wow, how on earth did you do that, you just made me giggle like a little girl (?) and i will, i just need my broken arm to heal first.
You might have to become ambidextrous before your arm heals, but Minecraft texturing will have taught you another skill. :tongue.gif: Ain't Minecraft grand!
Seriously, hope your arm is better soon, but I guess that's a silly comment really, because a break will usually heal at it's own pace...just wiggle your fingers a lot and that might get the blood flowing faster and all those little nano-bots will get flushed to the site of the break quicker! What? You haven't got nano-bots installed in your system yet. Mine are an old steampowered model...I guess that's why all my joints creak. :biggrin.gif:
Looks like Notch is going in a… slightly different direction with the Dragon.Except not really. That was just a test to make sure everything was lining up properly (or so he says). His progress so far is a bit more subdued. That's the base texture, he'll be adding more "character" in later.EDIT: Apparently I missed the Rainbow Dragon. Looks like Notch was working on a small program to help with texturizing mobs. Haven't had time to look at it, but it's on his Twitter if you want to take a look.
Those are incredibly useful pics, mate.
I'm probably the only person in the texture pack section that hasn't seen those pics, but the colour-coded one is just the ticket for understanding where everything goes. That's what I [and hopefully others] struggle with the most. Having a key like that saves on all the tooing and froing between the game and Gimp. well a little! :biggrin.gif:
I'd be very grateful of any info on the possible mob editor that Notch is working on. I'm not a twitterer myself so just haven't been following his tweets, other than what gets featured in the forum news.
It's about time he did something, considering how long we've had the character skin editor to work with. It will probably be of no use for HD mobs other than a more useful way of visualising how the mob fits together and the ability to rotate the model instead of having to chase them around the world. It will be fantastic to have a vast bank of user-made humorous and cool creatures like we've had for character skins.
Yeah I noticed Notch has had a habit of doing that lately, I guess it leaves people more open to have biome specific colours? I thought that file was for the night sky though, I've probably missed an extra file somewhere thats similar or they could be using the same one?
Well the pre 1.nine [have just noticed my number nine/left bracket key has stopped working on my new Microsoft keyboard. What the heck!] update has mucked up all the biome specific colors, in as much as all the subtle gradients have disappeared so I can't use my own color triangles anymore. Misa and others are having the same problems. Also we have no control over the colour of the new drip particles, so they are in stark contrast to whatever each texture artist chooses for their water.
I'm hoping it's only temporary, or that kahr's M C Patcher will eventually be able to override it.
Yes, when I first saw the particlefield.png file I thought at long last we had the facility to edit what we see in the night sky, but it seems that that area will forever be beyond our grasp. As far as I know the sky has always been hardcoded and still is. :mellow.gif:
Here's a random screenshot I took from the top of my giant dirt pillar in my 1.9 pre 3 world. I thought it looked pretty good with your pack on.You can click to make it larger.
Apart from the terrain.png file the sun and moon were the first textures I did for this pack. It's nice they still look ok and give some atmosphere to the game. :smile.gif:
I'm probably the only person in the texture pack section that hasn't seen those pics, but the colour-coded one is just the ticket for understanding where everything goes. That's what I [and hopefully others] struggle with the most. Having a key like that saves on all the tooing and froing between the game and Gimp. well a little! :biggrin.gif:
I'd be very grateful of any info on the possible mob editor that Notch is working on. I'm not a twitterer myself so just haven't been following his tweets, other than what gets featured in the forum news.
Here's the link Notch posted. Looks like he just posted the code itself, not the compiled program. Not sure how useful that'll be for non-programers to use, but someone might be able to look at it and figure it out (I'm not quite that up to snuff with Java to help, plus been bogged down with class work).
WHOO! WHOO! WHOO! WHOO! STEAMPUNK! STEAMPUNK!
I've even got a steampunk skin on my AK(NOT 47)!
Thanks to OP.
I tried it and really liked it, but my computer didn't. But that doesn't mean that I would trash this texture pack, it is VERY well done and I would recommend it. Just make sure you have a lot of Java allocation.
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"We shape our buildings, thereafter they shape us." - David Allen Coe
Hi again Glimmar.
I just got Industrialcraft², and started messing around with steampunkifying the textures. I'm already using the Ores supplied in the OP, and so far I've managed Rubber trees, industrial tnt, and nuclear bombs(not that happy with the trefoil symbol part). Once I've learnt more about the mod and what each texture's for, i'd be more than happy to supply (eventually) an entirely steampunked sheet here's what I have so far.
diamond armor should be more like a sniper armor because it uses diamonds as the main ingredient in the sniper goggles. one eye can have 3 lences and the other can have one big lence.
helmet lence goggles example:
= lence
this isnt the best way to show my idea,but i hope you understand my explanation.
Hi. I am thinking about making a custom map and i am gonna use this texture pack for it, except for changing a single picture and wool block for aesthetic purposes. I didnt see anything about custom maps in the legal license so i thought i should ask. I will link to your page and will not try to make money off of it. please reply as soon as possible.
edit: changed a couple more pics. might do small changes but not any big ones. mainly just make the stuff on the pics fit into some special situations.
I know you want to get your writing out there, but this has nothing to do with texture packs. It is offtopic and therefore against the forum rules. It is also self advertisement.
Not any more than posting cool steampunk pics. Glimmar's thread is full of this type of stuff. Inspiration is and always will be on topic. As far as "self advertisement"? So is any work posted by anyone but Glimmar. Mobs, textures done for mods, or any other work done by anyone accept Glimmar would fit in the same category.
My point is, Dead's writing fits among everything we post to show our appreciation or admiration to Glimmar and/or steampunk. We can't pick and choose which should be allowed. It's all or nothing (unless Glimmar feels otherwise of course)
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"This may hurt a little, but it's something you'll get used to...."
Great texture pack, but do you think you could also make a lower resolution so that people with bad computers like me can use it without suffering super FPS drops? :biggrin.gif:
Great texture pack, but do you think you could also make a lower resolution so that people with bad computers like me can use it without suffering super FPS drops? :biggrin.gif:
Try removing some of the following: Animated water/lava, high-rez mobs, snow, rain
These should make it run faster.
If this doesn't work, then you may want to check with Gestankfaust, he had been working on a 16x version of this with Glimmar's permission, although I'm not sure how far he's gotten with it (last I checked, he was busy with other projects).
i hope you can make a cool portable bio chemistry lab!(remember to use a copper color on the small wires that goes down into the bottles.(i should really help you by giving you some temporary textures)
Just a quick note to say I'm aware of the version 4 update and I will read the posts above and try my best to comment where appropriate. I'm also working on updating the pack to be compatible again, even if only with Notch's 16x textures.
With all the building work going on here, and other stuff in real life, it's been a chaotic week again, so I haven't had much time to texture or experiment. I did manage a new steampunk enchantment table and suitable spell book...so when I do a quick update this weekend, I'll include that with any changes that are necessary to keep the pack working, until I get time to update stuff properly. I thought I'd get a chance this week to upload the enchantment table, but sadly it was not to be.
Aside from getting a nice new heating system in our house (with Edwardian column radiators, etc), I asked the heating engineers to save me any interesting bits of copper pipe and valves, from the old system...so's I can photograph 'em for future gui's and what not. They were a bit bemused as to why I would want to photograph some old junk. Lol!
While I'm on the PC I'm just off to see if I can find what the new ver.4 stuff is.
I know there are phases of the moon now (though Notch is polling on circular or square celestial bodies), but what's the new stuff on the terrain and item sheets?
On the terrain.png sheet it looks like the crystal block has gone, to be replaced with ....? Looks like Galadriel's Mirror or some such and all standing on bright cobble...Good job I didn't have time to work on the crystal block or I might have been a little frustrated...can't aford to waste any time at the moment.
On the item.png sheet I think there's a new 'magic' melon slice, ender eye(?), and what appears to be some kind of alchemical retort(?).
Oh, and it looks like there are a couple of lines of new icons on the particles.png sheet. Arrow flight textures and curly explosion type thingies?
Can anyone confirm or investigate for me. As usual I will be very grateful for info and ideas, etc.
Speak to you again as soon as I can and when I can upload any new stuff. Either way folk, have a good weekend experimenting and building. :smile.gif:
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Curse PremiumYou might have to become ambidextrous before your arm heals, but Minecraft texturing will have taught you another skill. :tongue.gif: Ain't Minecraft grand!
Seriously, hope your arm is better soon, but I guess that's a silly comment really, because a break will usually heal at it's own pace...just wiggle your fingers a lot and that might get the blood flowing faster and all those little nano-bots will get flushed to the site of the break quicker! What? You haven't got nano-bots installed in your system yet. Mine are an old steampowered model...I guess that's why all my joints creak. :biggrin.gif:
Those are incredibly useful pics, mate.
I'm probably the only person in the texture pack section that hasn't seen those pics, but the colour-coded one is just the ticket for understanding where everything goes. That's what I [and hopefully others] struggle with the most. Having a key like that saves on all the tooing and froing between the game and Gimp. well a little! :biggrin.gif:
I'd be very grateful of any info on the possible mob editor that Notch is working on. I'm not a twitterer myself so just haven't been following his tweets, other than what gets featured in the forum news.
It's about time he did something, considering how long we've had the character skin editor to work with. It will probably be of no use for HD mobs other than a more useful way of visualising how the mob fits together and the ability to rotate the model instead of having to chase them around the world. It will be fantastic to have a vast bank of user-made humorous and cool creatures like we've had for character skins.
Well the pre 1.nine [have just noticed my number nine/left bracket key has stopped working on my new Microsoft keyboard. What the heck!] update has mucked up all the biome specific colors, in as much as all the subtle gradients have disappeared so I can't use my own color triangles anymore. Misa and others are having the same problems. Also we have no control over the colour of the new drip particles, so they are in stark contrast to whatever each texture artist chooses for their water.
I'm hoping it's only temporary, or that kahr's M C Patcher will eventually be able to override it.
Yes, when I first saw the particlefield.png file I thought at long last we had the facility to edit what we see in the night sky, but it seems that that area will forever be beyond our grasp. As far as I know the sky has always been hardcoded and still is. :mellow.gif:
Apart from the terrain.png file the sun and moon were the first textures I did for this pack. It's nice they still look ok and give some atmosphere to the game. :smile.gif:
Here's the link Notch posted. Looks like he just posted the code itself, not the compiled program. Not sure how useful that'll be for non-programers to use, but someone might be able to look at it and figure it out (I'm not quite that up to snuff with Java to help, plus been bogged down with class work).
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Curse PremiumI tried it and really liked it, but my computer didn't. But that doesn't mean that I would trash this texture pack, it is VERY well done and I would recommend it. Just make sure you have a lot of Java allocation.
"We shape our buildings, thereafter they shape us." - David Allen Coe
I just got Industrialcraft², and started messing around with steampunkifying the textures. I'm already using the Ores supplied in the OP, and so far I've managed Rubber trees, industrial tnt, and nuclear bombs(not that happy with the trefoil symbol part). Once I've learnt more about the mod and what each texture's for, i'd be more than happy to supply (eventually) an entirely steampunked sheet here's what I have so far.
Edit @ryansparx1 Here's the link. (It's the first result)
(1)'Gasm over new update before release (2) Declare Minecraft is dead after release (3) notice new update on horizon - Go to (1)
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Curse Premiumglimmar i have some armor ideas for you:
diamond armor should be more like a sniper armor because it uses diamonds as the main ingredient in the sniper goggles. one eye can have 3 lences and the other can have one big lence.
helmet lence goggles example:
this isnt the best way to show my idea,but i hope you understand my explanation.
WARNING: this post has a lot of typos(not really)
edit: changed a couple more pics. might do small changes but not any big ones. mainly just make the stuff on the pics fit into some special situations.
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Retired StaffNot any more than posting cool steampunk pics. Glimmar's thread is full of this type of stuff. Inspiration is and always will be on topic. As far as "self advertisement"? So is any work posted by anyone but Glimmar. Mobs, textures done for mods, or any other work done by anyone accept Glimmar would fit in the same category.
My point is, Dead's writing fits among everything we post to show our appreciation or admiration to Glimmar and/or steampunk. We can't pick and choose which should be allowed. It's all or nothing (unless Glimmar feels otherwise of course)
"This may hurt a little, but it's something you'll get used to...."
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Retired StaffTry removing some of the following: Animated water/lava, high-rez mobs, snow, rain
These should make it run faster.
If this doesn't work, then you may want to check with Gestankfaust, he had been working on a 16x version of this with Glimmar's permission, although I'm not sure how far he's gotten with it (last I checked, he was busy with other projects).
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Curse Premiumi hope you can make a cool portable bio chemistry lab!(remember to use a copper color on the small wires that goes down into the bottles.(i should really help you by giving you some temporary textures)
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Curse PremiumJust a quick note to say I'm aware of the version 4 update and I will read the posts above and try my best to comment where appropriate. I'm also working on updating the pack to be compatible again, even if only with Notch's 16x textures.
With all the building work going on here, and other stuff in real life, it's been a chaotic week again, so I haven't had much time to texture or experiment. I did manage a new steampunk enchantment table and suitable spell book...so when I do a quick update this weekend, I'll include that with any changes that are necessary to keep the pack working, until I get time to update stuff properly. I thought I'd get a chance this week to upload the enchantment table, but sadly it was not to be.
Aside from getting a nice new heating system in our house (with Edwardian column radiators, etc), I asked the heating engineers to save me any interesting bits of copper pipe and valves, from the old system...so's I can photograph 'em for future gui's and what not. They were a bit bemused as to why I would want to photograph some old junk. Lol!
While I'm on the PC I'm just off to see if I can find what the new ver.4 stuff is.
I know there are phases of the moon now (though Notch is polling on circular or square celestial bodies), but what's the new stuff on the terrain and item sheets?
On the terrain.png sheet it looks like the crystal block has gone, to be replaced with ....? Looks like Galadriel's Mirror or some such and all standing on bright cobble...Good job I didn't have time to work on the crystal block or I might have been a little frustrated...can't aford to waste any time at the moment.
On the item.png sheet I think there's a new 'magic' melon slice, ender eye(?), and what appears to be some kind of alchemical retort(?).
Oh, and it looks like there are a couple of lines of new icons on the particles.png sheet. Arrow flight textures and curly explosion type thingies?
Can anyone confirm or investigate for me. As usual I will be very grateful for info and ideas, etc.
Speak to you again as soon as I can and when I can upload any new stuff. Either way folk, have a good weekend experimenting and building. :smile.gif:
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Curse PremiumThanks, d95. That's most useful.
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Curse Premiumyep!
everyone myst remember that this is more than just a texturepack thread!
we show our creations and do a lot of things that seem to be offtopic.