All of the textures seem to blend beautifully, and the detail is gorgeous. DEFINITELY bookmarking this thread and grabbing the pack.
Best of luck to you with any future updates!
malanius, 'Awesome' is an oft used word these days, but so very applicable here! There aren't enough superlatives to heap on this. I so love the boarding tower you've constructed here (assuming that's what it is behind the airship) and the dockside warehouses. I'm looking forward to seeing your ocean going vessels and any subs, etc. Wow, you just make me want to get stuck back into building in my own world.
Did you carve out the shape of the dock by hand and how did you manage to keep all the mobs away when you took those pics?
Look out for the mod that's being worked on with regard to dyed cloth, etc. It will be epic to be able to give the sides of airships appropriate emblems and designs. I'm looking forward to adding to the potential for creativity with the art file gadgets, etc.
Really inspiring stuff for everyone to see!
Ya that is the boarding tower, though I redesigned it last night so it is slightly different now (thats now 4 redesigns lol). and I was lucky enough to find a near perfect bay area on my map so I just touched it up to make it work for my town. So, thankfully not a whole lot of carving it all out. as for the mobs, they have a habit of falling into the canals and getting stuck ... it actually a little annoying, but it worked for th pics.
and man dyed cloth would be so cool, though honestly I'm not entirely sure how I would go about using it.
@Telgar - that is awesome, I want it quite badly to help me build my submarine.
Edit: good news every one this texture pack works with the new in game texture swapper. Only problem is you have to re-run the mcpatcher if you switch to a low res pack and then back to this one. but thats a small price to pay for not having to always go into the .jar file.
Rollback Post to RevisionRollBack
By the word of Notch, may Hell lay a curse on thou miner, upon which many creepers shall befall. Ghasts will terrorize thee and destroy thou's hard work.
-Chris The Mushroom
#### Success! ...probably ####
[java, -cp, null/minecraft.jar;null/lwjgl.jar;null/lwjgl_util.jar;null/jinput.jar, -Djava.library.path=null/natives, -Xmx1024M, -Xms512M, net.minecraft.client.Minecraft]
java.lang.NoClassDefFoundError: net/minecraft/client/Minecraft
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.Minecraft
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
Could not find the main class: net.minecraft.client.Minecraft. Program will exit.
Exception in thread "main"
aww I didn't notice it was 16x16 for the contest ... doesn't that kinda knock out most popular texture packs though with that restriction.
oh well, though I should post a few pics of how my airship looks now with the steampunk textures (awesome by the way). and please excuse the low resolution of the pics, I couldn't get fraps to cooperate so I just used print screen.
Captains room
Deck
Engineering
Fake engines and Props
and my new battleship, which is still a work in progress, off in the distance.
Yet again, you have inspired me.
I feel like building a hidenburg.
Off I go!
I hope you'll report back with piccys! :biggrin.gif: We need all the inspiration we can get.
By-the-way, has anyone read Alastair Reynold's latest book, "Terminal World"? It's written like he wrote it after a long session playing Minecraft! Full of Steampunk airships, sky piercing towers and Biome-like zones. If you haven't read it and love Steampunk or science fiction in general, have a look. Sorry for going off topic. Actually it's not really off topic at all is it! :biggrin.gif:
Someone mention a Hindenburg?
Sorry about any texture glitchiness in these shots, I installed the Steampunk pack specifically to take the screenies here. I'll be getting this exported for download and import via MCEdit soonish. I actually happen to have TWO versions- one with a cloth skin and one with a decidedly nonflammable exterior for SMP servers. The cloth one is a rather faithful reproduction of the actual Hindenburg (in terms of interior layout), while the second one takes a more liberal approach designed for Minecraft.
Both ships are 245 meters long and 41 meters in diameter. There is some slight variation between the nose spikes which you'll see once I get them uploaded. Their measurements have been taken from the specifications of the Hindenburg and have been followed to the best of my ability.
I'll be posting both versions for download when I can get them. And sending screenies of it with the new texture pack. :biggrin.gif:
Until then, have fun with the screenshots.
From the bow, getting a good look at the exterior of the gondola and control car.
From the side, night. Note that you can't get it into your screen in its entirety with less than normal view distance.
From the side, day. The tail emblems are there for show and not meant to represent anything.
Inside the control car.
Backwards-facing view from inside the control car.
Hallway connecting to the gondola.
End of the hallway, stairwell, and observation deck. Glitchy textures.
A view from the observation deck.
A better look at the stairwell and the inglourious "Exit Hatch".
At the midway point of the stairwell looking up to the cabins.
The cabin hallway at night. Note it's much better lit during the day, but at night I chose to go with a soft lighting.
Entry into a cabin. Six in total.
Basic floor layout of a cabin.
Looking back out at the hall.
A view of the hallway from the other end.
A shot from below the bow of the ship to give a feeling of how truly massive this thing really is.
Enjoy. I'll upload once I finish work on the second (really the first) and get the one you see here out of the SMP mod it's in. I don't control the exporting so I can't give a timeframe!
Rollback Post to RevisionRollBack
Project Genesis
Vanilla(ish) SMP Server Connect to pgenesis.com to play. Zod commands it.
First Showing of My New Pumpkin Diving Helm/Lantern/Nether World Ventillation Shaft Cap
Very loose connection here, but a theme I want to continue when I work on the Nether blocks. I want to move away from the allusion to hell and more to a subterranean world as written about in the 'Time Machine' and 'Journey to the Centre of the Earth'. Well I'm going to 'attempt' it anyway!
The Steampunk idea behind this is that they are first found in the landscape as a H. G. Wellsesque ventillation cap from the future of the 1960's film version of the 'The Time Machine'.
Then you can use them as a diving helm for your submarines and underwater bases (or space helm for your interstellar steam ships). :biggrin.gif:
Or use them as lamp decorations or engine room boilers, etc. A little safer than my 'TNT boilers'! :biggrin.gif: If you're really imaginative you could see it as Minecraft's first washing machine! Well some of us like to pretend we're farmers and now you can pretend to be all domesticated in another sense! :biggrin.gif:
I've also tried to position the 'air' pipes is such a way that they interact quite nicely with my redstone wire/brass plumbing.
You may notice that to get round (no pun intended) the spherical nature of the traditional diving helmet, I've arranged the air pipes into a cube arrangement. Everything's a trade off in a cube world, so not perfect, but I hope you think it's got some merit.
I will do a pumpkinblur custom interior for this helm when I've finished the other Nether World blocks. I'd like to spend some time to get it right. In the meantime, there are lots of helmet huds and interiors on offer in this section of the forum
Quote from malanius »
Edit: good news every one this texture pack works with the new in game texture swapper. Only problem is you have to re-run the mcpatcher if you switch to a low res pack and then back to this one. but thats a small price to pay for not having to always go into the .jar file.
Oh, well, that's a surprise as I'm not sure I put the 'cart.png' and 'sign.png' files into an 'item' folder. As soon as I can I will check this! Glad that xua's HDPatcher still seems to work. Thanks Notch for not casting 32x32 textures aside. I sincerely hope it works for all texture sizes though.
Quote from Alexandur »
why not work ;_;
Not sure, Alexandur. I see you are using the HD patcher as instructed. I tend to drop my files directly into the minecraft.jar file and then run the HD patcher fresh. It seems to work for everyone else, and as it's basically only the terrain.png file, there's not a lot that should go wrong unless it's to do with the patcher or Notch's latest update.
Sorry not to be of more help there. Perhaps someone who knows Java (I'm only a simple artist!) can scan your log printout and see what's going on. Otherwise, redownload Minecraft and start again fresh.
Quote from Tiger4Ruler »
Quote from Glimmar »
The glass visor needs to cover as large an area as possible without breaking the illusion of being enclosed.
The smaller the visor is and the field of view the more you get the feeling of being enclosed or in a compressed room, I find you contradict yourself in this matter, e.g. Alien first movie, when Ripley gets in the suit and only has more limited view (also the viewer) the tension rises, I hope I explained understandable.
Like everything in Minecraft and design there's got to be a compromise. For everyone who likes a nice dark confining helmet with a small glass window, there will be an equal number who want something light and airy with plenty of window viewing real-estate to be able to construct their dreams on the sea bed. Therefore my original statement still stands, "The glass visor needs to cover as large an area as possible without breaking the illusion of being enclosed". Everything's a bit of a balancing act really. :smile.gif: Anyway see what i come up with for my helm, it's easy enough to swap it out for something else if you don't like it. Before we know it, there'll be as many helmet huds as there are skins to choose from!
Quote from Telgar »
Glimmar, i couldn't resist posting this since you mentioned all we need now is underwater sounds earlier. I actually put this together for your viewing so i am going to post it here in your thread. I don't know if this can actually be modded into the game or not. This may merely be an excercise in futility, though fun nonetheless. However if it can be modded somehow, the sound byte is all yours. Sorry about the lack of clanking metal. =)
Diver Sounds:
I uploaded the sound file too. It's already been converted to .ogg in case some clever modder can use it. Get it here: Underwater_Sounds.ogg
That is just so perfectly what i had in mind, Telgar! Wonderful! Thank you so much for posting it here. :biggrin.gif:
I'm no modder, but if some kind person could show me and others how we might add this sort of sound to the helm when we wear it underwater...there would be a lot of smiley faces everywhere! :smile.gif: I will just make a loop of it and run it as an mp3 or something in the background when I get round to working on my underwater base!
Thanks again to everyone for your kind compliments. You make my time spent on it very enjoyable and rewarding! :biggrin.gif:
@ Eurgiga: Lovin' the epicness of it all! WOW! We need a 'My airship is bigger than yours' competition now! I think this will come in first so far! Lol!
I will bump a couple of the best pics to the top if you don't mind. Excellent work. I like that you're using my original glass too...better for that heavy scaffolding effect that you've used it for. Did you leave out my sign.png file intentionally? No worries if you did, but if you want my version, you know to just drop it in the 'items' folder in the 'minecraft.jar' file?
i found that the pack messes up the watch it just shows as 2 little blue things
Sorry, Legion1232, this is common to all HD texture packs, anything above 16x16, as mentioned in the instructions on page 1 of this thread. Everyone is waiting on xau and his HD Patcher or Notch to fix this. The compass is also effected, in that it gets progressively smaller the larger the texture pack you choose! :sad.gif: No-one's fault, just has to be fixed by the above!
Quote from Tiger4Ruler »
@Glimmar: If I understand it right the new texture pack switcher might work with 32x32 not tried yet, so I guess your pack now is in dire need of a sweet text for "pack.txt" and a nice picture for "pack.png" , lol no clue what dimensions at the moment ^^
Typical, isn't it! I just about get sorted and Notch messes me around again! Lol! Right, I'll add it to the list of things I need to do. I've not even had chance to download the update yet.
Any chance you can walk me through what needs changing? My brains tired and slow! I'm assuming my terrain.png, particles.png and items folder containing my cart.png and sign.png all need to be placed in a .zip file named ?.? ...not clear on that one. And where does the 'nice' picture go? :biggrin.gif:
I know it's only me, but things seemed a lot easier to just manually drop it in the minecraft.jar file! Lol. :biggrin.gif:
Tiger4Ruler: The image has to be square, that's the only requirement.
My submission for the description text:
A theme that looks to recreate the stylized worlds of H.G. Wells and Jules Verne, amongst others.
Ooo. :ohmy.gif: I like that! :biggrin.gif: Roll the press! Is it just a one line space for text? Sorry I should run the update, but I'm tired, having worked on the pumpkin washing machine all today's free time! Can't face any more fixes, changes and what-nots tonight!
1. How is this LESS laggy then the normal texture pack?
2. Why do I like this so much if I don't even like steampunk?
3. Why have I suddenly run out of questions?
1. How is this LESS laggy then the normal texture pack?
2. Why do I like this so much if I don't even like steampunk?
3. Why have I suddenly run out of questions?
Isn't it possible to just talk in questions?
Why is this pack so full of win?
How can I describe how much I look forward to the nether textures for this pack?
Excellent work, Glimmar. My only complaint is that I use the fixed orientation of redstone dust as a cave exploration tool (it always points the same way, unlike the spawn compass), so symmetrical redstone textures mess with my ability to explore caves.
I started working on a Clockwork Spider skin. What you see below is a very preliminary version. It has jeweled emerald eyes and a blue gear inlay on the back. I wouldn't expect too much out of it, because I haven't done pixel art in a long, long time and never did much of it, and I'm still sorting out how the UV map for the mob is laid out. In particular, I need to sort out the leg layout; it's all kinds of messed up (the template I found was wrong in places, and I'll likely need to make a test map).
Quote from Valdrec »
I have a probelm with this, I'm not sure if it's the new texture support or what, but it understands the terrain and particle, but not the art, signs or cart files.
It's not. In the "Instructions for Installation" section at the start of the thread and in the text file, Glimmar mentions that cart.png and sign.png belong in the item/ folder. (Don't feel bad, I forgot that step myself.)
I normally do little posting and just lurking but I felt the need to compliment you on this pack, it creates an atmosphere that I've only felt with doku's rpg texture pack, this takes the proverbial gold and diamond sandwich
No problems Tiger4Ruler, not your fault. I expected a bit more room though... At least you got a pack done correctly and working with the new selector.
I feel an irresistible urge to go build some kind of submarine now.
Possibly 20,000 leagues meets Atlantis........
I can't wait for that helmet!
Congratulations on finding a way to convincingly make it part of the landscape as well as a usable helmet, the vent-shaft cap was a very inspired way of dealing with it.
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...This is amazing. No joke.
All of the textures seem to blend beautifully, and the detail is gorgeous. DEFINITELY bookmarking this thread and grabbing the pack.
Best of luck to you with any future updates!
Ya that is the boarding tower, though I redesigned it last night so it is slightly different now (thats now 4 redesigns lol). and I was lucky enough to find a near perfect bay area on my map so I just touched it up to make it work for my town. So, thankfully not a whole lot of carving it all out. as for the mobs, they have a habit of falling into the canals and getting stuck ... it actually a little annoying, but it worked for th pics.
and man dyed cloth would be so cool, though honestly I'm not entirely sure how I would go about using it.
@Telgar - that is awesome, I want it quite badly to help me build my submarine.
Edit: good news every one this texture pack works with the new in game texture swapper. Only problem is you have to re-run the mcpatcher if you switch to a low res pack and then back to this one. but thats a small price to pay for not having to always go into the .jar file.
By the word of Notch, may Hell lay a curse on thou miner, upon which many creepers shall befall. Ghasts will terrorize thee and destroy thou's hard work.
-Chris The Mushroom
Found Compass: ae.class
Found StillLava: ba.class
Found FlowLava: ex.class
Found AnimManager: fr.class
Found Tessellator: ip.class
Found FlowWater: iw.class
Found Tool3D: kq.class
Found Fire: li.class
Found Block: nl.class
Found StillWater: nz.class
Found Minecraft: net/minecraft/client/Minecraft.class
Patching class: AnimTexture (ad.class)
Fix new array[1024] -> 65536 - <init>@5
Patching class: Compass (ae.class)
Change constant value 8.5 -> 64.5
Change constant value 7.5 -> 63.5
Fix new array[256] -> 16384 - <init>@12
Fix * 16 -> 128 - <init>@48
Fix * 16 -> 128 - <init>@60
.getRGB(...16,16,...16) to .getRGB(...128,128,...128) - <init>@70
Fix while(i<256) -> while(i<16384) - [email protected]
Fix * 16 -> 128 - [email protected]
Fix * 16 -> 128 - [email protected]
Update const reference 37 -> 158 - [email protected]
Update const reference 37 -> 158 - [email protected]
Update const reference 35 -> 160 - [email protected]
Update const reference 35 -> 160 - [email protected]
Replacing ay.class
Replacing et.class
Patching class: AnimManager (fr.class)
Change constant value 1048576 -> 16777216
Update const reference 2 -> 332 - <init>@35
Fix %16*16+_3*16 -> %16*128+_3*128 - [email protected]
Fix /16*16+_4*16 -> /16*128+_4*128 - [email protected]
glTexSubImage2D(...,16,16) -> glTexSubImage2D(...,128,128) - [email protected]
glTexSubImage2D(...,16,16) -> glTexSubImage2D(...,128,128) - [email protected]
Replacing iq.class
Patching class: Tool3D (kq.class)
Change constant value 16.0 -> 128.0
Change constant value 0.001953125 -> 3.0517578E-5
tool pixel top - [email protected]
Update const reference 32 -> 318 - [email protected]
Update const reference 32 -> 318 - [email protected]
Update const reference 32 -> 318 - [email protected]
Update const reference 32 -> 318 - [email protected]
Fix while(i<16) -> while(i<128) - [email protected]
Fix while(i<16) -> while(i<128) - [email protected]
Fix while(i<16) -> while(i<128) - [email protected]
Fix while(i<16) -> while(i<128) - [email protected]
Update const reference 11 -> 319 - [email protected]
Update const reference 11 -> 319 - [email protected]
Update const reference 11 -> 319 - [email protected]
Update const reference 11 -> 319 - [email protected]
Patching class: Fire (li.class)
Change constant value 1.06 -> 1.01
Fix new array[320] -> 16896 - <init>@16
Fix new array[320] -> 16896 - <init>@25
Fix * 16 -> 128 - <init>@8
(unpatch) <init> *128 to *16 - <init>@7
Fix while(i<256) -> while(i<16384) - [email protected]
Fix while(i<20) -> while(i<132) - [email protected]
Fix while(i<20) -> while(i<132) - [email protected]
Fix while(i<16) -> while(i<128) - [email protected]
Fix while(i<16) -> while(i<128) - [email protected]
Fix * 16 -> 128 - [email protected]
Fix * 16 -> 128 - [email protected]
Fix * 16 -> 128 - [email protected]
Fix * 16 -> 128 - [email protected]
Fix mod 20 -> 132 - [email protected]
Fix ILOAD_2; if_icmplt 19 -> if_icmplt 131 - [email protected]
Update const reference 2 -> 58 - [email protected]
Replacing nr.class
Reading terrain.png...
Resizing terrain.png from 512x512 to 2048x2048
Reading gui/items.png...
Resizing gui/items.png from 256x256 to 2048x2048
Patching class: Minecraft (net/minecraft/client/Minecraft.class)
Replacing WaterAnimation.class
#### Success! ...probably ####
[java, -cp, null/minecraft.jar;null/lwjgl.jar;null/lwjgl_util.jar;null/jinput.jar, -Djava.library.path=null/natives, -Xmx1024M, -Xms512M, net.minecraft.client.Minecraft]
java.lang.NoClassDefFoundError: net/minecraft/client/Minecraft
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.Minecraft
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
Could not find the main class: net.minecraft.client.Minecraft. Program will exit.
Exception in thread "main"
why not work ;_;
Someone mention a Hindenburg?
Sorry about any texture glitchiness in these shots, I installed the Steampunk pack specifically to take the screenies here. I'll be getting this exported for download and import via MCEdit soonish. I actually happen to have TWO versions- one with a cloth skin and one with a decidedly nonflammable exterior for SMP servers. The cloth one is a rather faithful reproduction of the actual Hindenburg (in terms of interior layout), while the second one takes a more liberal approach designed for Minecraft.
Both ships are 245 meters long and 41 meters in diameter. There is some slight variation between the nose spikes which you'll see once I get them uploaded. Their measurements have been taken from the specifications of the Hindenburg and have been followed to the best of my ability.
I'll be posting both versions for download when I can get them. And sending screenies of it with the new texture pack. :biggrin.gif:
Until then, have fun with the screenshots.
From the bow, getting a good look at the exterior of the gondola and control car.
From the side, night. Note that you can't get it into your screen in its entirety with less than normal view distance.
From the side, day. The tail emblems are there for show and not meant to represent anything.
Inside the control car.
Backwards-facing view from inside the control car.
Hallway connecting to the gondola.
End of the hallway, stairwell, and observation deck. Glitchy textures.
A view from the observation deck.
A better look at the stairwell and the inglourious "Exit Hatch".
At the midway point of the stairwell looking up to the cabins.
The cabin hallway at night. Note it's much better lit during the day, but at night I chose to go with a soft lighting.
Entry into a cabin. Six in total.
Basic floor layout of a cabin.
Looking back out at the hall.
A view of the hallway from the other end.
A shot from below the bow of the ship to give a feeling of how truly massive this thing really is.
High-res screenshots available at: http://img294.imageshack.us/g/20101110155941.png/
High-res slideshow available at: http://img294.imageshack.us/slideshow/webplayer.php?id=20101110155941.png
Enjoy. I'll upload once I finish work on the second (really the first) and get the one you see here out of the SMP mod it's in. I don't control the exporting so I can't give a timeframe!
Vanilla(ish) SMP Server
Connect to pgenesis.com to play. Zod commands it.
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Curse PremiumVery loose connection here, but a theme I want to continue when I work on the Nether blocks. I want to move away from the allusion to hell and more to a subterranean world as written about in the 'Time Machine' and 'Journey to the Centre of the Earth'. Well I'm going to 'attempt' it anyway!
The Steampunk idea behind this is that they are first found in the landscape as a H. G. Wellsesque ventillation cap from the future of the 1960's film version of the 'The Time Machine'.
Then you can use them as a diving helm for your submarines and underwater bases (or space helm for your interstellar steam ships). :biggrin.gif:
Or use them as lamp decorations or engine room boilers, etc. A little safer than my 'TNT boilers'! :biggrin.gif: If you're really imaginative you could see it as Minecraft's first washing machine! Well some of us like to pretend we're farmers and now you can pretend to be all domesticated in another sense! :biggrin.gif:
I've also tried to position the 'air' pipes is such a way that they interact quite nicely with my redstone wire/brass plumbing.
You may notice that to get round (no pun intended) the spherical nature of the traditional diving helmet, I've arranged the air pipes into a cube arrangement. Everything's a trade off in a cube world, so not perfect, but I hope you think it's got some merit.
I will do a pumpkinblur custom interior for this helm when I've finished the other Nether World blocks. I'd like to spend some time to get it right. In the meantime, there are lots of helmet huds and interiors on offer in this section of the forum
Oh, well, that's a surprise as I'm not sure I put the 'cart.png' and 'sign.png' files into an 'item' folder. As soon as I can I will check this! Glad that xua's HDPatcher still seems to work. Thanks Notch for not casting 32x32 textures aside. I sincerely hope it works for all texture sizes though.
Not sure, Alexandur. I see you are using the HD patcher as instructed. I tend to drop my files directly into the minecraft.jar file and then run the HD patcher fresh. It seems to work for everyone else, and as it's basically only the terrain.png file, there's not a lot that should go wrong unless it's to do with the patcher or Notch's latest update.
Sorry not to be of more help there. Perhaps someone who knows Java (I'm only a simple artist!) can scan your log printout and see what's going on. Otherwise, redownload Minecraft and start again fresh.
Like everything in Minecraft and design there's got to be a compromise. For everyone who likes a nice dark confining helmet with a small glass window, there will be an equal number who want something light and airy with plenty of window viewing real-estate to be able to construct their dreams on the sea bed. Therefore my original statement still stands, "The glass visor needs to cover as large an area as possible without breaking the illusion of being enclosed". Everything's a bit of a balancing act really. :smile.gif: Anyway see what i come up with for my helm, it's easy enough to swap it out for something else if you don't like it. Before we know it, there'll be as many helmet huds as there are skins to choose from!
That is just so perfectly what i had in mind, Telgar! Wonderful! Thank you so much for posting it here. :biggrin.gif:
I'm no modder, but if some kind person could show me and others how we might add this sort of sound to the helm when we wear it underwater...there would be a lot of smiley faces everywhere! :smile.gif: I will just make a loop of it and run it as an mp3 or something in the background when I get round to working on my underwater base!
Thanks again to everyone for your kind compliments. You make my time spent on it very enjoyable and rewarding! :biggrin.gif:
@ Eurgiga: Lovin' the epicness of it all! WOW! We need a 'My airship is bigger than yours' competition now! I think this will come in first so far! Lol!
I will bump a couple of the best pics to the top if you don't mind. Excellent work. I like that you're using my original glass too...better for that heavy scaffolding effect that you've used it for. Did you leave out my sign.png file intentionally? No worries if you did, but if you want my version, you know to just drop it in the 'items' folder in the 'minecraft.jar' file?
Awesomeness indeed.
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Curse PremiumSorry, Legion1232, this is common to all HD texture packs, anything above 16x16, as mentioned in the instructions on page 1 of this thread. Everyone is waiting on xau and his HD Patcher or Notch to fix this. The compass is also effected, in that it gets progressively smaller the larger the texture pack you choose! :sad.gif: No-one's fault, just has to be fixed by the above!
Typical, isn't it! I just about get sorted and Notch messes me around again! Lol! Right, I'll add it to the list of things I need to do. I've not even had chance to download the update yet.
Any chance you can walk me through what needs changing? My brains tired and slow! I'm assuming my terrain.png, particles.png and items folder containing my cart.png and sign.png all need to be placed in a .zip file named ?.? ...not clear on that one. And where does the 'nice' picture go? :biggrin.gif:
I know it's only me, but things seemed a lot easier to just manually drop it in the minecraft.jar file! Lol. :biggrin.gif:
My submission for the description text:
A theme that looks to recreate the stylized worlds of H.G. Wells and Jules Verne, amongst others.
I do stuff.
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Curse PremiumOoo. :ohmy.gif: I like that! :biggrin.gif: Roll the press!
I do stuff.
I do stuff.
1. How is this LESS laggy then the normal texture pack?
2. Why do I like this so much if I don't even like steampunk?
3. Why have I suddenly run out of questions?
Isn't it possible to just talk in questions?
Why is this pack so full of win?
How can I describe how much I look forward to the nether textures for this pack?
Why am I still talking in questions?!?
I started working on a Clockwork Spider skin. What you see below is a very preliminary version. It has jeweled emerald eyes and a blue gear inlay on the back. I wouldn't expect too much out of it, because I haven't done pixel art in a long, long time and never did much of it, and I'm still sorting out how the UV map for the mob is laid out. In particular, I need to sort out the leg layout; it's all kinds of messed up (the template I found was wrong in places, and I'll likely need to make a test map).
It's not. In the "Instructions for Installation" section at the start of the thread and in the text file, Glimmar mentions that cart.png and sign.png belong in the item/ folder. (Don't feel bad, I forgot that step myself.)
again, thank you for this work of art
Thanks for continuing to support this pack Glimmar!
I'd suggest:
"Textures inspired by Steampunk,
ala H.G. Wells and Jules Verne"
I do stuff.
Possibly 20,000 leagues meets Atlantis........
I can't wait for that helmet!
Congratulations on finding a way to convincingly make it part of the landscape as well as a usable helmet, the vent-shaft cap was a very inspired way of dealing with it.