips, with triple-panel corners at the end.
Cable is now made of copper microblocks (can't remember the name off the top of my head… pillar, perhaps?) and the connectors at both end were replaced with Forestry engines (not sure if biogas or electric…)
Cabin is still about the same. Not much to see here.
Ah - the tower is much simpler than I was thinking - thanks for letting me know!
Looks like you use Netherrack in much the way that I have been using grey wool
I was thinking iron railings for the arm, brick fence for the cable.
When I was a kid there were still a few steam shovels around Boston - watching them chug along was always something that I looked forward to. (They were pretty much working exhibits - used as much for their history as the fact that they could pick up a ton of detritus at a go.)
My da was a Naval engineer - I grew up around the Boston Naval Shipyard in Quincy.
Salutations fellow sailors, captains, shipwrights, and a whole slew of others. I have a new ship fresh from the yard for you all to see. She is the air carrier HMS Harbinger. She was based on the Japanese carrier Kaga in WW II. She has 14 total AA guns to keep away pesky fighters or dirigibles enemy carriers might have. She also has 2 fixed ship-to-ship cannons at the base of the communications and flight control towers. The AA guns can also be fired ship to ship, however, they would not do nearly as much damage. She carries up to seven monoplane fighters and two bi-plane bombers each with a payload of 6 TNT blocks.
The only thing that I don't like about this texture pack is that my Minecraft crashes when I use it. :C
To get my pack uploaded onto Bukkit/Curse recently, I had to remove all instances of 'thumbs.db' files from the pack (files that aren't normally seen in the windows environment, unless 'hidden system' files are switched on) a windows file that is seen as being problematical for some. On the slim chance that this file might be causing a problem for you, if it's not a performance issue (covered by ksheep above), then it might be worth downloading my pack from my Bukkit page: http://dev.bukkit.org/texture-packs/glimmars-steampunk/
If it does make a difference, please let me know, as it might help others. Future versions of my pack will of course come without pesky 'thumbs.db' files onboard.
Experimenting with CTM's 'ctm' format at the mo'. A style of ctm that understanding of as so far eluded me! I'm hoping to use this to make some kind of bolted cast iron or copper tubing/pipe. Any advice, snippets, pics or ideas on the matter will be gratefully received. I'm expecting that my version will throw up some pretty weird examples!
The Meaning of Life, the Universe, and Everything.
Location:
Middle Earth
Join Date:
2/1/2012
Posts:
381
Minecraft:
VermillionX
Member Details
I don't think i've ever posted any of my steampunk builds before. Might as well do it now.
Here be my Trainstation on the FTB Mindcrack server I play (UGL).
There's probably a few textures you can see in those that I haven't finished/released yet. Like those blue torches are Aluminium Torches from XyCraft.
I'd be very grateful if you'd take a look. I've introduced a whole new blurb and some page graphics I might be introducing back here and possibly over at Planet Minecraft at some stage in the future.
PLANET MINECRAFT: Although I'm a long standing member, I have not yet released Glimmar's Steampunk over there. If you see it, or any part of it, at PM, please report and notify me here. When I open up a page at Planet Minecraft, I will give proper notice here so there's no confusions over ownership...thanks for your help.
Yay! Now everyone just needs to download your stuff so that you can get your free curse premium!
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
Started conversion of my tower. About 1/3rd of the way done. Decided to go with Basalt with Ruby block accents. Still debating whether to keep the supports on the top as iron blocks or switch it out with copper, tin, or some other type of block…
I don't think i've ever posted any of my steampunk builds before. Might as well do it now.
Here be my Trainstation on the FTB Mindcrack server I play (UGL).
There's probably a few textures you can see in those that I haven't finished/released yet. Like those blue torches are Aluminium Torches from XyCraft.
Love your architectural prowess, Vermillion! It well matches your artistic talent. I'm envious of all those extra blocks and features you FTB officianados have to play with. You and ksheep are definitely putting them to good use...thanks for sharing. There are lots of nice features on show, particularly that clock tower to the left of the station entrance. Must make a note to build some clock towers in Newglim!
Yay! Now everyone just needs to download your stuff so that you can get your free curse premium!
Haha! Thanks, mate. Wouldn't be up there without your help and the kind admins at Bukkit!
I wasn't sure if that offer from Curse was still being applied. How many downloads does it take and does premium memebership just occur automatically or do I need to apply for it?
Started conversion of my tower. About 1/3rd of the way done. Decided to go with Basalt with Ruby block accents. Still debating whether to keep the supports on the top as iron blocks or switch it out with copper, tin, or some other type of block…
Great tower build, sheep! Looks very sinister too. Is that two telegraph poles and wires in the background, or something else. In any event, what a flippin' cool idea and use for those trip wires. I bet you're employing some FTB feature and I'll find I can't do something similar. I'm most definitely adding telegraph wires and clock towers as soon as I get a chance.
Okay, took a while, but here's the brand new textures for the RP2 wiring as well as the XyCraft blocks and items.
Eloraam/wiring/wiring.png
soaryn/xycraft/world/sprites/sprite_blocks.png
soaryn/xycraft/world/sprites/sprite_items.png
afaik, this is the only mod support for Xycraft that anyone's released so far.
Brilliant as usual. It's mostly meaningless to a mod noob like me, but awesome and frustrating to be reminded of all those cool toys out there that I can't really take advantage of. Except who knows what might occur with future mod api inclusion on the horizon.
At least I'm just about managing to hold my sanity together, with not having to try and texture everything... my Texture Pack is quite enough, thank you! However, many thanks for all the effort from you guys.
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Just updated the 'Legal' section of my OP. Shouldn't effect anything to do with Mod Support, so long as you remember to follow my conditions in the Mod Support Section.
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Also got chance to try out MC Patcher's latest snapshot version for 1.5 and I'm happy to report it seems to have managed to convert everything (textures, ctm, guis and animation, et al), completely without a hitch. It not only did that, but it correctly converted my extra blocks and made them visible in respect of their material (carved heads, marble freize, etc.), so they don't all look like oak wood planks any more!! All animations seem to run at the correct speed and it conveniently re-organised all my horribly confusing ctm .png and .properties files so they're less confusing.
So it's made me less fearful of the changeover, however I am still mindful of the generous offers of help you guys gave while I ran around like a headless chicken. Speaking of which, if anyone had the patience to sort through all my alt sheets, separating each texture off into standalone 32x and 64x files (there are 64x and 32x sheets in their respective packs, so you don't need to up or downscale) It would be a great help. Simply number them 0-999, and I'll try and organise them in to rough categories. I doubt I will name the files, so that users are free to experiment with naming the files for whatever purpose they wish to use them for in their Minecraft world. Certain things like alt beds and doors that get split up, will need to be kept together in their own folder...so they don't get separated.
No probs if no one wants the task, I'll get round to it eventually, but priority will be all the new 1.5 textures needed, including compass and clock animations and hopefully a new ctm steampunk 'pipe' block, as suggested by Duffman.
Great tower build, sheep! Looks very sinister too. Is that two telegraph poles and wires in the background, or something else. In any event, what a flippin' cool idea and use for those trip wires. I bet you're employing some FTB feature and I'll find I can't do something similar. I'm most definitely adding telegraph wires and clock towers as soon as I get a chance.
Nice work, mate.
Those are indeed telegraph/power poles, and they are indeed using tripwires. No mod items were used in the creating of those poles.
I had originally made those shortly after the tripwires were added, to see if it would work for telegraph lines. I had been meaning to have them stretch out to some building behind the tower, but I never got around to building said building, and I can't remember what it was going to be now… I'll eventually expand the compound out that way, and make a sprawling cityscape of some sort, but for now I'm just messing around with FtB, seeing what sort of things I can upgrade. Unfortunately, Optifine doesn't want to play nice with the latest version, so I'm stuck with vanilla textures for the time being.
Haha! Thanks, mate. Wouldn't be up there without your help and the kind admins at Bukkit!
I wasn't sure if that offer from Curse was still being applied. How many downloads does it take and does premium memebership just occur automatically or do I need to apply for it?
...
So it's made me less fearful of the changeover, however I am still mindful of the generous offers of help you guys gave while I ran around like a headless chicken. Speaking of which, if anyone had the patience to sort through all my alt sheets, separating each texture off into standalone 32x and 64x files (there are 64x and 32x sheets in their respective packs, so you don't need to up or downscale) It would be a great help. Simply number them 0-999, and I'll try and organise them in to rough categories. I doubt I will name the files, so that users are free to experiment with naming the files for whatever purpose they wish to use them for in their Minecraft world. Certain things like alt beds and doors that get split up, will need to be kept together in their own folder...so they don't get separated.
No probs if no one wants the task, I'll get round to it eventually, but priority will be all the new 1.5 textures needed, including compass and clock animations and hopefully a new ctm steampunk 'pipe' block, as suggested by Duffman.
It's 1,000 downloads on a project that gets you premium and it should happen automatically but it could take it a while to register that you have hit the magic number.
As for splitting your alt textures... I'd love to say my mixer would just handle that without having to split them but adding support for the individual texture files and animations is proving harder than I anticipated so I'm not sure if I will be able to finish that before 1.5 actually arrives. Having said that, I can help with breaking up your alt texture sheets into tiles. Should only take me a few minutes to modify my script for exploding the sheet for 1.5 to handle that.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
Snapshots are an actual good idea from Mojang
Imagine if we just went straight to full patches with 1.5
I cannot disagree with you on that, Deepblue However, it's still torture for someone as slow as me! RL makes it difficult to focus long enough to efficiently tackle each job from start to finish. Which is what I'm experiencing at the mo'.
Those are indeed telegraph/power poles, and they are indeed using tripwires. No mod items were used in the creating of those poles.
I had originally made those shortly after the tripwires were added, to see if it would work for telegraph lines. I had been meaning to have them stretch out to some building behind the tower, but I never got around to building said building, and I can't remember what it was going to be now… I'll eventually expand the compound out that way, and make a sprawling cityscape of some sort, but for now I'm just messing around with FtB, seeing what sort of things I can upgrade. Unfortunately, Optifine doesn't want to play nice with the latest version, so I'm stuck with vanilla textures for the time being.
I'm definitely going to stretch telegraph poles all over the place. It's those sorts of details that help make a place look believable. Now where's that Google button to check out what a good telegraph pole looks like.
Letting your build just 'sprawl' naturally, is close to how real cities develop, obviously with a little planning for big projects, but I find it relaxing this way, rather than trying to plan the whole thing out before hand.
It's 1,000 downloads on a project that gets you premium and it should happen automatically but it could take it a while to register that you have hit the magic number.
As for splitting your alt textures... I'd love to say my mixer would just handle that without having to split them but adding support for the individual texture files and animations is proving harder than I anticipated so I'm not sure if I will be able to finish that before 1.5 actually arrives. Having said that, I can help with breaking up your alt texture sheets into tiles. Should only take me a few minutes to modify my script for exploding the sheet for 1.5 to handle that.
I think I've reached a thousand. As you say things seem to take time to register. I watched my page for the first couple of days and nothing seemed to happen, then the total sprang up, so I'm guessing things get refreshed every so often. Heheh, when it updates, I shall enjoy 'swanking' around with my new curse premium status. Except I haven't a clue what it really means.
As regards the alternative textures, I was only really referring to the five terrain.png sized sheets of alts I've had for a while, not all the other stuff, sorry about that! If you could modify your script to explode old terrain, that would make things a whole lot easier, both now and in the future. All the other stuff I was expecting to do by hand, bit by bit...or trick MC Patcher into doing it for me, by making up dummy 1.4 packs and then running them through MC Patcher's 'texture pack converter'.
While on that subject, would it not also be useful in the future to be able to take a folder of individual terrain texture files (I'm only really thinking of the normal terrain block squares) and reassemble them onto a sheet for easy editing and comparison? I still can't think of an easier way to make global color changes than on something like the terrain.png sheet. And could this not also be incorporated into something like your Texture Mixture Machine, not necessarily for editing purposes, but to easily view the new individualized texture files...mainly the blocks in 'spinnable' 3d? Whereas before it was easy to see all the textures at once up to 1.5. After 1.5 we're just not going to get that easy global view of all the terrain textures outside the game. I suppose it would be possible to write some sort of script for Gimp that assembles a folder of terrain squares neatly onto a sheet for editing.
If I worked on a series of alternative textures in the future, would you have a handy version of that 'exploder' script for anyone to easily convert sheets of 32x and 64x terrain squares into 1.5 texture files? It's only really to quickly split them up and dump 'em into a folder, nothing fancy like giving them texture names.
Yesterday the free time gods were not kind to me, thankfully today seems to be fairing better. I've exploded your alt texture sheets into tiles. Glimmars_alt_tiles.zip They are numbered starting at the top left of the first sheet and going across then down through all the sheets. The gaps in the numbering are where I removed the nameplates. (Didn't think you really needed a bunch of tiles with G's on them and such ;))
As far as what curse premium gets you, faster downloads from their site, some extra features in the Curse Client (like being able to update all the mods/packs at once) and no more adds on their websites (my favorite feature).
There are definitely some things that could be done in terms of combining the files into a sheet for viewing and color adjustments and I do have some plans along those lines for the mixer. I might be able to just do that portion of it as it's own thing rather than making everyone wait for me to solve my animation and multiple image file issues.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
While you can make a map using the texture pack and can post screen shots of it, you cannot redistribute the pack itself with the map. However, you are free to suggest that users use this pack, and can link to the pack freely. Furthermore, if you plan to modify the textures, you can post the modified texture sheets here (as an image) and link directly to that in your thread. You can also provide links for your map here, and Glimmar will likely include a link in the OP under the maps section (assuming its still there).
Yesterday the free time gods were not kind to me, thankfully today seems to be fairing better. I've exploded your alt texture sheets into tiles. Glimmars_alt_tiles.zip They are numbered starting at the top left of the first sheet and going across then down through all the sheets. The gaps in the numbering are where I removed the nameplates. (Didn't think you really needed a bunch of tiles with G's on them and such )
As far as what curse premium gets you, faster downloads from their site, some extra features in the Curse Client (like being able to update all the mods/packs at once) and no more adds on their websites (my favorite feature).
There are definitely some things that could be done in terms of combining the files into a sheet for viewing and color adjustments and I do have some plans along those lines for the mixer. I might be able to just do that portion of it as it's own thing rather than making everyone wait for me to solve my animation and multiple image file issues.
Haha, yes, those 'free time' gods must oversee me too! I thought I might have had a good week to start 1.5 changes, but all sorts of things came up, leaving me without any free time in the evening, apart from answering some urgent PMs.
Oh! Many, many thanks for that file, Fool...that's just what I was after, and very generous considering how busy you were. I have it at the ready, but still thinking how best to serve it out...separate or included in the pack?
I'm thinking it won't be necessary to have 64x alts for unpatched Minecraft 1.5, as I believe it will use any size, so I'm assuming M C Patcher will have to conform and similarly with Optifine, which used to have problems displaying animated blocks and items correctly if they weren't all the same resolution. Other things I'll take my time with and re-introduce as I understand how things will need to be changed.
I really look forward to seeing what you eventually come up with for dicing, splicing and viewing terrain and item textures. 1.5 has certainly blown everything apart really, but I'm looking forward to taking advantage of this new system of easily swapping alts, and the little appreciated big extra in making it possible for everyone to continue using their favorite pack after MC updates, even if the pack hasn't been updated (ie. just replacing missing textures with default ones). Mojang have done a huge favor for everyone by that move.
By all means. However...simple rule...don't under any circumstances redistribute my texture pack with your adventure map, that's definitely not allowed. Instead, redirect your map users to download from my thread, then they get to see where Glimmar's Steampunk comes from.
If you need to make changes to some textures to make sense of your adventure, put the link to your edited version of my pack in a post in this thread and direct your map users to download it from here, that way you don't get yourself in trouble with my licence. Oh, and please don't mix my textures with textures from other packs, even if you have permission. Use my alternative textures if necessary for that purpose or make your own original edits. If you're still stuck, you could ask around here and someone might be able to rustle up what you need without stepping on any toes.
Have fun and show it off here and I might be able to use it in my 'Adventure Maps' section in my OP.
...and welcome to the forums.
[edit] haha! Ninja'd while I typed. Ksheep has got that spot on...thanks, mate.
Glimmar, what are your plans for the quartz blocks? Are you going to keep them marble-ish as in vanilla, just Glimmar-ized? I ask, because I've been playing with the snapshots and the exploded pack that TheFool76 was kind enough to make out the old terrain.png. I've begun building with the quartz as marble, but just wanted to check before I committed too deeply only to find you had other plans!
Glimmar, what are your plans for the quartz blocks? Are you going to keep them marble-ish as in vanilla, just Glimmar-ized? I ask, because I've been playing with the snapshots and the exploded pack that TheFool76 was kind enough to make out the old terrain.png. I've begun building with the quartz as marble, but just wanted to check before I committed too deeply only to find you had other plans!
Oh, I am such a slow coach at the moment. Actually, it's not my fault...work and family have demanded a lot. So I just haven't had the time to even look at the default textures in game, nor see what the quartz is. Also, I'm not sure how the quartz, as marble, will fit with the marble pillar and marble frieze blocks I did in the last update. So I really am open to all explanations and ideas.
Because I tend to ***** foot and prevaricate around new projects before launching in, I'm even working on my own version of the ghast tonight as some kind of warming up exercise. Yep! I'm totally ridiculous! I know I should be working on all the new stuff...and I will! I just fancied a slightly more weathered and riveted ghast!! So please don't give me a heart attack by telling me Mojang have just announced a release date for tomorrow!!
Seriously though, I really would be grateful for any clear explanation of the new blocks in particular and how they might relate to what I've already done. As you can probably tell, I'm finding it difficult to focus at the mo'...quite literally...due to lack of sleep!
Well, as it is now, there is quartz ore, block of quartz, quartz slabs and stairs, chiseled quartz, and quartz pillars. Mojang has it as a brightwhite/light gray texture that could be seen as white marble or limestone perhaps. If not for the work you and others have already put into building with your marble pillar and frieze blocks, I think the quartz is the vanilla way of doing those things. It would make sense just from an in-game perspective to move the ctm art from the stone to the quartz. But of course, the favor you would be doing me, makes work in game for everyone who has already designed with the pillars and friezes swapping stone for quartz. That may not be as bad in creative as it is in survival, but still work.
[edit] And keep in mind I've only got one small section of stairs and 4 small pillars that I would replace if you decide to go in a different direction, so you don't need to feel like you need to please me or anything. I was just curious about what your plans were, not trying to give you a head ache.
Or perhaps you just make a variant of your existing pillars and friezes in a different color. There is are no important reasons that I can think of to make your flavor of quartz white like mojang's. A quick wikipedia search shows quartz comes in just about every color of the rainbow.
One other thing about the quartz pillar is that it can be placed like logs, i.e. on its side. so you'll like to think about the top/bottom faces of that block and how it can be used decoratively.
From what I've heard (I haven't had the chance to test out the snapshots), quartz is found as an ore in the nether, can be crafted into blocks similar to diamond/iron/emerald/lapis, the blocks appear similar to marble or limestone, and the blocks can be further crafted into pillars. I believe your marble pillar texture would work quite well for this, so that's a bit less work for you in the long run.
EDIT: Ninjad, and with a much more in depth answer
Sure thing! In fact, here's two sets of pics: Vanilla and FtB. Hope you enjoy!
Vanilla
The entire crane sits in on a dais in the moat around the city
The main tower is made with a 1x2 tower of iron blocks, with ladders along one side. This is then surrounded by a 4x4 cage of iron bars.
Fairly straightforward design here. Counterweight made of stone bricks, cab of netherrack, and arm made of netherbrick fence posts (although I may swap this out with stone fence now)
Cable is supported by a dispenser, and a light was added to the end to help the operator see where it is.
Another dispenser attaches the cable to the payload.
Fairly small and simple cab. Not much to say here…
Feed the Beast
Note: This version uses a large amount of RP2's Microblocks, among other things.
Main body of the tower is the same as above.
Added some microblocks to smooth the angles a bit at the bottom, but otherwise it's the same.
The cab was rebuilt using copper, and new multi-color lights were added. The counterweight is now made of concrete, and the lights on the counterweight are now on top of instead of embedded in it
As you can see here, I surrounded the fences with glass cover microblocks and placed silver block cover strips along the edges.
The control cable here was made with copper block panel strips, with triple-panel corners at the end.
Cable is now made of copper microblocks (can't remember the name off the top of my head… pillar, perhaps?) and the connectors at both end were replaced with Forestry engines (not sure if biogas or electric…)
Cabin is still about the same. Not much to see here.
I hope this gives you enough inspiration!
Looks like you use Netherrack in much the way that I have been using grey wool
I was thinking iron railings for the arm, brick fence for the cable.
When I was a kid there were still a few steam shovels around Boston - watching them chug along was always something that I looked forward to. (They were pretty much working exhibits - used as much for their history as the fact that they could pick up a ton of detritus at a go.)
My da was a Naval engineer - I grew up around the Boston Naval Shipyard in Quincy.
The Auld Grump
Awesome scale!
To get my pack uploaded onto Bukkit/Curse recently, I had to remove all instances of 'thumbs.db' files from the pack (files that aren't normally seen in the windows environment, unless 'hidden system' files are switched on) a windows file that is seen as being problematical for some. On the slim chance that this file might be causing a problem for you, if it's not a performance issue (covered by ksheep above), then it might be worth downloading my pack from my Bukkit page: http://dev.bukkit.org/texture-packs/glimmars-steampunk/
If it does make a difference, please let me know, as it might help others. Future versions of my pack will of course come without pesky 'thumbs.db' files onboard.
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Experimenting with CTM's 'ctm' format at the mo'. A style of ctm that understanding of as so far eluded me! I'm hoping to use this to make some kind of bolted cast iron or copper tubing/pipe. Any advice, snippets, pics or ideas on the matter will be gratefully received. I'm expecting that my version will throw up some pretty weird examples!
Wish me luck...
Here be my Trainstation on the FTB Mindcrack server I play (UGL).
Eloraam/wiring/wiring.png
soaryn/xycraft/world/sprites/sprite_blocks.png
soaryn/xycraft/world/sprites/sprite_items.png
afaik, this is the only mod support for Xycraft that anyone's released so far.
Love your architectural prowess, Vermillion! It well matches your artistic talent. I'm envious of all those extra blocks and features you FTB officianados have to play with. You and ksheep are definitely putting them to good use...thanks for sharing. There are lots of nice features on show, particularly that clock tower to the left of the station entrance. Must make a note to build some clock towers in Newglim!
Haha! Thanks, mate. Wouldn't be up there without your help and the kind admins at Bukkit!
I wasn't sure if that offer from Curse was still being applied. How many downloads does it take and does premium memebership just occur automatically or do I need to apply for it?
Great tower build, sheep! Looks very sinister too. Is that two telegraph poles and wires in the background, or something else. In any event, what a flippin' cool idea and use for those trip wires. I bet you're employing some FTB feature and I'll find I can't do something similar. I'm most definitely adding telegraph wires and clock towers as soon as I get a chance.
Nice work, mate.
Brilliant as usual. It's mostly meaningless to a mod noob like me, but awesome and frustrating to be reminded of all those cool toys out there that I can't really take advantage of. Except who knows what might occur with future mod api inclusion on the horizon.
At least I'm just about managing to hold my sanity together, with not having to try and texture everything... my Texture Pack is quite enough, thank you! However, many thanks for all the effort from you guys.
Just updated the 'Legal' section of my OP. Shouldn't effect anything to do with Mod Support, so long as you remember to follow my conditions in the Mod Support Section.
Also got chance to try out MC Patcher's latest snapshot version for 1.5 and I'm happy to report it seems to have managed to convert everything (textures, ctm, guis and animation, et al), completely without a hitch. It not only did that, but it correctly converted my extra blocks and made them visible in respect of their material (carved heads, marble freize, etc.), so they don't all look like oak wood planks any more!! All animations seem to run at the correct speed and it conveniently re-organised all my horribly confusing ctm .png and .properties files so they're less confusing.
So it's made me less fearful of the changeover, however I am still mindful of the generous offers of help you guys gave while I ran around like a headless chicken. Speaking of which, if anyone had the patience to sort through all my alt sheets, separating each texture off into standalone 32x and 64x files (there are 64x and 32x sheets in their respective packs, so you don't need to up or downscale) It would be a great help. Simply number them 0-999, and I'll try and organise them in to rough categories. I doubt I will name the files, so that users are free to experiment with naming the files for whatever purpose they wish to use them for in their Minecraft world. Certain things like alt beds and doors that get split up, will need to be kept together in their own folder...so they don't get separated.
No probs if no one wants the task, I'll get round to it eventually, but priority will be all the new 1.5 textures needed, including compass and clock animations and hopefully a new ctm steampunk 'pipe' block, as suggested by Duffman.
Those are indeed telegraph/power poles, and they are indeed using tripwires. No mod items were used in the creating of those poles.
I had originally made those shortly after the tripwires were added, to see if it would work for telegraph lines. I had been meaning to have them stretch out to some building behind the tower, but I never got around to building said building, and I can't remember what it was going to be now… I'll eventually expand the compound out that way, and make a sprawling cityscape of some sort, but for now I'm just messing around with FtB, seeing what sort of things I can upgrade. Unfortunately, Optifine doesn't want to play nice with the latest version, so I'm stuck with vanilla textures for the time being.
As for splitting your alt textures... I'd love to say my mixer would just handle that without having to split them but adding support for the individual texture files and animations is proving harder than I anticipated so I'm not sure if I will be able to finish that before 1.5 actually arrives. Having said that, I can help with breaking up your alt texture sheets into tiles. Should only take me a few minutes to modify my script for exploding the sheet for 1.5 to handle that.
I cannot disagree with you on that, Deepblue However, it's still torture for someone as slow as me! RL makes it difficult to focus long enough to efficiently tackle each job from start to finish. Which is what I'm experiencing at the mo'.
I'm definitely going to stretch telegraph poles all over the place. It's those sorts of details that help make a place look believable. Now where's that Google button to check out what a good telegraph pole looks like.
Letting your build just 'sprawl' naturally, is close to how real cities develop, obviously with a little planning for big projects, but I find it relaxing this way, rather than trying to plan the whole thing out before hand.
I think I've reached a thousand. As you say things seem to take time to register. I watched my page for the first couple of days and nothing seemed to happen, then the total sprang up, so I'm guessing things get refreshed every so often. Heheh, when it updates, I shall enjoy 'swanking' around with my new curse premium status. Except I haven't a clue what it really means.
As regards the alternative textures, I was only really referring to the five terrain.png sized sheets of alts I've had for a while, not all the other stuff, sorry about that! If you could modify your script to explode old terrain, that would make things a whole lot easier, both now and in the future. All the other stuff I was expecting to do by hand, bit by bit...or trick MC Patcher into doing it for me, by making up dummy 1.4 packs and then running them through MC Patcher's 'texture pack converter'.
While on that subject, would it not also be useful in the future to be able to take a folder of individual terrain texture files (I'm only really thinking of the normal terrain block squares) and reassemble them onto a sheet for easy editing and comparison? I still can't think of an easier way to make global color changes than on something like the terrain.png sheet. And could this not also be incorporated into something like your Texture Mixture Machine, not necessarily for editing purposes, but to easily view the new individualized texture files...mainly the blocks in 'spinnable' 3d? Whereas before it was easy to see all the textures at once up to 1.5. After 1.5 we're just not going to get that easy global view of all the terrain textures outside the game. I suppose it would be possible to write some sort of script for Gimp that assembles a folder of terrain squares neatly onto a sheet for editing.
If I worked on a series of alternative textures in the future, would you have a handy version of that 'exploder' script for anyone to easily convert sheets of 32x and 64x terrain squares into 1.5 texture files? It's only really to quickly split them up and dump 'em into a folder, nothing fancy like giving them texture names.
As far as what curse premium gets you, faster downloads from their site, some extra features in the Curse Client (like being able to update all the mods/packs at once) and no more adds on their websites (my favorite feature).
There are definitely some things that could be done in terms of combining the files into a sheet for viewing and color adjustments and I do have some plans along those lines for the mixer. I might be able to just do that portion of it as it's own thing rather than making everyone wait for me to solve my animation and multiple image file issues.
While you can make a map using the texture pack and can post screen shots of it, you cannot redistribute the pack itself with the map. However, you are free to suggest that users use this pack, and can link to the pack freely. Furthermore, if you plan to modify the textures, you can post the modified texture sheets here (as an image) and link directly to that in your thread. You can also provide links for your map here, and Glimmar will likely include a link in the OP under the maps section (assuming its still there).
Haha, yes, those 'free time' gods must oversee me too! I thought I might have had a good week to start 1.5 changes, but all sorts of things came up, leaving me without any free time in the evening, apart from answering some urgent PMs.
Oh! Many, many thanks for that file, Fool...that's just what I was after, and very generous considering how busy you were. I have it at the ready, but still thinking how best to serve it out...separate or included in the pack?
I'm thinking it won't be necessary to have 64x alts for unpatched Minecraft 1.5, as I believe it will use any size, so I'm assuming M C Patcher will have to conform and similarly with Optifine, which used to have problems displaying animated blocks and items correctly if they weren't all the same resolution. Other things I'll take my time with and re-introduce as I understand how things will need to be changed.
I really look forward to seeing what you eventually come up with for dicing, splicing and viewing terrain and item textures. 1.5 has certainly blown everything apart really, but I'm looking forward to taking advantage of this new system of easily swapping alts, and the little appreciated big extra in making it possible for everyone to continue using their favorite pack after MC updates, even if the pack hasn't been updated (ie. just replacing missing textures with default ones). Mojang have done a huge favor for everyone by that move.
By all means. However...simple rule...don't under any circumstances redistribute my texture pack with your adventure map, that's definitely not allowed. Instead, redirect your map users to download from my thread, then they get to see where Glimmar's Steampunk comes from.
If you need to make changes to some textures to make sense of your adventure, put the link to your edited version of my pack in a post in this thread and direct your map users to download it from here, that way you don't get yourself in trouble with my licence. Oh, and please don't mix my textures with textures from other packs, even if you have permission. Use my alternative textures if necessary for that purpose or make your own original edits. If you're still stuck, you could ask around here and someone might be able to rustle up what you need without stepping on any toes.
Have fun and show it off here and I might be able to use it in my 'Adventure Maps' section in my OP.
...and welcome to the forums.
[edit] haha! Ninja'd while I typed. Ksheep has got that spot on...thanks, mate.
Oh, I am such a slow coach at the moment. Actually, it's not my fault...work and family have demanded a lot. So I just haven't had the time to even look at the default textures in game, nor see what the quartz is. Also, I'm not sure how the quartz, as marble, will fit with the marble pillar and marble frieze blocks I did in the last update. So I really am open to all explanations and ideas.
Because I tend to ***** foot and prevaricate around new projects before launching in, I'm even working on my own version of the ghast tonight as some kind of warming up exercise. Yep! I'm totally ridiculous! I know I should be working on all the new stuff...and I will! I just fancied a slightly more weathered and riveted ghast!! So please don't give me a heart attack by telling me Mojang have just announced a release date for tomorrow!!
Seriously though, I really would be grateful for any clear explanation of the new blocks in particular and how they might relate to what I've already done. As you can probably tell, I'm finding it difficult to focus at the mo'...quite literally...due to lack of sleep!
[edit] And keep in mind I've only got one small section of stairs and 4 small pillars that I would replace if you decide to go in a different direction, so you don't need to feel like you need to please me or anything. I was just curious about what your plans were, not trying to give you a head ache.
Or perhaps you just make a variant of your existing pillars and friezes in a different color. There is are no important reasons that I can think of to make your flavor of quartz white like mojang's. A quick wikipedia search shows quartz comes in just about every color of the rainbow.
One other thing about the quartz pillar is that it can be placed like logs, i.e. on its side. so you'll like to think about the top/bottom faces of that block and how it can be used decoratively.
EDIT: Ninjad, and with a much more in depth answer