Thanks everyone for the great comments again and not forgetting the inspiration and help. Tiger has helped me understand what needs to go in the new zip file and I've spent the morning experimenting. Just have to put together a nice little pic for the title now.
@ Veovis Muad'dib and Dyne. Will use your suggestions - the shorter one. they nicely encapsulate the theme. :smile.gif:
All this messing has delayed me working on the Nether blocks, but I do have the Pumpkin helmet finished, as seen in the pics above. So when I upload my Steampunk texture pack (tonight - hopefully) it will include that. No pumpkinblur.png for the hud yet. :sad.gif:
I've also been playing around with the wood and brick light levels. Wasn't really happy with the brick being so red, but if I toned it down it looked too similar to the wood in colour. So I've darkened the wood to a 'creosote'/'Jacobean style and lightened the brick somewhat so there is a better contrast between the two. Will include the originals on the terrain.png as usual and if there is a public outcry I'll swap 'em back in the next version.
Also the water and lava seem to be broken now, despite my best efforts. I think other HD packs are experiencing this though. But I'm sad about losing the lovely pea-soup colour. Let me know if anyone manages to get these working. Many thanks
@ Dyne. Nice looking clockwork spider there! :smile.gif: Yes those mob layouts are pretty confusing sometimes! I'm kind of looking forward and not looking forward to working on them.
I'm sorry about the 'fixed orientation of redstone dust' problem. Wouldn't it be possible to mark one of the ends or lengths of my brass piping? Then you could carry your lucky bit of brass with you on your cave exploration jaunts.
@ Jonathan_Kent: I'm looking forward to seeing your underwater creations!
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.
Dyne, I will fix this for you in this next upload. I'm just experimenting with my brass pipes now (no lewd comments folks!! :biggrin.gif:). Hopefully you'll soon be laying a brass pipe 'cross' on the floor to get your orientation! :smile.gif:
like everyone else (is there a single negative post in this whole thread?), i'm hugely impressed with your work here. an amazing way to look at minecraft. i don't know if it's been mentioned elsewhere in the thread, but if you'd be willing to share IRL information at some point, i'm sure people here would like you look at the art you create professionally.
additionally, since you've mentioned you're working on the paintings, i thought i'd share this thread: viewtopic.php?f=35&t=78243&p=1251325#p1251325 which is playing with creating cabinets, drawers, shutters, and other "depth" to the game using paintings. i've found it really useful/interesting and i can't wait to see what you come up with on the subject.
I'm really enjoying this pack. I generally prefer using 16x16 packs but this pack sort of blew my mind. I wish I was good enough with creating large projects to make sweet blimps and towns like a few people have posted here, but most of my constructions tend to be small houses. I did however make my miner a little more fashionable for fun. Leather armor also gives a little more rugged pants and boots, a pair of leather work gloves and some welding goggles.
I can't use it, but just saying that this is doubtlessly the best HD pack I've seen around. Somehow you've found a way to make it fit with the blockiness of Minecraft where most HD packs just don't look right. Nicely done.
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"When as children we listen and dream, we think but half formed thoughts. And when as men we try to remember, we are dulled and prosaic with the poison of life." - Celephaïs, H.P. Lovecraft
I'm really enjoying this pack. I generally prefer using 16x16 packs but this pack sort of blew my mind. I wish I was good enough with creating large projects to make sweet blimps and towns like a few people have posted here, but most of my constructions tend to be small houses. I did however make my miner a little more fashionable for fun. Leather armor also gives a little more rugged pants and boots, a pair of leather work gloves and some welding goggles.
Sorry for the delay folks! Here is the updated texture file. Including the new Pumpkin Diving Helm (no pumpkinblur.png yet though!). Have tested it on my system and all works as it should, barring the known bugs with the 1.2.2 version of Minecraft and xau's HD Texture Fix v1.1.8. Hope it works for you! :biggrin.gif:
With this update I've also been playing around with the wood and brick light levels. Wasn't really happy with the brick being so dark red, but if I toned it down it looked too similar to the wood in colour. So I've darkened the wood to a 'creosote'/'Jacobean style and lightened the brick somewhat so there is a better contrast between the two. Will include the originals on the terrain.png as usual and if there is a public outcry I'll swap 'em back in the next version. It does have the benefit of making the fences look a little more like cast iron railings and hopefully will compliment wooden sailing ship constructions...being a little bit more tarred?
The Nether block textures are still low res. as I don't want to waste time doing temporary HD ones, but concentrate on the finished Steampunk versions, subject to the proper inspiration. Coming as soon as I can...I really am sorry I can't work faster. I would greatly appreciate any and all ideas with regard to the three 'Nether' blocks according to this theme, but I'd like the materials to be something that makes it worthwhile collecting them from the Nether, to use as extra building blocks in our Steampunk/Industrial worlds.
Please note this pack only replaces the terrain.png, particles.png, minecart.png and sign.png. It should not replace any of your other favourites like the sun, moon and mobs, etc.
-INSTALLATION-
1. Ideally, ensure your game is a clean, freshly installed version of Minecraft.
2. Boot up the Minecraft game, select 'Mods and Texture Packs', select 'Open texture pack folder' and just drag 'Glimmar's Steampunk v1.3' zip file into it, from where you saved it. Don't forget to select it as your
pack of choice.
3. To fix any Texture Glitches and enable animated water and lava, exit Minecraft and use the "HD Texture Fix" patcher by xau. Available on the 'Mapping & Modding' section of the Minecraft Forums. The HD patcher may not
be up-to-date and so some things in game (such as the watch and compass) may not look normal. You may need to experiment with the various patcher settings, eg. uncheck 'Better Grass' or 'Custom Lava'. Also don't forget to
select 32x32 texture size.
Note: If you switch back to a 16x16 texture pack you may need to run the HD Texture Fix patcher again if you return to this or any other HD texture pack!
HOW TO INSTALL MANUALLY IF THE MINECRAFT TEXTURE PACK INSTALLER DOESN'T WORK:
Locate your "minecraft.jar" for Windows 7 (and vista?) it's in: C:\Users\YourName\AppData\Roaming\.minecraft\bin Important! First make a backup of the minecraft.jar file in case you do something wrong.
Then open the original minecraft.jar with 7zip (right click on it > "open with" > 7zip)
Drag and Drop the content of this .zip into the minecraft.jar, as follows:
terrain.png and particles.png go directly into the minecraft.jar
cart.png and sign.png go into the "item" folder in the minecraft.jar
If you want the full effect of the green gas lamps, make sure you get the "particles.png" in there as instructed, or the flames coming out of the top of the lamp will be whatever colour your old particles.png file was - usually orange!
Pumpkin Palace!
And if your walking in the wilds and come across a pumpkin patch like this, gird up your loins and run like the wind! Notch's been keeping his tiny mob villages secret all along and they have 'advanced technology', it's a fact! :biggrin.gif:
I was testing out the Pumpkin Helmet, and what they would look like in the landscape, and they did for all the world look like a little 'Munchkins village'! I think I'd been working a bit late. Well...I'm off to see the wizard, the wonderful.......
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.
Dyne, I will fix this for you in this next upload. I'm just experimenting with my brass pipes now (no lewd comments folks!! :biggrin.gif:). Hopefully you'll soon be laying a brass pipe 'cross' on the floor to get your orientation! :smile.gif:
This is indeed now fixed in my Glimmar's Steampunk v1.3. See if you can spot the little mark I've made to indicate 'North'. Let me know if you can't! :smile.gif:
Quote from shmelse »
like everyone else (is there a single negative post in this whole thread?), i'm hugely impressed with your work here. an amazing way to look at minecraft. i don't know if it's been mentioned elsewhere in the thread, but if you'd be willing to share IRL information at some point, i'm sure people here would like you look at the art you create professionally.
additionally, since you've mentioned you're working on the paintings, i thought i'd share this thread: viewtopic.php?f=35&t=78243&p=1251325#p1251325 which is playing with creating cabinets, drawers, shutters, and other "depth" to the game using paintings. i've found it really useful/interesting and i can't wait to see what you come up with on the subject.
I have a a Deviant Art webpage under a different name, but i want to keep them seperate until I'm a little less busy with Minecraft. I am, however, flattered by your interest!
Thanks for the link about paintings. I am very much looking forward to working on paintings. They are a a golden opportunity to produce a much richer set of Steampunk gadgetry that should tie in very well with some of my other objects, etc.
Just have to put together a nice little pic for the title now.
A gear, perhaps?
@ Dyne. Nice looking clockwork spider there! :smile.gif: Yes those mob layouts are pretty confusing sometimes! I'm kind of looking forward and not looking forward to working on them.
What I just determined was that the legs of the spider are weird. The tops and bottoms of the leg boxes are reversed on, I think, the opposite sides of the body.
I'm sorry about the 'fixed orientation of redstone dust' problem.
It's not a big deal; it's certainly not typical usage. I could fix it myself if I were motivated enough. Just something to keep in mind if you have a spare moment. It pretty much just needs anything that makes one able to tell which way the texture is oriented. Even a single clearly differing pixel off in one corner of the "cross" would solve the problem. Maybe a dent or ding?
If the resolution were higher, I'd suggest you might put some sort of plate with a nice Victorian logo or something on one arm of the cross pipe, but I doubt there's enough to pull that off. On the other hand, I've not yet gotten around to figuring out how the redstone elbows and three-way junctions and such work and if it's just a modified version of that texture, that'd probably do weird things anyway. Maybe brackets on one arm bolting it to the floor. Hm.
Sorry for the delay in response; my internet has been down all day.
Edit: The 1.3 version works great, thanks! Sorry, I hadn't caught the later post yet.
I don't know if this has been experienced before, but I just downloaded the pack and loaded it with the ingame Texture Loader, and when I went into Hell, I found a interesting surprise.
I assume its just because this is a bigger pack size, but I thought it was funny all the same. Great pack.
I don't know if this has been experienced before, but I just downloaded the pack and loaded it with the ingame Texture Loader, and when I went into Hell, I found a interesting surprise.
I assume its just because this is a bigger pack size, but I thought it was funny all the same. Great pack.
Did you run xau's HD Texture Patcher? I must admit though in all my testing I didn't pop into the Nether world. I'll do that tomorrow, but water in hell is usually a sure sign that the patcher hasn't been applied! Hope that helps!
Just have to put together a nice little pic for the title now.
A gear, perhaps?
@ Dyne. Nice looking clockwork spider there! :smile.gif: Yes those mob layouts are pretty confusing sometimes! I'm kind of looking forward and not looking forward to working on them.
What I just determined was that the legs of the spider are weird. The tops and bottoms of the leg boxes are reversed on, I think, the opposite sides of the body.
I'm sorry about the 'fixed orientation of redstone dust' problem.
It's not a big deal. I could fix it myself if I were motivated enough. Just something to keep in mind if you have a spare moment. It pretty much just needs anything that makes one able to tell which way the texture is oriented. Even a single clearly differing pixel off in one corner of the "cross" would solve the problem. Maybe a dent or ding?
If the resolution were higher, I'd suggest you might put some sort of plate with a nice Victorian logo or something on one arm of the cross pipe, but I doubt there's enough to pull that off. On the other hand, I've not yet gotten around to figuring out how the redstone elbows and three-way junctions and such work and if it's just a modified version of that texture, that'd probably do weird things anyway. Maybe brackets on one arm bolting it to the floor. Hm.
Sorry for the delay in response; my internet has been down all day.
Dyne, I fixed it for you! It's in a post just above your last post. I put a discreet little mark on the cross pipe. I'll leave you to find it, but let me know if you can't. I'm wondering now whether I got the correct side for 'North' though!
Sorry to hear about your internet. Ours went down this evening. We're suffering gales at the moment in the North West of England, hasn't stopped all day!! :sad.gif:
Just installed this, I love it already. Heres what the map I'm working on at the moment looks like with added steam (not really steampunky but it made it did interesting things to it.
Thanks for the textures, they make me want to abandon the temple/thing to go make steampunkisch stuff. :biggrin.gif:
Glad you got my texture pack installed. That world and your build looks truly epic! If my cobble doesn't suit your design, you could try one of the other cobble textures on my terrain.png, but you'd have to do a spot of cutting and pasting in Photoshop or Gimp!
Now how did you manage to get my green water to work after Notch's 1.2.2 Update? I've tried all day with the HD Patcher and all I can get are the default water and lava! :sad.gif: At least it looks like my water in your pics?
Did you run xau's HD Texture Patcher? I must admit though in all my testing I didn't pop into the Nether world. I'll do that tomorrow, but water in hell is usually a sure sign that the patcher hasn't been applied! Hope that helps!
Naw, I didn't run the HD Texture Patcher, I was content with the Flames on Gold and non-animated water, I just wanted to check it and look at the Textures first hand, lol. I was just showing off what would happen if you didn't use the patcher and went to hell, lol.
And I'm back with Zeppelin V1, the initial one I made that the one I posted earlier (V2) was based off of.
Some key differences:
- V1 is about four meters longer than V2, not counting the nose spike difference.
- V1 has a longer nose spike as well.
- V1 is a faithful (as much as can be done within limitations) reproduction of the Hindenburg's initial deck layout when first launched. Bathrooms and showers had to be removed to make room since I can't exactly make the walls two-inch-thick aluminum, and it's not like you need to drop a deuce in Minecraft anyway. Unless that realism thing goes too far...
- V1 has a somewhat different lighting system, though the principles are the same. I'll explain in the screenshots.
- V1 has hax0red blocks (sponge for the beds, just didn't look right otherwise).
- V1 can be lit on fire for an awesome crash recreation.
In my humble opinion, this version is superior for amount of content inside but inferior in overall appearance to V2. You can take a look at the floorplan at http://www.airships.net/hindenburg/interiors to see what I went off of.
Both of these have been built and designed by hand- V1 entirely by me, V2 with the help of other players on the server I use.
And now, the tour!
A shot from slightly behind and below, showing the gray-white skin, faithful to the original airship.
The control car, looking west. You can see the similarity between the two control cars if you compare the photos, but the construction is slightly different. I basically tried to give both a 'bubble' feel to throw a little Jules Verne into the structure.
From the control car looking towards the gondola. Steeper stairwell than V2. Used torches since it was mostly laid out before Halloween.
Showing the corridor lighting between the control car and the gondola. Sorry about the glitchy textures, for the life of me I don't know how to fix that.
The keel corridor. A little claustrophobic, but necessary given the space I had to work in. If I could get thin blocks it would look a *lot* better.
First stop on the right, the officers' mess.
Further down, we find the kitchen. In the floorplan it calls for a dumbwaiter, but I decided to go with a ladder since we don't exactly have elevator blocks!
Another shot of the kitchen, highlighting the furnaces and counter.
Opposite the kitchen we find the crew's mess.
Switching sides of the ship, this is the entry into the lounge/bar/smoking room area.
The smoking room. I took care to use sand instead of snow to preserve the yellowed look of the walls in the photographs.
The starboard view from the lower deck.
The ship's bar. Luckily I made this before Halloween and was able to get it to snow on the bar to create the white-topped look as seen in the file photos.
From behind the bar. Visible is the adjoining crewman's cabin with sponge hax bed.
Stairs up. Visible on the left is starboard gangplank, retracted while in flight.
Top of the stairwell and entrance to the passenger cabin area.
A better look at the passenger cabin area entrance. Unusual to the Hindenburg was that the passenger cabins were at the center of the ship rather than the edges, meaning the LZ-127 Hindenburg was one of the only passenger zeppelins without passenger cabin windows.
The starboard passenger cabin corridor. The lighting is recessed into the ceiling here, but unlike the lighting in V2 it does not get brighter during the daytime. Generally acceptable for those who enjoy a softer light.
A passenger cabin, bottom bunk. The passenger cabins on the Hindenburg were exceedingly small, little more than two meters square in floorspace. I had to make these 3x3x5 in order to make it all fit in there, so consequently there are about half the passenger cabins there should be. Sadly, this can't be remedied without distorting the dimensions of the floorplan.
Cabin, top bunk.
The dining area and port promenade.
Another look at the dining area, with the door to the servery clearly visible. Cooks down below would send prepared meals up the dumbwaiter to be served, and it would then be returned with the dirty dishes.
Inside the servery. I did what I could to replicate the shelves. The dumbwaiter ladder is plainly visible here.
A look up into one of the overhead lights. As you can see, no light source is visible.
The passenger lounge and starboard promenade.
Another look at the lounge and promenade. I realize on looking at this I forgot to drop in a railing! I'll have to fix that.
The lounge from the other end. In the Hindenburg a large aluminum (Yes, aluminum) piano was in the corner, but for our purposes we have to settle for a jukebox. Fun fact: The piano didn't go down with the ship, but was destroyed in allied bombings on Germany several years later.
The sadly tiny reading room. 3x3x5 should allow for so much more!
A shot of the port side at night showing the lighting from the interior of the ship.
Another port shot, this time with the entire zeppelin in view.
Nighttime nose shot. Shows up a LOT better in hires.
A daytime shot of the entire airship. The control car hangs a little low for my tastes, but I'm not about to go redo the whole thing to make it sit two blocks higher. Also very visible are the engines, which are significantly different than the V2 engines. The V1 engines replicate the size and shape of the actual engines as closely as I can get in Minecraft, while the V2 engines are more 'made up as I went along'.
A shot of the tail fins I wanted to get because of the very nice 'halo effect' you get during the day,
From underneath, this time from the tail. Just to show the sheer stupefying size of the thing.
Now how did you manage to get my green water to work after Notch's 1.2.2 Update? I've tried all day with the HD Patcher and all I can get are the default water and lava! :sad.gif: At least it looks like my water in your pics?
It seems to always use the default water no matter what texture pack you select. If you use your pack from a .zip in the texture folder the terrain.png also has to be installed as the default. I'm sure someone out there knows exactly what's happening, but I personally can only get the correct water to show if I install your pack twice or just install it into minecraft.jar and use it as the default.
@Glimmer: Haven't a clue, I just threw it in. I'm not using Xau's patch, maybe thats it. Glad you like my world though. Now! For some much overdue steampunkery...
@Eurgiga: Is that thing made of cloth? If so have you considered... you know, (having backed up the save of course)...
It'd make an awesome youtube video :biggrin.gif:
Oh yes, I've thought of it. And it'll get imported at least once just for the sake of doing that. :biggrin.gif:
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Project Genesis
Vanilla(ish) SMP Server Connect to pgenesis.com to play. Zod commands it.
I'm really enjoying this pack. I generally prefer using 16x16 packs but this pack sort of blew my mind. I wish I was good enough with creating large projects to make sweet blimps and towns like a few people have posted here, but most of my constructions tend to be small houses. I did however make my miner a little more fashionable for fun. Leather armor also gives a little more rugged pants and boots, a pair of leather work gloves and some welding goggles.
Thanks, Araknae. :smile.gif:
That's one awesome smart little guy there! Absolutely love what you've done, especially the leather gauntlets and goggles - stroke of genius and really fits the theme.
We should have a collection of fashionable Victorian Gentle Men and Ladies fashions here, and I am being serious! I hadn't realised just how much it adds to the atmosphere to occasionally see your little character dressed appropriately like this. So, as well as showing everyone what great Vernian worlds you have created, give us a fashion 'twirl' too. I know there's already a large skin database, but it would be nice to show appropriate fashion wear here for folks to see what's possible.
Big thanks again for your little guy, Araknae. The image of him sticks in my mind now!
@Eurgiga: How more amazing can this get. The scale is mind boggling and I must admit to being really honoured that you used my pack to show it off! I'll add to your pic at the top of the thread to point everyone to see more here.
I thought I was a patient guy, but this is on a different order altogether. It's surely gonna spawn a whole fleet of epic dirigables! Where do you go from here though? Your soon going to reach the limit of what can be seen in one chunk of Minecraft! :biggrin.gif:
Now how did you manage to get my green water to work after Notch's 1.2.2 Update? I've tried all day with the HD Patcher and all I can get are the default water and lava! :sad.gif: At least it looks like my water in your pics?
It seems to always use the default water no matter what texture pack you select. If you use your pack from a .zip in the texture folder the terrain.png also has to be installed as the default. I'm sure someone out there knows exactly what's happening, but I personally can only get the correct water to show if I install your pack twice or just install it into minecraft.jar and use it as the default.
I tried this...and it worked! I am so pleased. Many, many diamonds for you, Araknae!
I've included this in the installation info at the beginning of the thread and given you credit. Many thanks! :biggrin.gif:
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Curse Premium@ Veovis Muad'dib and Dyne. Will use your suggestions - the shorter one. they nicely encapsulate the theme. :smile.gif:
All this messing has delayed me working on the Nether blocks, but I do have the Pumpkin helmet finished, as seen in the pics above. So when I upload my Steampunk texture pack (tonight - hopefully) it will include that. No pumpkinblur.png for the hud yet. :sad.gif:
I've also been playing around with the wood and brick light levels. Wasn't really happy with the brick being so red, but if I toned it down it looked too similar to the wood in colour. So I've darkened the wood to a 'creosote'/'Jacobean style and lightened the brick somewhat so there is a better contrast between the two. Will include the originals on the terrain.png as usual and if there is a public outcry I'll swap 'em back in the next version.
Also the water and lava seem to be broken now, despite my best efforts. I think other HD packs are experiencing this though. But I'm sad about losing the lovely pea-soup colour. Let me know if anyone manages to get these working. Many thanks
@ Dyne. Nice looking clockwork spider there! :smile.gif: Yes those mob layouts are pretty confusing sometimes! I'm kind of looking forward and not looking forward to working on them.
I'm sorry about the 'fixed orientation of redstone dust' problem. Wouldn't it be possible to mark one of the ends or lengths of my brass piping? Then you could carry your lucky bit of brass with you on your cave exploration jaunts.
@ Jonathan_Kent: I'm looking forward to seeing your underwater creations!
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Curse PremiumDyne, I will fix this for you in this next upload. I'm just experimenting with my brass pipes now (no lewd comments folks!! :biggrin.gif:). Hopefully you'll soon be laying a brass pipe 'cross' on the floor to get your orientation! :smile.gif:
additionally, since you've mentioned you're working on the paintings, i thought i'd share this thread: viewtopic.php?f=35&t=78243&p=1251325#p1251325 which is playing with creating cabinets, drawers, shutters, and other "depth" to the game using paintings. i've found it really useful/interesting and i can't wait to see what you come up with on the subject.
That is some nice work there...
I do stuff.
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Curse PremiumSorry for the delay folks! Here is the updated texture file. Including the new Pumpkin Diving Helm (no pumpkinblur.png yet though!). Have tested it on my system and all works as it should, barring the known bugs with the 1.2.2 version of Minecraft and xau's HD Texture Fix v1.1.8. Hope it works for you! :biggrin.gif:
GLIMMAR'S STEAMPUNK Texture Pack. v1.3 Minecraft 1.2.2 compatible!
Download GLIMMAR'S STEAMPUNK Texture Pack v1.3 here:
http://www.mediafire.com/file/4k4rbikldk77zyo/Glimmar%27s%20Steampunk%20%2032x32%20v1.3.zip
With this update I've also been playing around with the wood and brick light levels. Wasn't really happy with the brick being so dark red, but if I toned it down it looked too similar to the wood in colour. So I've darkened the wood to a 'creosote'/'Jacobean style and lightened the brick somewhat so there is a better contrast between the two. Will include the originals on the terrain.png as usual and if there is a public outcry I'll swap 'em back in the next version. It does have the benefit of making the fences look a little more like cast iron railings and hopefully will compliment wooden sailing ship constructions...being a little bit more tarred?
The Nether block textures are still low res. as I don't want to waste time doing temporary HD ones, but concentrate on the finished Steampunk versions, subject to the proper inspiration. Coming as soon as I can...I really am sorry I can't work faster. I would greatly appreciate any and all ideas with regard to the three 'Nether' blocks according to this theme, but I'd like the materials to be something that makes it worthwhile collecting them from the Nether, to use as extra building blocks in our Steampunk/Industrial worlds.
INSTRUCTIONS FOR INSTALLATION:
Glimmar's Steampunk - V1.3
compatable with:
Minecraft Alpha v1.2.2 and the new texture pack loading system.
xau's 'HD Texture Fix' v1.1.8 http://www.minecraftforum.net/viewtopic.php?f=25&t=46173
Please note this pack only replaces the terrain.png, particles.png, minecart.png and sign.png. It should not replace any of your other favourites like the sun, moon and mobs, etc.
-INSTALLATION-
1. Ideally, ensure your game is a clean, freshly installed version of Minecraft.
2. Boot up the Minecraft game, select 'Mods and Texture Packs', select 'Open texture pack folder' and just drag 'Glimmar's Steampunk v1.3' zip file into it, from where you saved it. Don't forget to select it as your
pack of choice.
3. To fix any Texture Glitches and enable animated water and lava, exit Minecraft and use the "HD Texture Fix" patcher by xau. Available on the 'Mapping & Modding' section of the Minecraft Forums. The HD patcher may not
be up-to-date and so some things in game (such as the watch and compass) may not look normal. You may need to experiment with the various patcher settings, eg. uncheck 'Better Grass' or 'Custom Lava'. Also don't forget to
select 32x32 texture size.
Note: If you switch back to a 16x16 texture pack you may need to run the HD Texture Fix patcher again if you return to this or any other HD texture pack!
HOW TO INSTALL MANUALLY IF THE MINECRAFT TEXTURE PACK INSTALLER DOESN'T WORK:
Locate your "minecraft.jar" for Windows 7 (and vista?) it's in: C:\Users\YourName\AppData\Roaming\.minecraft\bin
Important! First make a backup of the minecraft.jar file in case you do something wrong.
Then open the original minecraft.jar with 7zip (right click on it > "open with" > 7zip)
Drag and Drop the content of this .zip into the minecraft.jar, as follows:
terrain.png and particles.png go directly into the minecraft.jar
cart.png and sign.png go into the "item" folder in the minecraft.jar
If you want the full effect of the green gas lamps, make sure you get the "particles.png" in there as instructed, or the flames coming out of the top of the lamp will be whatever colour your old particles.png file was - usually orange!
Pumpkin Palace!
And if your walking in the wilds and come across a pumpkin patch like this, gird up your loins and run like the wind! Notch's been keeping his tiny mob villages secret all along and they have 'advanced technology', it's a fact! :biggrin.gif:
I was testing out the Pumpkin Helmet, and what they would look like in the landscape, and they did for all the world look like a little 'Munchkins village'! I think I'd been working a bit late. Well...I'm off to see the wizard, the wonderful.......
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Curse PremiumDyne, I will fix this for you in this next upload. I'm just experimenting with my brass pipes now (no lewd comments folks!! :biggrin.gif:). Hopefully you'll soon be laying a brass pipe 'cross' on the floor to get your orientation! :smile.gif:
This is indeed now fixed in my Glimmar's Steampunk v1.3. See if you can spot the little mark I've made to indicate 'North'. Let me know if you can't! :smile.gif:
I have a a Deviant Art webpage under a different name, but i want to keep them seperate until I'm a little less busy with Minecraft. I am, however, flattered by your interest!
Thanks for the link about paintings. I am very much looking forward to working on paintings. They are a a golden opportunity to produce a much richer set of Steampunk gadgetry that should tie in very well with some of my other objects, etc.
I appreciate your comments! :smile.gif:
A gear, perhaps?
What I just determined was that the legs of the spider are weird. The tops and bottoms of the leg boxes are reversed on, I think, the opposite sides of the body.
It's not a big deal; it's certainly not typical usage. I could fix it myself if I were motivated enough. Just something to keep in mind if you have a spare moment. It pretty much just needs anything that makes one able to tell which way the texture is oriented. Even a single clearly differing pixel off in one corner of the "cross" would solve the problem. Maybe a dent or ding?
If the resolution were higher, I'd suggest you might put some sort of plate with a nice Victorian logo or something on one arm of the cross pipe, but I doubt there's enough to pull that off. On the other hand, I've not yet gotten around to figuring out how the redstone elbows and three-way junctions and such work and if it's just a modified version of that texture, that'd probably do weird things anyway. Maybe brackets on one arm bolting it to the floor. Hm.
Sorry for the delay in response; my internet has been down all day.
Edit: The 1.3 version works great, thanks! Sorry, I hadn't caught the later post yet.
I assume its just because this is a bigger pack size, but I thought it was funny all the same. Great pack.
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Curse PremiumDid you run xau's HD Texture Patcher? I must admit though in all my testing I didn't pop into the Nether world. I'll do that tomorrow, but water in hell is usually a sure sign that the patcher hasn't been applied! Hope that helps!
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Curse PremiumDyne, I fixed it for you! It's in a post just above your last post. I put a discreet little mark on the cross pipe. I'll leave you to find it, but let me know if you can't. I'm wondering now whether I got the correct side for 'North' though!
Sorry to hear about your internet. Ours went down this evening. We're suffering gales at the moment in the North West of England, hasn't stopped all day!! :sad.gif:
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Curse PremiumGlad you got my texture pack installed. That world and your build looks truly epic!
Now how did you manage to get my green water to work after Notch's 1.2.2 Update? I've tried all day with the HD Patcher and all I can get are the default water and lava! :sad.gif: At least it looks like my water in your pics?
Naw, I didn't run the HD Texture Patcher, I was content with the Flames on Gold and non-animated water, I just wanted to check it and look at the Textures first hand, lol. I was just showing off what would happen if you didn't use the patcher and went to hell, lol.
Some key differences:
- V1 is about four meters longer than V2, not counting the nose spike difference.
- V1 has a longer nose spike as well.
- V1 is a faithful (as much as can be done within limitations) reproduction of the Hindenburg's initial deck layout when first launched. Bathrooms and showers had to be removed to make room since I can't exactly make the walls two-inch-thick aluminum, and it's not like you need to drop a deuce in Minecraft anyway. Unless that realism thing goes too far...
- V1 has a somewhat different lighting system, though the principles are the same. I'll explain in the screenshots.
- V1 has hax0red blocks (sponge for the beds, just didn't look right otherwise).
- V1 can be lit on fire for an awesome crash recreation.
In my humble opinion, this version is superior for amount of content inside but inferior in overall appearance to V2. You can take a look at the floorplan at http://www.airships.net/hindenburg/interiors to see what I went off of.
Both of these have been built and designed by hand- V1 entirely by me, V2 with the help of other players on the server I use.
And now, the tour!
A shot from slightly behind and below, showing the gray-white skin, faithful to the original airship.
The control car, looking west. You can see the similarity between the two control cars if you compare the photos, but the construction is slightly different. I basically tried to give both a 'bubble' feel to throw a little Jules Verne into the structure.
From the control car looking towards the gondola. Steeper stairwell than V2. Used torches since it was mostly laid out before Halloween.
Showing the corridor lighting between the control car and the gondola. Sorry about the glitchy textures, for the life of me I don't know how to fix that.
The keel corridor. A little claustrophobic, but necessary given the space I had to work in. If I could get thin blocks it would look a *lot* better.
First stop on the right, the officers' mess.
Further down, we find the kitchen. In the floorplan it calls for a dumbwaiter, but I decided to go with a ladder since we don't exactly have elevator blocks!
Another shot of the kitchen, highlighting the furnaces and counter.
Opposite the kitchen we find the crew's mess.
Switching sides of the ship, this is the entry into the lounge/bar/smoking room area.
The smoking room. I took care to use sand instead of snow to preserve the yellowed look of the walls in the photographs.
The starboard view from the lower deck.
The ship's bar. Luckily I made this before Halloween and was able to get it to snow on the bar to create the white-topped look as seen in the file photos.
From behind the bar. Visible is the adjoining crewman's cabin with sponge hax bed.
Stairs up. Visible on the left is starboard gangplank, retracted while in flight.
Top of the stairwell and entrance to the passenger cabin area.
A better look at the passenger cabin area entrance. Unusual to the Hindenburg was that the passenger cabins were at the center of the ship rather than the edges, meaning the LZ-127 Hindenburg was one of the only passenger zeppelins without passenger cabin windows.
The starboard passenger cabin corridor. The lighting is recessed into the ceiling here, but unlike the lighting in V2 it does not get brighter during the daytime. Generally acceptable for those who enjoy a softer light.
A passenger cabin, bottom bunk. The passenger cabins on the Hindenburg were exceedingly small, little more than two meters square in floorspace. I had to make these 3x3x5 in order to make it all fit in there, so consequently there are about half the passenger cabins there should be. Sadly, this can't be remedied without distorting the dimensions of the floorplan.
Cabin, top bunk.
The dining area and port promenade.
Another look at the dining area, with the door to the servery clearly visible. Cooks down below would send prepared meals up the dumbwaiter to be served, and it would then be returned with the dirty dishes.
Inside the servery. I did what I could to replicate the shelves. The dumbwaiter ladder is plainly visible here.
A look up into one of the overhead lights. As you can see, no light source is visible.
The passenger lounge and starboard promenade.
Another look at the lounge and promenade. I realize on looking at this I forgot to drop in a railing! I'll have to fix that.
The lounge from the other end. In the Hindenburg a large aluminum (Yes, aluminum) piano was in the corner, but for our purposes we have to settle for a jukebox. Fun fact: The piano didn't go down with the ship, but was destroyed in allied bombings on Germany several years later.
The sadly tiny reading room. 3x3x5 should allow for so much more!
A shot of the port side at night showing the lighting from the interior of the ship.
Another port shot, this time with the entire zeppelin in view.
Nighttime nose shot. Shows up a LOT better in hires.
A daytime shot of the entire airship. The control car hangs a little low for my tastes, but I'm not about to go redo the whole thing to make it sit two blocks higher. Also very visible are the engines, which are significantly different than the V2 engines. The V1 engines replicate the size and shape of the actual engines as closely as I can get in Minecraft, while the V2 engines are more 'made up as I went along'.
A shot of the tail fins I wanted to get because of the very nice 'halo effect' you get during the day,
From underneath, this time from the tail. Just to show the sheer stupefying size of the thing.
High-res photos available here: http://img168.imageshack.us/g/20101111190138.png/
Hi-res slideshow available here: http://img168.imageshack.us/slideshow/webplayer.php?id=20101111190138.png
Once again, once I get the V2 files from the server I will be posting MCEdit schematics here for people to import and enjoy.
Vanilla(ish) SMP Server
Connect to pgenesis.com to play. Zod commands it.
It seems to always use the default water no matter what texture pack you select. If you use your pack from a .zip in the texture folder the terrain.png also has to be installed as the default. I'm sure someone out there knows exactly what's happening, but I personally can only get the correct water to show if I install your pack twice or just install it into minecraft.jar and use it as the default.
Oh yes, I've thought of it. And it'll get imported at least once just for the sake of doing that. :biggrin.gif:
Vanilla(ish) SMP Server
Connect to pgenesis.com to play. Zod commands it.
HE SPEAKS THE TRUTH!
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Curse PremiumThanks, Araknae. :smile.gif:
That's one awesome smart little guy there! Absolutely love what you've done, especially the leather gauntlets and goggles - stroke of genius and really fits the theme.
We should have a collection of fashionable Victorian Gentle Men and Ladies fashions here, and I am being serious! I hadn't realised just how much it adds to the atmosphere to occasionally see your little character dressed appropriately like this. So, as well as showing everyone what great Vernian worlds you have created, give us a fashion 'twirl' too. I know there's already a large skin database, but it would be nice to show appropriate fashion wear here for folks to see what's possible.
Big thanks again for your little guy, Araknae. The image of him sticks in my mind now!
@Eurgiga: How more amazing can this get. The scale is mind boggling and I must admit to being really honoured that you used my pack to show it off! I'll add to your pic at the top of the thread to point everyone to see more here.
I thought I was a patient guy, but this is on a different order altogether. It's surely gonna spawn a whole fleet of epic dirigables! Where do you go from here though? Your soon going to reach the limit of what can be seen in one chunk of Minecraft! :biggrin.gif:
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Curse PremiumI tried this...and it worked! I am so pleased. Many, many diamonds for you, Araknae!
I've included this in the installation info at the beginning of the thread and given you credit. Many thanks! :biggrin.gif: