Sorely tempted to repurpose the Customs House as an Opera House....
I have come ideas for the opera house... but the inside will be so dark that monsters will spawn inside fairly often. Both backstage and in the auditorium.
I finished the Pemberley Grange Hall a while back - barring minor alterations:
I respect the dedication and detail you put into this but... it just doesn't seem steampunk to me. When I think of steampunk, I think of the victorian age, whether it be realistic or bristling with airships and steam-tanks, but it always has some sense of grit, realism, and an odd tanish tint. This texture pack seems to have blocks that are almost excessively ornate, flooded with bright colors (with an overall green tint no less!) and generally leaning more towards fantasy and magi-tech than steampunk.
I actually forgot to post the short Adventure map LP I used this pack on lol
(And I've got to say your pack looks fantastic with both Naelego's Cel Shaders and Chocopic's Shaders)
part 1:
part 2:
part 3:
Awesome! I haven't had a chance to look at all three vids yet, but I will. I agree the shaders give the pack a whole new feel. Thanks, Kitsy.
How would I go about applying the reticule that you use in this pack to other packs?
The reticule is part of the 'particles.png' sheet, so unless you also want all my other specific particles too, then you'll need to get your hands dirty and do some editing to transfer it onto another particles sheet.
Sorely tempted to repurpose the Customs House as an Opera House....
I have come ideas for the opera house... but the inside will be so dark that monsters will spawn inside fairly often. Both backstage and in the auditorium.
I finished the Pemberley Grange Hall a while back - barring minor alterations:
I respect the dedication and detail you put into this but... it just doesn't seem steampunk to me. When I think of steampunk, I think of the victorian age, whether it be realistic or bristling with airships and steam-tanks, but it always has some sense of grit, realism, and an odd tanish tint. This texture pack seems to have blocks that are almost excessively ornate, flooded with bright colors (with an overall green tint no less!) and generally leaning more towards fantasy and magi-tech than steampunk.
You're definitely the first person that has described the pack as being 'too bright, flooded with bright colours and excessively ornate'! Forgive me if it wasn't your intent, but after 3 years of comments describing the pack as being too dark, not decorative enough and too industrial, your comment has brightened up my otherwise dull 'green-tinted' day. I'm thinking I might at last be going in the right direction after all! Thanks.
You are of course entitled to your opinion, as narrow-minded as it is with regard to Steampunk and the Victorian age, just as I'm entitled to my interpretation...that's what makes Steampunk a very broad, exciting genre with roots in factual history, science fiction and...yes, 'fantasy'.
...and, I hate to disappoint, your argument hasn't persuaded me to drop the 'Steampunk' wording from the title...if that was the purpose/intent of your comment. That's been tried before and I still absolutely consider my texture pack to be Steampunk through and through!
I also refuse to accept that the genre has to be pigeon-holed and shoe-horned into one stereotypical view of what Steampunk should be, especially the bit about it having to be 'tanish' tinted. That attitude stilts imagination and leads to cliquishness, regurgitating the same old ideas over and over again, instead of creating something new and refreshing that advances a subject in other exciting directions.
I take it you won't be looking forward to my next update then...too tacky and over-the-top for some I guess...oh, well, never mind.
I'm mentioning it because i just not too long ago found out it existed, and added it to my own pack, and i gotta say, it's an excellent feature.
It's a MCPatcher feature that actually allows you to add... well, glass to your windows. It lets you add 2 layers of ctm, one with your window frame texture (this isn't entirely necessary if you want to use a single fixed texture though), the other is a transparent overlay that has actual alpha support. You can do it to any block, really, but it's mainly meant for windows.
I'm mentioning it because i just not too long ago found out it existed, and added it to my own pack, and i gotta say, it's an excellent feature.
It's a MCPatcher feature that actually allows you to add... well, glass to your windows. It lets you add 2 layers of ctm, one with your window frame texture (this isn't entirely necessary if you want to use a single fixed texture though), the other is a transparent overlay that has actual alpha support. You can do it to any block, really, but it's mainly meant for windows.
Yes, I have heard of it, and I've been greatly admiring what you've been doing with it recently...wonderful stuff! I'm subscribed to the MC Patcher thread and though I've been away I get emails forwarded to me, so I saw the pics of your new glass and the new doors...which are also excellent by the way. I'm looking forward to you finding some solutions to the problem of the way doors face when they're ctm'd as I'd like to upgrade my doors sometime too. ozBillo of 'Battered Old Stuff' texture pack fame knows a lot about ctm and ctm with doors...he might be able to help.
I just haven't had the time to look at using betterglass, but at this stage I'm not looking to complicate another area of my pack or limit my old glass frame just yet. Too much on with better skies, horsey stuff and gui work again. I also don't want to limit it's uses to just glass, unless there's a way of converting something else to a decorative scaffolding type frame. Until I can scrape some time together to work in that area I just have to be fairly ruthless and not even get distracted looking at it. I'm also definitely not as fast or clued up on the newer aspects of ctm like you and others...it takes me some time to get back into the mood of trying to understand those arcane mysteries.
I think I'm visiting you next when I need help with ctm, I think you've pretty much nailed many more uses than I've had time to get my tired old head round. Seriously though, I've just had a quick look at the last few pages of your thread and you're doing some mighty fine work in all directions. Now I'm kind of back, I'm looking forward to giving your latest update a whirl.
Yes, I have heard of it, and I've been greatly admiring what you've been doing with it recently...wonderful stuff! I'm subscribed to the MC Patcher thread and though I've been away I get emails forwarded to me, so I saw the pics of your new glass and the new doors...which are also excellent by the way. I'm looking forward to you finding some solutions to the problem of the way doors face when they're ctm'd as I'd like to upgrade my doors sometime too. ozBillo of 'Battered Old Stuff' texture pack fame knows a lot about ctm and ctm with doors...he might be able to help.
I just haven't had the time to look at using betterglass, but at this stage I'm not looking to complicate another area of my pack or limit my old glass frame just yet. Too much on with better skies, horsey stuff and gui work again. I also don't want to limit it's uses to just glass, unless there's a way of converting something else to a decorative scaffolding type frame. Until I can scrape some time together to work in that area I just have to be fairly ruthless and not even get distracted looking at it. I'm also definitely not as fast or clued up on the newer aspects of ctm like you and others...it takes me some time to get back into the mood of trying to understand those arcane mysteries.
I think I'm visiting you next when I need help with ctm, I think you've pretty much nailed many more uses than I've had time to get my tired old head round. Seriously though, I've just had a quick look at the last few pages of your thread and you're doing some mighty fine work in all directions. Now I'm kind of back, I'm looking forward to giving your latest update a whirl.
I found a solution to the door ctm issue. It's not perfect however.
I just ctm'd a better glass layer onto them, without adding any ctm to the base door. This results in the frame of the door's window being overlapped when the door is in the reverse position, however it's not very noticeable at all, so i'm not worried.
On a door like yours with a perfectly round window, there would be no overlap issue if it were reversed since circles are symmetrical.
Betterglass has more uses than just glass. Basically, it adds the option to overlay one texture onto another with alpha support. Theoretically you could of course make a 100% opacity texture to overlay onto others, which really gives you a lot of options in terms of mixing ctm methods without adding a ton of redundant textures, and spending a lot more time on it than you have to.
If you did use betterglass, there would be no reason you couldn't keep your current frame, it would just put a transparent glass layer in the empty spaces. It's not necessary to make an entire glass ctm sheet to support betterglass. If you wanted to include it without changing anything, you could do it with just one transparent texture for the glass (i suggest cutting out where the frame goes since the glass overlaps the frame otherwise) and adding a properties file using fixed ctm, then add the necessary properties files. If you are using this method, you will only need the secondary properties files from the mcpatcher thread (the ones denoted with the letter 'a' after the block id)
Anyway, i'm not trying to pressure you to add anything, don't get the wrong idea. I just recently discovered that this existed and thought you'd find it interesting as an option.
And if you ever do need ctm help, feel free to ask. As long as it's not classic ctm, to this day i still can't make sense of the classic ctm sheet... the one with all the corners.
I found a solution to the door ctm issue. It's not perfect however.
I just ctm'd a better glass layer onto them, without adding any ctm to the base door. This results in the frame of the door's window being overlapped when the door is in the reverse position, however it's not very noticeable at all, so i'm not worried.
On a door like yours with a perfectly round window, there would be no overlap issue if it were reversed since circles are symmetrical.
Betterglass has more uses than just glass. Basically, it adds the option to overlay one texture onto another with alpha support. Theoretically you could of course make a 100% opacity texture to overlay onto others, which really gives you a lot of options in terms of mixing ctm methods without adding a ton of redundant textures, and spending a lot more time on it than you have to.
If you did use betterglass, there would be no reason you couldn't keep your current frame, it would just put a transparent glass layer in the empty spaces. It's not necessary to make an entire glass ctm sheet to support betterglass. If you wanted to include it without changing anything, you could do it with just one transparent texture for the glass (i suggest cutting out where the frame goes since the glass overlaps the frame otherwise) and adding a properties file using fixed ctm, then add the necessary properties files. If you are using this method, you will only need the secondary properties files from the mcpatcher thread (the ones denoted with the letter 'a' after the block id)
Anyway, i'm not trying to pressure you to add anything, don't get the wrong idea. I just recently discovered that this existed and thought you'd find it interesting as an option.
And if you ever do need ctm help, feel free to ask. As long as it's not classic ctm, to this day i still can't make sense of the classic ctm sheet... the one with all the corners.
Haha! No, I didn't take it as you pressuring me, 13th, honestly. It was nice of you to pop in and I am very grateful for any info, pointers and tips, especially with regard to ctm, but I just know the way my mind works and if I start looking at something as fascinating as betterglass, I'll not get my other half started projects finished.
At the moment I like the non-overtly glass looking texture of my frame...where you've got to imagine there's glass in between when used as glass...so that it can still be used as a decorative railing or ornate gate or whatever, and the illusion isn't spoiled with actual panes of glass (I know I'm completely bonkers!). I'm just prevaricating though really, because if I had more time there'd be nothing stopping me from making an alternate betterglass version (if I can understand it of course!). When I do, I will definitely be picking your brains. I'm just finding all things ctm very overwhelming at the moment as the possibilities are so immense, but I think if I add much more in the pack it'll run so slowly for anyone without a cyclotron level of PC and I'll just burst wondering how it all fits together.
I think you've got as much done in six months as took me three years...I don't know how you managed it. I'm just under a lot of pressure from work and family matters at the mo', so there is a reason for my seemingly ponderous lack of updates.
Having just spent two weeks on betterskies, two weeks on equine stuff and (when I've been able) more than two weeks on a 'highfalutin' animated clock, I think I've half cooked my brain with trying to spatially wrap it around all sorts of things it wasn't designed to be wrapped around at 3.00 in the morning! I got to love Gimp even more though after all that, but at the expense of losing some brain cells along the way.
I haven't gotten round to working with the classic ctm sheet yet myself, but in trying to understand it I had some success by making a more detailed guide for myself using drfrozenfire's original sketch. Well, I understood it enough to know a lot of work is involved, depending on the texture chosen...so I went and had a cup of tea instead! If I can find were I put my detailed Gimp layout, I'll wizz it on over to you.
Haha! No, I didn't take it as you pressuring me, 13th, honestly. It was nice of you to pop in and I am very grateful for any info, pointers and tips, especially with regard to ctm, but I just know the way my mind works and if I start looking at something as fascinating as betterglass, I'll not get my other half started projects finished.
At the moment I like the non-overtly glass looking texture of my frame...where you've got to imagine there's glass in between when used as glass...so that it can still be used as a decorative railing or ornate gate or whatever, and the illusion isn't spoiled with actual panes of glass (I know I'm completely bonkers!). I'm just prevaricating though really, because if I had more time there'd be nothing stopping me from making an alternate betterglass version (if I can understand it of course!). When I do, I will definitely be picking your brains. I'm just finding all things ctm very overwhelming at the moment as the possibilities are so immense, but I think if I add much more in the pack it'll run so slowly for anyone without a cyclotron level of PC and I'll just burst wondering how it all fits together.
I think you've got as much done in six months as took me three years...I don't know how you managed it. I'm just under a lot of pressure from work and family matters at the mo', so there is a reason for my seemingly ponderous lack of updates.
Having just spent two weeks on betterskies, two weeks on equine stuff and (when I've been able) more than two weeks on a 'highfalutin' animated clock, I think I've half cooked my brain with trying to spatially wrap it around all sorts of things it wasn't designed to be wrapped around at 3.00 in the morning! I got to love Gimp even more though after all that, but at the expense of losing some brain cells along the way.
I haven't gotten round to working with the classic ctm sheet yet myself, but in trying to understand it I had some success by making a more detailed guide for myself using drfrozenfire's original sketch. Well, I understood it enough to know a lot of work is involved, depending on the texture chosen...so I went and had a cup of tea instead! If I can find were I put my detailed Gimp layout, I'll wizz it on over to you.
Glad of the company, 13th.
Well, if you wanted to you could glass the blocks and keep the panes as just a frame even, since they use 2 different properties files. That is, if you were specifically talking about panes here.
Anyway, my secret is nothing special. Being unemployed gives me much more free time than i can do anything with, so i spend quite a bit of time texturing.
I can't wait to see what kind of skies you come up with. No need to send me a template, i actually did the sky for my pack about a week ago already, but thanks for the offer. I find that it helps to use the mcpatcher template, but arrange it in a +- shape.
Well, if you wanted to you could glass the blocks and keep the panes as just a frame even, since they use 2 different properties files. That is, if you were specifically talking about panes here.
Anyway, my secret is nothing special. Being unemployed gives me much more free time than i can do anything with, so i spend quite a bit of time texturing.
I can't wait to see what kind of skies you come up with. No need to send me a template, i actually did the sky for my pack about a week ago already, but thanks for the offer. I find that it helps to use the mcpatcher template, but arrange it in a +- shape.
With a portfolio of 'Broken Anachronism' textures, I would imagine you'll perhaps be able to move into some paid texturing work at some stage...anyways I hope something comes up soon by way of employment, if it doesn't, I'll never catch up with you.
No, the 'detailed' template I was offering was for 'classic ctm' not Betterskies...another perspective on the most confusing side of ctm just might help a bit. I can stare at some obviously very clear and concise instructions from one person and just not get it, then someone else presents it differently and the penny drops. Probably the reason I did very well at some subjects at school whilst in others I struggled to comprehend what the teacher was on about, until I went to the library later and worked it out myself.
Daytime cloudy skies were much, much more difficult to realize than my starfield sky and that was another two week slog. Initially I thought I might just be able to adapt something from hundreds of photographs I've taken of skies over the years, which I have on file for painting...they just didn't translate well at all, so I gave up and airbrushed the whole lot in Gimp by hand, over and over again and twice over for two separate layers that move independently to create quite a believable roiling cloud effect.
It was hard work, but gave me a better understanding of how games like Skyrim and Fallout present such wonderful sky effects relatively simply (though I'm probably massively underestimating the programming and artistic techniques Bethesda uses). In any event I was pleased with the effect, especially coupled with MC's 'normal' fog setting. Like the starfield, the sky suddenly feels a lot more distant and less limited at the edges. However, running two massive sky textures simultaneously is not for the faint-hearted PC. My 3 year old high-end machine still runs it without any noticeable lag, except at sunset time when a third texture kicks in when a barely noticeable jitter occurs for a split second, and again when daytime transitions to night time. So for those with less powerful setups it will probably be necessary to drop the cloudscapes. Curiously I've noticed much greater lag with other packs, so I'm not overly concerned, so long as I can present some alternatives, by way of the 32x pack...eventually.
With a portfolio of 'Broken Anachronism' textures, I would imagine you'll perhaps be able to move into some paid texturing work at some stage...anyways I hope something comes up soon by way of employment, if it doesn't, I'll never catch up with you.
No, the 'detailed' template I was offering was for 'classic ctm' not Betterskies...another perspective on the most confusing side of ctm just might help a bit. I can stare at some obviously very clear and concise instructions from one person and just not get it, then someone else presents it differently and the penny drops. Probably the reason I did very well at some subjects at school whilst in others I struggled to comprehend what the teacher was on about, until I went to the library later and worked it out myself.
Daytime cloudy skies were much, much more difficult to realize than my starfield sky and that was another two week slog. Initially I thought I might just be able to adapt something from hundreds of photographs I've taken of skies over the years, which I have on file for painting...they just didn't translate well at all, so I gave up and airbrushed the whole lot in Gimp by hand, over and over again and twice over for two separate layers that move independently to create quite a believable roiling cloud effect.
It was hard work, but gave me a better understanding of how games like Skyrim and Fallout present such wonderful sky effects relatively simply (though I'm probably massively underestimating the programming and artistic techniques Bethesda uses). In any event I was pleased with the effect, especially coupled with MC's 'normal' fog setting. Like the starfield, the sky suddenly feels a lot more distant and less limited at the edges. However, running two massive sky textures simultaneously is not for the faint-hearted PC. My 3 year old high-end machine still runs it without any noticeable lag, except at sunset time when a third texture kicks in when a barely noticeable jitter occurs for a split second, and again when daytime transitions to night time. So for those with less powerful setups it will probably be necessary to drop the cloudscapes. Curiously I've noticed much greater lag with other packs, so I'm not overly concerned, so long as I can present some alternatives, by way of the 32x pack...eventually.
Well thanks, but for me it's more a matter of not bothering to figure out classic ctm because i don't really see the point in adding corners to things. I do understand it well enough to figure it out, given time though, using mcpatcher's template. What i should have said is i have absolutely no experience with it.
If you set the fade in time to be just a few game minutes before the previous sky fades out, it makes the game run much smoother. The transition isn't as smooth, but having it fade in over 5 seconds or so really isn't bad at all and is a great way to make it run better on lower end computers.
Well thanks, but for me it's more a matter of not bothering to figure out classic ctm because i don't really see the point in adding corners to things. I do understand it well enough to figure it out, given time though, using mcpatcher's template. What i should have said is i have absolutely no experience with it.
If you set the fade in time to be just a few game minutes before the previous sky fades out, it makes the game run much smoother. The transition isn't as smooth, but having it fade in over 5 seconds or so really isn't bad at all and is a great way to make it run better on lower end computers.
Oh, there are lots of uses still for the classic ctm, but it does require a lot more work in blending the various internal parts of the texture. However, like you I just haven't got round to using it yet. I see it more as a means of covering large areas with a blended texture with some meaningful edges, rather than as something to just make edges/corners for various situations. I will most likely use it in some way with my cast iron quartz texture (the green and red one with a decorative edge).
Not quite sure how I may use the new 'combined' vertical/horizontal ctm command yet and I haven't even begun to tinker with the experimental 'item' ctm. Things are complicated enough already!
The transitions I have in between the daytime clouds, sunset clouds, and nighttime stars take place over much longer time periods than what you suggest...the problem comes just at the point MC Patcher loads in each screen. While the daytime clouds are fading out the stars are also fading in and that all runs nice and smooth. However loading in textures at 3072x2048 pixels (each 1.34 Mb) at the start of each transition obviously causes a little hiccup/pause in the game and in the evening there are four such screens all fading in and out at various times. I suppose it's understandable that while 3 large sky box textures are rotating around the world view, when a fourth one kicks in there's a tiny little pause. In my case it's an instant's pause you only notice when you're standing perfectly still looking at the sky. If you're busy doing something else it's not even apparent. I'm just pleased that the transitions all work as well as they do with each other and the effect is really natural.
Drudgery of repetitive work aside, it's all good fun pushing the envelope and seeing what's possible...tinged with guilt that inevitably some won't be able to enjoy such taxing textures. It also makes it very difficult to film it using Fraps as MC+MCPatcher+Fraps is really asking a lot of any machine, and the whole reason I spent such a lot of time on such effects was to make vids of my own builds even more atmospheric.
Hopefully when MC properly updates, things settle down and kahr has had a chance to optimize MC Patcher to the new system, things might get a little more efficient.
I have a problem. I downloaded the texturepack and put it in the texturepacks folder (Duh!). I used MCPatcher, started with a fresh minecraft.jar but it looks like this eyery time...
Please help!
That's a weird one for sure!
My pack does require a fairly powerful PC setup these days and on less powerful laptops for example you might be struggling to load in things like 'Betterskies' and all the additional animations MC Patcher employs for menus and mobs, etc.
Could you try running the pack on a fresh Minecraft install without MC Patcher installed, so that it's possible to establish if it's all the additional material the patcher loads in that's causing the problem. If it is, then I can suggest ways round deleting some of the extra things I've included in the pack for MC Patcher, those extra textures might be causing memory or processor issues.
Also. can you confirm which version of Minecraft and MC Patcher you're using, just in case.
Heh, I tried with a new minecraft.jar and now it's fixed. I also tried adding some mods (with and without using MCPatcher, but I didnt use HD fonts and these stuff) and its fixed. Maybe the jar must not be patched for this (AWESOME) texturepack... idk here's a picture to prove
Anyways, thanks dude
PS. I am using MC 1.5.2 and MCPatcher 3.0.4
I can't see for sure if you've got MC Patcher working or not from that pic, as the landscape is so barren. If you were closer to a tree or there were some plants in view I would be able to tell that MC Patcher was firing on all cylinders by the range of random extra foliage. So I'm not too clear from what you say above if it's fixed for use with MC Patcher or just for standard Minecraft.
There's certainly nothing wrong with the Patcher version you're using for MC 1.5.2, that's what I'm using still when I go back to 1.5.2. When editing for the next update I of course use the beta versions of MC Patcher, so it gets a bit confusing for me too.
If MC Patcher 3.0.4 still isn't working for you try removing the 'sky0' folder (to a safe place on the desktop) from the 'environment' folder in the texture pack. That folder contains my 'betterskies' starfield texture and it's pretty resource hungry for some. If that doesn't cure it, get back to me.
Hey Glim,
I have a question. You know the 600+ X32 alt textures? Well how do you kinda get it working? I mean I can tell just by looking at them that you need all the sheets and that then it should do random textures out of the numerous blocks there are there, but I don't understand how you do that ...
P.S. Yay! Somebody who isn't american!
Howdy Zorkalorp.
The alt textures are there for those brave enough to snip and paste in Gimp or Photoshop. They are just arranged in convenient old 'terrain.png' format sized sheets, but you can't use them ingame for random block purposes or MC Patcher 'ctm' until you chop them up.
Mostly they get used by those making supporting mod textures for my pack.
There are already chopped up versions in the pack that you can just rename and use in place of existing block and item textures. You'll find these in the 'GS alt collection' folder in the pack.
Its working now as it SHOULD work. But when i use the patcher it makes it like before.
idk is the problem with the patcher?
Here's a screenshot with all the blocks
BTW AWESOME pack dude, I <3 it! :3
Thanks, glad you like it. Looks good in the pic you posted. I keep meaning to include a pic like that in my OP. I'll get round to it eventually though!
That's very peculiar with regard to MC Patcher.
Have you tried Optifine, at least for testing purposes. Other than that I can only say try downloading everything again and mess with the settings in MC Patcher. Logic would dictate from what you say that it must be something to do with the version of MC Patcher you're using. On a clean setup it should work fine, barring lag for those with less powerful systems.
If anything occurs to me I'll PM you. In the meantime someone else around here might have solved what the problem is from past experience.
I tried with optifine installed and its working, but when I use the mods included in the patcher it breaks the pack again :o. I also tried installing it via MCPatcher and its working. idk whats the problem -.-
And you're absolutely not running any other mods?
Have you tried re-downloading my texture pack. Sometimes it can help, but getting a garbled download has never happened to me yet.
Have you tried ruling out what's causing the problem in MC Patcher? By a process of elimination, eg. switch all the extra things off like randommobs, betterskies, etc. see how things work, then re-patch adding just one new feature each time.
Then do the same for choices under MC Patcher's 'options' tab. It's a lot of messing. but it might pinpoint the problem.
I haven't even asked how you fair with other packs and MC Patcher. I take it this is just with my Glimmar's Steampunk pack?
I love the way everything looks, but when I have the mod on it makes all of the text look like a bunch of squiggly lines. Is that the way it is supposed to look or did I do something wrong?
I love the way everything looks, but when I have the mod on it makes all of the text look like a bunch of squiggly lines. Is that the way it is supposed to look or did I do something wrong?
Which mod, what version of Minecraft, what version of the mod, and does it happen to any other texture packs that have custom fonts?
How would I go about applying the reticule that you use in this pack to other packs?
I have come ideas for the opera house... but the inside will be so dark that monsters will spawn inside fairly often. Both backstage and in the auditorium.
I finished the Pemberley Grange Hall a while back - barring minor alterations:
Pemberley Grange Hall by YeAuldGrump, on Flickr
Home of the Green Sheep....
And an interior shot of the main meeting hall -
Pemberley Grange Meeting Hall by YeAuldGrump, on Flickr
The Auld Grump
Soaring in Hoenn
Glad you like the pack and the horses and thanks for saying!
If your PC will stand it, I'm hoping you'll like all the nice new things on offer in the next update. There's a lot more than just horses.
Awesome! I haven't had a chance to look at all three vids yet, but I will. I agree the shaders give the pack a whole new feel. Thanks, Kitsy.
Ah! Sorry about the lag! It's probably only going to get worse too with what's on offer in the next update...sorry!
If I get time, I will work on the 32x version again with pared down animations and such and see what difference that will make.
Hopefully that's a 'Wow' of pleasure and not disgust.
Which is the intention of course. Glad you like it and thanks for taking the time to say.
The reticule is part of the 'particles.png' sheet, so unless you also want all my other specific particles too, then you'll need to get your hands dirty and do some editing to transfer it onto another particles sheet.
Looking good...as ever, Auld Grump.
You're definitely the first person that has described the pack as being 'too bright, flooded with bright colours and excessively ornate'! Forgive me if it wasn't your intent, but after 3 years of comments describing the pack as being too dark, not decorative enough and too industrial, your comment has brightened up my otherwise dull 'green-tinted' day. I'm thinking I might at last be going in the right direction after all! Thanks.
You are of course entitled to your opinion, as narrow-minded as it is with regard to Steampunk and the Victorian age, just as I'm entitled to my interpretation...that's what makes Steampunk a very broad, exciting genre with roots in factual history, science fiction and...yes, 'fantasy'.
...and, I hate to disappoint, your argument hasn't persuaded me to drop the 'Steampunk' wording from the title...if that was the purpose/intent of your comment. That's been tried before and I still absolutely consider my texture pack to be Steampunk through and through!
I also refuse to accept that the genre has to be pigeon-holed and shoe-horned into one stereotypical view of what Steampunk should be, especially the bit about it having to be 'tanish' tinted. That attitude stilts imagination and leads to cliquishness, regurgitating the same old ideas over and over again, instead of creating something new and refreshing that advances a subject in other exciting directions.
I take it you won't be looking forward to my next update then...too tacky and over-the-top for some I guess...oh, well, never mind.
I'm mentioning it because i just not too long ago found out it existed, and added it to my own pack, and i gotta say, it's an excellent feature.
It's a MCPatcher feature that actually allows you to add... well, glass to your windows. It lets you add 2 layers of ctm, one with your window frame texture (this isn't entirely necessary if you want to use a single fixed texture though), the other is a transparent overlay that has actual alpha support. You can do it to any block, really, but it's mainly meant for windows.
Yes, I have heard of it, and I've been greatly admiring what you've been doing with it recently...wonderful stuff! I'm subscribed to the MC Patcher thread and though I've been away I get emails forwarded to me, so I saw the pics of your new glass and the new doors...which are also excellent by the way. I'm looking forward to you finding some solutions to the problem of the way doors face when they're ctm'd as I'd like to upgrade my doors sometime too. ozBillo of 'Battered Old Stuff' texture pack fame knows a lot about ctm and ctm with doors...he might be able to help.
I just haven't had the time to look at using betterglass, but at this stage I'm not looking to complicate another area of my pack or limit my old glass frame just yet. Too much on with better skies, horsey stuff and gui work again. I also don't want to limit it's uses to just glass, unless there's a way of converting something else to a decorative scaffolding type frame. Until I can scrape some time together to work in that area I just have to be fairly ruthless and not even get distracted looking at it. I'm also definitely not as fast or clued up on the newer aspects of ctm like you and others...it takes me some time to get back into the mood of trying to understand those arcane mysteries.
I think I'm visiting you next when I need help with ctm, I think you've pretty much nailed many more uses than I've had time to get my tired old head round. Seriously though, I've just had a quick look at the last few pages of your thread and you're doing some mighty fine work in all directions. Now I'm kind of back, I'm looking forward to giving your latest update a whirl.
I found a solution to the door ctm issue. It's not perfect however.
I just ctm'd a better glass layer onto them, without adding any ctm to the base door. This results in the frame of the door's window being overlapped when the door is in the reverse position, however it's not very noticeable at all, so i'm not worried.
On a door like yours with a perfectly round window, there would be no overlap issue if it were reversed since circles are symmetrical.
Betterglass has more uses than just glass. Basically, it adds the option to overlay one texture onto another with alpha support. Theoretically you could of course make a 100% opacity texture to overlay onto others, which really gives you a lot of options in terms of mixing ctm methods without adding a ton of redundant textures, and spending a lot more time on it than you have to.
If you did use betterglass, there would be no reason you couldn't keep your current frame, it would just put a transparent glass layer in the empty spaces. It's not necessary to make an entire glass ctm sheet to support betterglass. If you wanted to include it without changing anything, you could do it with just one transparent texture for the glass (i suggest cutting out where the frame goes since the glass overlaps the frame otherwise) and adding a properties file using fixed ctm, then add the necessary properties files. If you are using this method, you will only need the secondary properties files from the mcpatcher thread (the ones denoted with the letter 'a' after the block id)
Anyway, i'm not trying to pressure you to add anything, don't get the wrong idea. I just recently discovered that this existed and thought you'd find it interesting as an option.
And if you ever do need ctm help, feel free to ask. As long as it's not classic ctm, to this day i still can't make sense of the classic ctm sheet... the one with all the corners.
Haha! No, I didn't take it as you pressuring me, 13th, honestly. It was nice of you to pop in and I am very grateful for any info, pointers and tips, especially with regard to ctm, but I just know the way my mind works and if I start looking at something as fascinating as betterglass, I'll not get my other half started projects finished.
At the moment I like the non-overtly glass looking texture of my frame...where you've got to imagine there's glass in between when used as glass...so that it can still be used as a decorative railing or ornate gate or whatever, and the illusion isn't spoiled with actual panes of glass (I know I'm completely bonkers!). I'm just prevaricating though really, because if I had more time there'd be nothing stopping me from making an alternate betterglass version (if I can understand it of course!). When I do, I will definitely be picking your brains. I'm just finding all things ctm very overwhelming at the moment as the possibilities are so immense, but I think if I add much more in the pack it'll run so slowly for anyone without a cyclotron level of PC and I'll just burst wondering how it all fits together.
I think you've got as much done in six months as took me three years...I don't know how you managed it. I'm just under a lot of pressure from work and family matters at the mo', so there is a reason for my seemingly ponderous lack of updates.
Having just spent two weeks on betterskies, two weeks on equine stuff and (when I've been able) more than two weeks on a 'highfalutin' animated clock, I think I've half cooked my brain with trying to spatially wrap it around all sorts of things it wasn't designed to be wrapped around at 3.00 in the morning! I got to love Gimp even more though after all that, but at the expense of losing some brain cells along the way.
I haven't gotten round to working with the classic ctm sheet yet myself, but in trying to understand it I had some success by making a more detailed guide for myself using drfrozenfire's original sketch. Well, I understood it enough to know a lot of work is involved, depending on the texture chosen...so I went and had a cup of tea instead! If I can find were I put my detailed Gimp layout, I'll wizz it on over to you.
Glad of the company, 13th.
Well, if you wanted to you could glass the blocks and keep the panes as just a frame even, since they use 2 different properties files. That is, if you were specifically talking about panes here.
Anyway, my secret is nothing special. Being unemployed gives me much more free time than i can do anything with, so i spend quite a bit of time texturing.
I can't wait to see what kind of skies you come up with. No need to send me a template, i actually did the sky for my pack about a week ago already, but thanks for the offer. I find that it helps to use the mcpatcher template, but arrange it in a +- shape.
With a portfolio of 'Broken Anachronism' textures, I would imagine you'll perhaps be able to move into some paid texturing work at some stage...anyways I hope something comes up soon by way of employment, if it doesn't, I'll never catch up with you.
No, the 'detailed' template I was offering was for 'classic ctm' not Betterskies...another perspective on the most confusing side of ctm just might help a bit. I can stare at some obviously very clear and concise instructions from one person and just not get it, then someone else presents it differently and the penny drops. Probably the reason I did very well at some subjects at school whilst in others I struggled to comprehend what the teacher was on about, until I went to the library later and worked it out myself.
Daytime cloudy skies were much, much more difficult to realize than my starfield sky and that was another two week slog. Initially I thought I might just be able to adapt something from hundreds of photographs I've taken of skies over the years, which I have on file for painting...they just didn't translate well at all, so I gave up and airbrushed the whole lot in Gimp by hand, over and over again and twice over for two separate layers that move independently to create quite a believable roiling cloud effect.
It was hard work, but gave me a better understanding of how games like Skyrim and Fallout present such wonderful sky effects relatively simply (though I'm probably massively underestimating the programming and artistic techniques Bethesda uses). In any event I was pleased with the effect, especially coupled with MC's 'normal' fog setting. Like the starfield, the sky suddenly feels a lot more distant and less limited at the edges. However, running two massive sky textures simultaneously is not for the faint-hearted PC. My 3 year old high-end machine still runs it without any noticeable lag, except at sunset time when a third texture kicks in when a barely noticeable jitter occurs for a split second, and again when daytime transitions to night time. So for those with less powerful setups it will probably be necessary to drop the cloudscapes. Curiously I've noticed much greater lag with other packs, so I'm not overly concerned, so long as I can present some alternatives, by way of the 32x pack...eventually.
Well thanks, but for me it's more a matter of not bothering to figure out classic ctm because i don't really see the point in adding corners to things. I do understand it well enough to figure it out, given time though, using mcpatcher's template. What i should have said is i have absolutely no experience with it.
If you set the fade in time to be just a few game minutes before the previous sky fades out, it makes the game run much smoother. The transition isn't as smooth, but having it fade in over 5 seconds or so really isn't bad at all and is a great way to make it run better on lower end computers.
Oh, there are lots of uses still for the classic ctm, but it does require a lot more work in blending the various internal parts of the texture. However, like you I just haven't got round to using it yet. I see it more as a means of covering large areas with a blended texture with some meaningful edges, rather than as something to just make edges/corners for various situations. I will most likely use it in some way with my cast iron quartz texture (the green and red one with a decorative edge).
Not quite sure how I may use the new 'combined' vertical/horizontal ctm command yet and I haven't even begun to tinker with the experimental 'item' ctm. Things are complicated enough already!
The transitions I have in between the daytime clouds, sunset clouds, and nighttime stars take place over much longer time periods than what you suggest...the problem comes just at the point MC Patcher loads in each screen. While the daytime clouds are fading out the stars are also fading in and that all runs nice and smooth. However loading in textures at 3072x2048 pixels (each 1.34 Mb) at the start of each transition obviously causes a little hiccup/pause in the game and in the evening there are four such screens all fading in and out at various times. I suppose it's understandable that while 3 large sky box textures are rotating around the world view, when a fourth one kicks in there's a tiny little pause. In my case it's an instant's pause you only notice when you're standing perfectly still looking at the sky. If you're busy doing something else it's not even apparent. I'm just pleased that the transitions all work as well as they do with each other and the effect is really natural.
Drudgery of repetitive work aside, it's all good fun pushing the envelope and seeing what's possible...tinged with guilt that inevitably some won't be able to enjoy such taxing textures. It also makes it very difficult to film it using Fraps as MC+MCPatcher+Fraps is really asking a lot of any machine, and the whole reason I spent such a lot of time on such effects was to make vids of my own builds even more atmospheric.
Hopefully when MC properly updates, things settle down and kahr has had a chance to optimize MC Patcher to the new system, things might get a little more efficient.
That's a weird one for sure!
My pack does require a fairly powerful PC setup these days and on less powerful laptops for example you might be struggling to load in things like 'Betterskies' and all the additional animations MC Patcher employs for menus and mobs, etc.
Could you try running the pack on a fresh Minecraft install without MC Patcher installed, so that it's possible to establish if it's all the additional material the patcher loads in that's causing the problem. If it is, then I can suggest ways round deleting some of the extra things I've included in the pack for MC Patcher, those extra textures might be causing memory or processor issues.
Also. can you confirm which version of Minecraft and MC Patcher you're using, just in case.
I can't see for sure if you've got MC Patcher working or not from that pic, as the landscape is so barren. If you were closer to a tree or there were some plants in view I would be able to tell that MC Patcher was firing on all cylinders by the range of random extra foliage. So I'm not too clear from what you say above if it's fixed for use with MC Patcher or just for standard Minecraft.
There's certainly nothing wrong with the Patcher version you're using for MC 1.5.2, that's what I'm using still when I go back to 1.5.2. When editing for the next update I of course use the beta versions of MC Patcher, so it gets a bit confusing for me too.
If MC Patcher 3.0.4 still isn't working for you try removing the 'sky0' folder (to a safe place on the desktop) from the 'environment' folder in the texture pack. That folder contains my 'betterskies' starfield texture and it's pretty resource hungry for some. If that doesn't cure it, get back to me.
Howdy Zorkalorp.
The alt textures are there for those brave enough to snip and paste in Gimp or Photoshop. They are just arranged in convenient old 'terrain.png' format sized sheets, but you can't use them ingame for random block purposes or MC Patcher 'ctm' until you chop them up.
Mostly they get used by those making supporting mod textures for my pack.
There are already chopped up versions in the pack that you can just rename and use in place of existing block and item textures. You'll find these in the 'GS alt collection' folder in the pack.
Thanks, glad you like it. Looks good in the pic you posted. I keep meaning to include a pic like that in my OP. I'll get round to it eventually though!
That's very peculiar with regard to MC Patcher.
Have you tried Optifine, at least for testing purposes. Other than that I can only say try downloading everything again and mess with the settings in MC Patcher. Logic would dictate from what you say that it must be something to do with the version of MC Patcher you're using. On a clean setup it should work fine, barring lag for those with less powerful systems.
If anything occurs to me I'll PM you. In the meantime someone else around here might have solved what the problem is from past experience.
And you're absolutely not running any other mods?
Have you tried re-downloading my texture pack. Sometimes it can help, but getting a garbled download has never happened to me yet.
Have you tried ruling out what's causing the problem in MC Patcher? By a process of elimination, eg. switch all the extra things off like randommobs, betterskies, etc. see how things work, then re-patch adding just one new feature each time.
Then do the same for choices under MC Patcher's 'options' tab. It's a lot of messing. but it might pinpoint the problem.
I haven't even asked how you fair with other packs and MC Patcher. I take it this is just with my Glimmar's Steampunk pack?
Which mod, what version of Minecraft, what version of the mod, and does it happen to any other texture packs that have custom fonts?