That is truly awesome, mate! I love it! I'm just sorry you've had to wear your fingers to the bone...get some more tea down you, lad! My apologies for not stopping by the shop recently, but thank you so much for the above. You'll have a lot of steampunkians flocking for copies of that beauty.
When I get time and incentive to re-organise the OP here, can I use it as a link to your 'Ye Olde Cape Shop'? Come to think of it I bet 'PipeWorld' citizens would be interested in something like this if it was multiplayer friendly!
Ah my poor fingers! I think they will be ok though. Copious amounts of tea is a great medicinal to rejuvenate both body and spirit! xD
I am happy you liked the capes. Thank you for your kind words. I will be making some more steampunk capes in the not too distant future. You can definitely use it to link to my thread. That would be much appreciated.
As for making my mod multiplayer friendly that might happen too. I am talking with another player about setting up a server for it. Nothing is definite and only time will tell. Until we meet again take care amigo! =)
Well, I've got it working... somewhat. Most of the basic blocks that you're gonna find immediately on a level have been given normals and specular. (Dirt & Grass, Stone, Sand, Logs, Wood, Half Blocks, Cobble, Gravel, Chests, Workbenches, Furnaces, Cacti) Unfortunately, after looking at other packs with full support that look good... the normals can be rather extreme to get a good look, and I've not yet gotten specular lighting figured out... everything is too shiny.
(you can tell that sandstone doesn't have a normal nor specular from that image)
All these screenshots are cute and all, but I'm in dire need of a little steampunk in Minecraft, so if someone could pm me with the updated .zip information, I would be much obliged. I honestly don't want to seem needy, but with 100 pages of pictures and posts, it would be much easier for me :smile.gif:
is there any way to enable/disable certain parts of this texture pack? because i would like to have the items and the crafted furniture, but i dont want the natural blocks like water, lava, stone, dirt, sand, etc. changing..
Well, I've got it working... somewhat. Most of the basic blocks that you're gonna find immediately on a level have been given normals and specular. ...(you can tell that sandstone doesn't have a normal nor specular from that image)
I also have it working to a level that is decent... I gave it a few hours tonight, and came up with this:
Also, I did not go block by block for the mapping, I did them all at once, so at a distance there is still a purple line, but its better then it was before. Torches glitch for some reason, I am still trying to figure out.
is there any way to enable/disable certain parts of this texture pack? because i would like to have the items and the crafted furniture, but i dont want the natural blocks like water, lava, stone, dirt, sand, etc. changing..
This is part of a reply to a recent PM regarding changing textures on the terrain.png file (that's the relevent file for your needs and it's easy to find in the zip), but there's no easy 'options screen' to enable/disable parts of the terrain textures (the landscape and building block textures you see in game), for that you'll need the services of a graphics editor:
To change any of the textures might be a little difficult if you're not familiar with a graphic editor like Photoshop, Gimp or Paint.net. Gimp and Paint.net are free and it's not too difficult to load up the 'terrain.png' file in the root of my texture pack (you may need to drag a copy of the file out onto the desktop). Don't use Windows Paint, as it doesn't support 'alpha' channel transparency (the see through bits of glass, foliage and the door windows, etc).
Cut the textures you don't like out and drop in some other textures you'd rather have in it's place...each square is exactly 32x32 pixels, so just make sure you get things in the right place. When you're happy, save the file under the same name (terrain.png) and drop it back in the zip file. You only need to re-install Minecraft and re-patch if you mess with the lava or water texture, otherwise you can make as many alterations to the 'terrain.png' as you like.
I will soon be putting up a file of alternative textures in the OP on page 1 of my thread, but if you look back through this thread you should come across copies of my older terrain.png files that were crammed with different textures and you could use these. Alternatively you could download someone else's texture pack and use a texture or two from one of these to replace those you're not particularly happy with, but if you offer it to some else on the thread, be sure to credit the appropriate artist/s whose work you've borrowed.
I'd have to be honest and say I can't do this for you, as I simply don't have the time, with everyone asking me to finish off other things in the pack.
Also, I did not go block by block for the mapping, I did them all at once, so at a distance there is still a purple line, but its better then it was before. Torches glitch for some reason, I am still trying to figure out.
@ Biodude & AnonCthulhu: Many thanks for your continued efforts on this, you two. That pic looks wonderful to me, Anon! I very much appreciate the time you've put in to this so far.
Could I offer your two screens, AnonCthulhu (with credit and a link to the mod) in the OP at the top, or would you rather I held off until you are more happy with the results? Also is there any easy formula that you have discovered that would make it easy to update the terrain.nh and terrain.s files, whenever I change any of the terrain textures? The reason being that I'd like to keep things as flexible as possible for future updates. I'm sure as the mod matures, it may become easier to work with (says I, who knows so very little about it! Lol! Though I did read through most of the thread...and ran scared thinking of the extra work involved!)
diving mod! (with a new air filling machine) love it haha
keep going guys xD
I did, mate! Fantastic mod, as is the rest of the stuff offered in his thread, but I don't think it employs the 'pumpkinblur.png' graphic, so my pumpkin Diving Helm would be useless.
I think these mods are popping up because of what Notch said recently, regarding putting more undersea things into the game! :smile.gif: Get ready for everything to break again soon! Lol!
Can't bump this enough! Well done all in Pipeworld for this mega-project! You have excelled yourselves in industrious inventiveness and once again inspired all! Inspired direction too, Gestankfaust!
Have bumped to the OP. Will sort out other posts for the OP as soon as I can. :smile.gif:
Thanks Glimmar for the props. BUT and I think all here will agree the true inspiration comes originally from your texture pack. Yes, I know, there has been a plethora of contributions from many of us on here, but ORIGINALLY this all started with a desire inside of you. And from that spark a forest fire was lit!
SO, from the bottom of my heart, thank you very much!
Thanks Glimmar for the props. BUT and I think all here will agree the true inspiration comes originally from your texture pack. Yes, I know, there has been a plethora of contributions from many of us on here, but ORIGINALLY this all started with a desire inside of you. And from that spark a forest fire was lit!
SO, from the bottom of my heart, thank you very much!
Ha ha! Many thanks PipeHead, and I really do take heart and inspiration from what you lot are doing.
Like me, you and everyone in PipeWorld like to build on as vast an industrial scale as Minecraft will allow and I think that's what inspired me to start in the first place with a Victorian Industrial theme or Steampunk. Seeing what things are being done now, even if only a few of my textures are being used (and I really take no offence in folk changing things to suit) is a sight for my old sore eyes.
The mega building projects you've created and are working on, have done more to sell this texture pack as anything, and as much as anyone you've understood, I think, what I was striving for, with textures that look as good as they can when viewed from a distance. Gestankfaust's vids are the proof. So I'm very, very grateful for those words, but inspiration is definately a two way thing, mate!
As soon as I've got the items sheet to my satisfaction, I will be starting on some new alternate textures and see what pops up out of new work with things like smooth stone, cobblestone and more metal textures all of which can be used to replace the wool textures, and then there's the 'Insane' art sheet to contemplate working on! As long as you and other folk keep sending in your marvellous works of the imagination, I'll keep on producing new textures, and I'm sure there are more splendid things to come from Notch and modding. Ain't Minecraft grand!
By-the-way, I absolutely love the scale and design of those bridge supports.
@ Biodude & AnonCthulhu: Many thanks for your continued efforts on this, you two. That pic looks wonderful to me, Anon! I very much appreciate the time you've put in to this so far.
Could I offer your two screens, AnonCthulhu (with credit and a link to the mod) in the OP at the top, or would you rather I held off until you are more happy with the results? Also is there any easy formula that you have discovered that would make it easy to update the terrain.nh and terrain.s files, whenever I change any of the terrain textures? The reason being that I'd like to keep things as flexible as possible for future updates. I'm sure as the mod matures, it may become easier to work with (says I, who knows so very little about it! Lol! Though I did read through most of the thread...and ran scared thinking of the extra work involved!)
Thanks again, you guys.
Thanks! I played a bit last night, just to see how the graphics look during game play, and it looks fine to me. I will be making a few fixes tonight, when I do I'll link the new file and post more screen shots. In the mean time, if you would like to add this to the contributions on page one, I'd be honored :biggrin.gif:.
Maintaining it might be a pain. After I do the fixes, I'll work on a tutorial of what I've done, hopefully if people see me actualy do it, they can give some positive critism and hints/shortcuts. Once I get this down, it should take me like 15-20 minutes to update the files. There are a ton of requests for tutorials in the GLSL thread. So might help both camps :biggrin.gif:
Done with the compartments of the Nautilus, but some parts are a little squashed. I'll make a few screenshots later today and post them... Can't wait to get to the decorating.
*Edit*
Note to self, if I ever attempt to rebuild, fully sketch plans with Minecraft walls in mind...
Done with the compartments of the Nautilus, but some parts are a little squashed. I'll make a few screenshots later today and post them... Can't wait to get to the decorating.
*Edit*
Note to self, if I ever attempt to rebuild, fully sketch plans with Minecraft walls in mind...
So true Triskelli...so true.
when I built the PAS Glimmar (PB-01)...you know...the one with the guns...
I wanted to make the floors 3 blocks high, but after I was well into construction, I began to get the feeling that I wasn't going to have enough room for that height on each floor. It was either redo what was already done or lose the bottom half of the ship(I started with the top). I didn't want to lose the bottom since that would of violated the original design too much. So 2 block high levels it was....
In the end, it worked out perfectly since this was a warship/combat vessel and if anyone has ever been on a warship, space for the people is usually minimal. All of the rebuilding could have been avoided had I simply did some basic plans on graph paper...LOLZ
@ Biodude & AnonCthulhu: Many thanks for your continued efforts on this, you two. That pic looks wonderful to me, Anon! I very much appreciate the time you've put in to this so far.
Could I offer your two screens, AnonCthulhu (with credit and a link to the mod) in the OP at the top, or would you rather I held off until you are more happy with the results? Also is there any easy formula that you have discovered that would make it easy to update the terrain.nh and terrain.s files, whenever I change any of the terrain textures? The reason being that I'd like to keep things as flexible as possible for future updates. I'm sure as the mod matures, it may become easier to work with (says I, who knows so very little about it! Lol! Though I did read through most of the thread...and ran scared thinking of the extra work involved!)
Thanks again, you guys.
Thanks for the support, but I'd rather you held off on mine. Anon's doing a lot better job at it and I barely have anything done, plus it's incredibly shiny. :tongue.gif:
I am, however, working a bit on a formula for making everything easy, but a lot of it is a bit time consuming, especially generating the normal maps tile by tile. I've still not found a good way to create them and get the effects that other packs do (look at the images for Aza's Arid and how deep things look), and I've not generated good speculars at all. I think I may look into doing it by hand a bit... or see if I can find a specular generator.
Well, after a long dry period, I have a new item. A flintlock pistol. I have to say, I don't think it turned out well. Definitely not anything new.
The pistol itself. I feel as though it's too busy... A lead pellet and some black powder... It didn't end up looking good.
-snip-The fixed item sheet.
Or you could use the minegunner mod to get actual flintlocks. It increased the authenticity of the steampunk-esque world and made the game so much fun for me.
Speaking of which, Glimmar, Tlos, or anyone with texture expertise, you should add some textures for the guns in the mod. I know the maker is looking for better textures.
Or you could use the minegunner mod to get actual flintlocks. It increased the authenticity of the steampunk-esque world and made the game so much fun for me.
Speaking of which, Glimmar, Tlos, or anyone with texture expertise, you should add some textures for the guns in the mod. I know the maker is looking for better textures.
Sorry, I wasn't familiar, I was just testing out how it would work. In game it actually didn't look too bad, it just was a little confusing with the ammo if you don't know what to look for.
Ah my poor fingers! I think they will be ok though. Copious amounts of tea is a great medicinal to rejuvenate both body and spirit! xD
I am happy you liked the capes. Thank you for your kind words. I will be making some more steampunk capes in the not too distant future. You can definitely use it to link to my thread. That would be much appreciated.
As for making my mod multiplayer friendly that might happen too. I am talking with another player about setting up a server for it. Nothing is definite and only time will tell. Until we meet again take care amigo! =)
(you can tell that sandstone doesn't have a normal nor specular from that image)
I also have it working to a level that is decent... I gave it a few hours tonight, and came up with this:
Here are links to the Terrain_nh.png and Terrain_s.png files
http://s541.photobucket.com/albums/gg361/pyus123/?action=view¤t=terrain_nh.png
http://i541.photobucket.com/albums/gg361/pyus123/terrain_s-2.png?t=1297669538 (need to rename it terrain_s.png)
Also, I did not go block by block for the mapping, I did them all at once, so at a distance there is still a purple line, but its better then it was before. Torches glitch for some reason, I am still trying to figure out.
Good info here: http://www.minecraftforum.net/viewtopic.php?f=25&t=128043&p=2483629&hilit=torches#p2483629
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Curse PremiumThis is part of a reply to a recent PM regarding changing textures on the terrain.png file (that's the relevent file for your needs and it's easy to find in the zip), but there's no easy 'options screen' to enable/disable parts of the terrain textures (the landscape and building block textures you see in game), for that you'll need the services of a graphics editor:
To change any of the textures might be a little difficult if you're not familiar with a graphic editor like Photoshop, Gimp or Paint.net. Gimp and Paint.net are free and it's not too difficult to load up the 'terrain.png' file in the root of my texture pack (you may need to drag a copy of the file out onto the desktop). Don't use Windows Paint, as it doesn't support 'alpha' channel transparency (the see through bits of glass, foliage and the door windows, etc).
Cut the textures you don't like out and drop in some other textures you'd rather have in it's place...each square is exactly 32x32 pixels, so just make sure you get things in the right place. When you're happy, save the file under the same name (terrain.png) and drop it back in the zip file. You only need to re-install Minecraft and re-patch if you mess with the lava or water texture, otherwise you can make as many alterations to the 'terrain.png' as you like.
I will soon be putting up a file of alternative textures in the OP on page 1 of my thread, but if you look back through this thread you should come across copies of my older terrain.png files that were crammed with different textures and you could use these. Alternatively you could download someone else's texture pack and use a texture or two from one of these to replace those you're not particularly happy with, but if you offer it to some else on the thread, be sure to credit the appropriate artist/s whose work you've borrowed.
I'd have to be honest and say I can't do this for you, as I simply don't have the time, with everyone asking me to finish off other things in the pack.
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Curse Premium@ Biodude & AnonCthulhu: Many thanks for your continued efforts on this, you two. That pic looks wonderful to me, Anon! I very much appreciate the time you've put in to this so far.
Could I offer your two screens, AnonCthulhu (with credit and a link to the mod) in the OP at the top, or would you rather I held off until you are more happy with the results? Also is there any easy formula that you have discovered that would make it easy to update the terrain.nh and terrain.s files, whenever I change any of the terrain textures? The reason being that I'd like to keep things as flexible as possible for future updates. I'm sure as the mod matures, it may become easier to work with (says I, who knows so very little about it! Lol! Though I did read through most of the thread...and ran scared thinking of the extra work involved!)
Thanks again, you guys.
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Curse PremiumI did, mate! Fantastic mod, as is the rest of the stuff offered in his thread, but I don't think it employs the 'pumpkinblur.png' graphic, so my pumpkin Diving Helm would be useless.
There is another mod though here, that does allow use of the diving helm graphic: viewtopic.php?f=25&t=176625&p=2563400#p2563400
I think these mods are popping up because of what Notch said recently, regarding putting more undersea things into the game! :smile.gif: Get ready for everything to break again soon! Lol!
Thanks Glimmar for the props. BUT and I think all here will agree the true inspiration comes originally from your texture pack. Yes, I know, there has been a plethora of contributions from many of us on here, but ORIGINALLY this all started with a desire inside of you. And from that spark a forest fire was lit!
SO, from the bottom of my heart, thank you very much!
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Curse PremiumHa ha! Many thanks PipeHead, and I really do take heart and inspiration from what you lot are doing.
Like me, you and everyone in PipeWorld like to build on as vast an industrial scale as Minecraft will allow and I think that's what inspired me to start in the first place with a Victorian Industrial theme or Steampunk. Seeing what things are being done now, even if only a few of my textures are being used (and I really take no offence in folk changing things to suit) is a sight for my old sore eyes.
The mega building projects you've created and are working on, have done more to sell this texture pack as anything, and as much as anyone you've understood, I think, what I was striving for, with textures that look as good as they can when viewed from a distance. Gestankfaust's vids are the proof. So I'm very, very grateful for those words, but inspiration is definately a two way thing, mate!
As soon as I've got the items sheet to my satisfaction, I will be starting on some new alternate textures and see what pops up out of new work with things like smooth stone, cobblestone and more metal textures all of which can be used to replace the wool textures, and then there's the 'Insane' art sheet to contemplate working on! As long as you and other folk keep sending in your marvellous works of the imagination, I'll keep on producing new textures, and I'm sure there are more splendid things to come from Notch and modding. Ain't Minecraft grand!
By-the-way, I absolutely love the scale and design of those bridge supports.
Thanks! I played a bit last night, just to see how the graphics look during game play, and it looks fine to me. I will be making a few fixes tonight, when I do I'll link the new file and post more screen shots. In the mean time, if you would like to add this to the contributions on page one, I'd be honored :biggrin.gif:.
Maintaining it might be a pain. After I do the fixes, I'll work on a tutorial of what I've done, hopefully if people see me actualy do it, they can give some positive critism and hints/shortcuts. Once I get this down, it should take me like 15-20 minutes to update the files. There are a ton of requests for tutorials in the GLSL thread. So might help both camps :biggrin.gif:
*Edit*
Note to self, if I ever attempt to rebuild, fully sketch plans with Minecraft walls in mind...
So true Triskelli...so true.
when I built the PAS Glimmar (PB-01)...you know...the one with the guns...
I wanted to make the floors 3 blocks high, but after I was well into construction, I began to get the feeling that I wasn't going to have enough room for that height on each floor. It was either redo what was already done or lose the bottom half of the ship(I started with the top). I didn't want to lose the bottom since that would of violated the original design too much. So 2 block high levels it was....
In the end, it worked out perfectly since this was a warship/combat vessel and if anyone has ever been on a warship, space for the people is usually minimal. All of the rebuilding could have been avoided had I simply did some basic plans on graph paper...LOLZ
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Curse PremiumThanks for the support, but I'd rather you held off on mine. Anon's doing a lot better job at it and I barely have anything done, plus it's incredibly shiny. :tongue.gif:
I am, however, working a bit on a formula for making everything easy, but a lot of it is a bit time consuming, especially generating the normal maps tile by tile. I've still not found a good way to create them and get the effects that other packs do (look at the images for Aza's Arid and how deep things look), and I've not generated good speculars at all. I think I may look into doing it by hand a bit... or see if I can find a specular generator.
Or you could use the minegunner mod to get actual flintlocks. It increased the authenticity of the steampunk-esque world and made the game so much fun for me.
Speaking of which, Glimmar, Tlos, or anyone with texture expertise, you should add some textures for the guns in the mod. I know the maker is looking for better textures.
Sorry, I wasn't familiar, I was just testing out how it would work. In game it actually didn't look too bad, it just was a little confusing with the ammo if you don't know what to look for.
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Curse PremiumDue to circumstances beyond my control, I shall have to build yet a new fort. Last time I let someone on minecraft.