...Oh, and Glimmar, sorry for not posting for a while, been busy with family stuff myself. Really like the new snow golems! Really fit the atmosphere of the pack.
Thank you for that post, ksheep, it was very much appreciated, thanks mate. :smile.gif:
I'd just like to add that I try to make it a policy never to ignore anyone if circumstances allow, whether they be new or old members, and always appreciate any suggestions and support. But I will tend to ignore any 'demands' or I only get a bit heated, and that's neither good for me or anyone else really. Ksheep says it like it is. This is relaxing fun for me...Minecraft is just as exciting for me after two years as it was at the start. I neither profit from my texture pack monitarily, or as a front for some other enterprise. Anything I do is shared freely (within the limits of my licence) and because I follow my own inspiration, it continues to be fun. If this becomes a chore by trying to cater to every demand, then I know from experience it will go the way of many other texture packs and the artist will look to do something else to relax. However, I am well aware of the many things that still need to be completed on this pack and when the mood and inspiration take hold, they'll get done.
Glad you like the snow golems. I remembered your domed island and the snow, and was thinking when I read your comment above that they might look a little more appropriate for that sort of environment. :smile.gif:
i found a mod called railcraft and ill try to make a few steam punk textures that i will share (if i glimmar allows me to. im using parts of his textures on this custom texture)
Sounds great, mate. Look forward to seeing what you come up with. I definately need to have a look at that mod.
I'm also looking forward to what Jeb comes up with as regards the Minecraft Mod API. Anything that makes a mod sit more happily with Minecraft, especially at update time will get me to take more of an interest in that mod...especially if it's appropriate for this theme.
havent been here in awhile due to being busy with work and family stuff. (holidays are crazy) but while i was gone i got a much better rig and im now able to play this on max settings with the HD textures. (if you remember before you helped me figure out that i had to remove the HD water, lava and other stuff to get rid of the lag) now i cant wait to see how everything looks in HD!
Howdy, spoonman. :smile.gif:
I know what you mean about the festive season, family and work...it certainly is a crazy time of year. I've been all over the place, and up all hours wrapping pressies, preparing food, helping fix and construct my kids Christmas presents...and I'm not even Santa!! At least he gets the rest of the year off. :biggrin.gif:
That's great news about the new machine. I prefer the HD animated stuff, so I hope that side of things isn't a let down.
Hey Glim, hope everything is going alright and I hope you have a great new year. Can't wait to see what you come up with next!
And wishing you a great new year too, mate. :smile.gif:
Well, I thought I'd look in now as I've been experimenting with MC Patcher's new 'custom colour' features and have come up with some interesting lighting and water effects for Glimmar's Steampunk. I've not tackled all the features kahr has put at our disposal, but I've changed enough things to make a worthwhile update. I'm still tinkering with the water and I've just got to put together the two variations of the pack and test that each one has the right custom colours and settings, etc. (a bit tedious and frustrating for someone as disorganised as me) and then I'll upload them.
Water drips, swamp water and swampland are fixed and enhanced without the use of any other mods other than MC Patcher. My green gas lamps now give off a green glow and sunset and sunrise are a lot more interesting by way of ambient light in the landscape and on your man-made constructions. Night-time lighting is a little more appropriate for this theme with a slightly ethereal sepia/green atmosphere to everything which might not be to everyone's liking. It might need more work, so let me know what you think. It would be entirely possible to have a range of custom lightmaps for dropping into the 'environment' folder in the pack.
Here is a wall of images showing off my 'Newglim' world with some of the new water and lighting changes:
I'm continuing to experiment with other custom colours for gravel, sand, stone, swamp grass/foliage, pine and birch colours before releasing another update. Special lighting for the nether and end worlds will come last of all. Sadly I don't usually visit those establishments, so they've been a bit neglected this holiday. However, I thought there were enough changes to warrant an update soon for those who have some time to spare over the New Year festivities.
If theres a green sun do you get green light like the torches
No I'm afraid not. The ambient light you get on the landscape comes from the custom 'lightmap', not the colour of the sun.png. I've not fully experimented with the 'overworld' lightmap (there's an individual lightmap for the nether and the end world, just to complicate things!), but there are editable colour values for sunset and sunrise, daytime, nighttime and lightning, (so it might be possible to have green lightning, etc!). There's a separate set of colour values for torches but this also effects other glowing things like, pumpkins, glowstones and lava.
The following 'lighting' blurb I was putting together for my next Changelog might be of interest on this subject:
Lighting - I've experimented in this area quite a bit over the festive season and it's been both fun and frustrating. I think I've arrived at an acceptable compromise, bearing in mind my preference for green torches and orange/red lava. Let me explain...it seems whatever colour glow one chooses for the torches, also gets used for the glow given off by lava, glowstone and lit pumpkins.
Making the glow given off by torches too green (though it does look great in some situations) has a detrimental effect to how it looks with lava and other things that give off light. The transition from torchlight to natural ambient light looks too extreme and unnatural when using deeper or brighter green colours. My solution for torches therefore has been to choose a less intrusive shade of green with a hint of yellow that looks gaslight-like but doesn't overtly impact on other things like glowstones, etc.
It's also possible to add flicker effects to torches, etc., this works ok in the confined spaces of a tunnel with twists and turns, but it doesn't work so well if you see many of the torches or other sources of artificial light on an epic scale. All that happens then is that the whole landscape of torches, glowstones, etc. pulses in time together and the effect not only becomes unrealistic, but actually for me personally becomes annoying and very much a game breaker. Therefore I've opted to have no flicker and stick with the natural flicker that comes with pixelation at a distance.
In the long run it might be worth producing custom lighting effects for variations of my pack that consist of green lava, lanterns, glowstones, etc or orange lava, lanterns, glowstones, etc, where it will be possible to strengthen the colour of the light given off without each lighting source vying with each other.
There is now a greater range of ambient lighting at sunrise/sunset for some truly beautiful natural and architectural scenes. Nighttime light has been given a slightly ethereal greeny blue colour. kahr's work in enabling this level of control over lighting has really been very inspirational.
...also reading kahr's notes for texture pack artists in the MC Patcher OP might shed some more light on what can and can't be done.
So in answer to your original question. Yes, it might be possible to make the world seem greener with the 'overworld' custom lightmap and edit the orange sun to be green to match the ambient light...but I haven't tried it yet. I'm still trying to match my animated water effects with the new custom water colour. At the moment it seems a little too transparent, so I'm playing with opacity and contrast levels, but then waves appear too overpowering, which creates annoying patterns from a distance which I don't like. SO at the mo' just working on an acceptable compromise, in between fixing toys and making dinner. lol! :smile.gif:
Ah! A fellow English man! Very good Mr. Glimmar.Also I have something to ask. I currently working on animations for my own textures yet I cannot figure out how the tile indexing works, thus i cannot name my file appropriately. Is the 1st column labeled "0" or "1"? I'm very confused, please help.Many thanks,Shrift
Nicely met Mr Shrift. :smile.gif:
Easiest way to label/number all the terrain blocks on the 'terrain.png' sheet (for animation purposes) would be to start at the top left with grass as 0, stone as 1...up to the tree sapling at 15. The next row beginning with cobblestone would be labelled as 16...and so on.
Hope that makes sense.
For clarity's sake, this numbering has nothing to do with block ID's.
After finishing custom water and light and not seeing too much interest, I decided to continue with custom foliage colors for pine and birch and see if I could get back to the naturalistic colours I had in the landscape, pre beta 1.9.
ahhhh i really want the water shader mod now that ive got my higher end rig but the guy still hasnt updated it to 1.0.0 my world would look amazing with it if i had it
and i really like the new trees. keep up the good work man!
ahhhh i really want the water shader mod now that ive got my higher end rig but the guy still hasnt updated it to 1.0.0 my world would look amazing with it if i had it
and i really like the new trees. keep up the good work man!
Well, until the the water shader mod is updated, you might be happy with my customised water colors and enhanced water animations, plus the all new ethereal lighting. :biggrin.gif:
I'm glad you like the new look birch trees, thanks mate. :smile.gif:
I originally wanted to get this update out on New Years Eve for you all to play with during whatever freetime you might have at that special time. However, family time and the bottomless pit of testing different custom colours using MC Patcher took over. Anyways, I've got something ready now, so herewith presented for your delectation:
Full use of this pack requires the latest version of 'MCPATCHER'MC Patcher link.
To repeat - Don't forget to use the latest version of MC Patcher if you want to see all the new animated terrain blocks and items, custom colours and animated lava, water, fire and portal. It is also absolutely necessary to fix things like fire on bricks and gold blocks, water in the nether, compass and more...these glitches are not caused by this pack, but are common to all HD texture packs of greater than 16x pixels!.
There are clear instructions in kahr's thread on how to use MC Patcher. However, to see all the nice custom things in this pack please ensure to tick the following options when you run MC Patcher:
HD Textures
HD Font
Random Mobs
Custom Colors
Better Grass is optional.
Please note: it is absolutely necessary to re-run MC Patcher and tick the 'custom colors' option to take advantage of all the new light and colour effects in my latest update (unless you've already previously re-patched and ticked 'custom colors').
There are still more custom colours to edit yet, but enjoy the pack and theme as it is for now, and come back and leave a nice comment if you like some of the new stuff, perhaps consider using my signature or click on my 'reputation button' (both available in my Original Post on page 1 of this thread) ...all these things encourage me to carry on and make new stuff.
Now please read my latest Changelog below for more information about the new custom colours in lighting, water and foliage:
Glimmar's Steampunk v3.5 for Minecraft v1.0 Changelog:
includes pics and changes since the last update
Checkout my other changelogs if you are new to the pack or haven't visited for some time. However, since my last update, please note the following changes:
Using MC Patcher's new 'Custom Colours' facility, I have been working on new color effects for:
birch trees - to include a greater range of individual natural colours and a suggestion of seasonal change:
pine trees - random tonal range from bright green to dark.
water particles - drips are no longer subject to that garish Mojang hardcoded neon blue, but now more inkeeping with my preference for this theme.
water - new variedly coloured water. More lambent green around swamp areas rather than muddy brown with a range of colours to add variety in other areas, but I've tried to make things as natural as possible.
As a result of including an MC Patcher water biome custom watercolorx.png graphic, it was necessary to rework my custom water animations to increase contrast and opacity to match. Flowing water should look more 'ripply' and still water should better show up against pale textured blocks like stone, sand and clay.
Lighting - I've experimented in this area quite a bit over the festive season and it's been both fun and frustrating. I think I've arrived at an acceptable compromise, bearing in mind my preference for green torches and orange/red lava. Let me explain...
it seems whatever colour glow one chooses for the torches, also gets used for the glow given off by lava, glowstone and lit pumpkins.
Making the glow given off by torches too green (though it does look great in some situations) has a detrimental effect to how it looks with lava and other things that give off light. The transition from torchlight to natural ambient light looks too extreme and unnatural when using deeper or brighter green colours. My solution for torches therefore has been to choose a less intrusive shade of green with a hint of yellow that looks gaslight-like but doesn't overtly impact on other things like glowstones, etc.
It is possible to add flicker effects to torches, etc., this works ok in the confined spaces of a tunnel with twists and turns. It doesn't work so well if you see many of the torches or other sources of artificial light on an epic scale. All that happens then is that the whole landscape pulses in time and the effect not only becomes unrealistic, but actually for me personally becomes annoying and very much a game breaker. Therefore I've opted to have no flicker and stick with the natural flicker that comes with pixelation at a distance.
In the long run it might be worth producing custom lighting effects for variations of my pack that consist of green lava, lanterns, glowstones, etc or orange lava, lanterns, glowstones, etc, where it will be possible to strengthen the colour of the light given off without each lighting source vying with each other.
There is now a greater range of ambient lighting at sunrise/sunset for some truly beautiful natural and architectural scenes. Nighttime light has been given a slightly ethereal greeny blue colour. kahr's work in enabling this level of control over lighting has really been very inspirational.
I am continuing to experiment with other custom colours for gravel, sand, stone, swamp grass/foliage colours before releasing another update. special lighting for the nether and end worlds will come last of all. However, I thought there were enough changes to warrant an update today.
Included a new random mob pigzombie5* by Balduran.
Edited the pigs bottoms (always wanted to say that! :biggrin.gif: ). Inexplicably Mojang turned them upside down, so I've edited them back. If you spot anything else, I'd be grateful for a little shout.
* partially, mostly or completely derived from my textures.
I'm off for a bit of a kip before work early tomorrow. Then when I get the chance I'll have a look at some of the other custom colours and of course see if I've created some unbelievable disaster with the latest update.
HAPPY NEW MINECRAFT YEAR to you all!
Remember: it is absolutely necessary to re-run MC Patcher and tick the 'custom colors' option to take advantage of all the new light and colour effects in my latest update (unless you've already previously re-patched and ticked 'custom colors').
I think cows and sheep have this as well (probably Mooshrooms too when you make them) and I haven't checked lately but chickens feet are flipped too.Speaking of Mooshroom's.....how about some sort of cyborg cow?Maybe use similar elements from the zombies and pigmen zombies.God knows what you could do for the blaze, the design itself is already pretty strange.and there's still the magma slime and silverfish to do as well.
Before the update I casually checked the cow and the sheep from a distance and they looked ok. You are absolutely right of course on checking them up close. The sheep isn't critical as it's fairly ambiguous without a tail, but a little strip of shading gives it away as being the wrong way up. I need to make my own sheep in any event. The cow tail is definately upside down and will be corrected or replaced for the next update.
I'm just a little annoyed at myself for not remembering to fix the steam chicken when I did the pig as I noticed this myself a while back...probably one of those days I was ever so slightly observant for a change! Lol
Yep, I'm steeling myself for a big push on the rest of the mobs before I tackle the granddaddy of them all in the dragon. Not sure yet what I'll do for the Mooshroom yet, but there's plenty of scope with this theme.
Not sure if someone's posted this already, but I seem to remember you not liking the new swamps?Anyway, there's finally a mod to fix them, with a customisable overlay for texture pack makers.Fantastic texture pack, it's one of my absolute favourites.
Glad you like, TheBluejay. :smile.gif:
Before MC Patcher's new 'custom colours' I was using another mod that just stripped the swamp biome out altogether (just the colours that is). And strangely I was looking at the very mod you linked to today on one of my very rare visits to the mod section.
However, I didn't really highlight the fact that, with MC Patchers 'custom color' facility, I fixed the swamp problem up even better than the aforementioned mod...so no mod is necessary now, but you do need to re-run MC Patcher to enable my custom colours that fix the problem and activate all the other colour/lighting enhancements. Water in swamp areas is now a nice smooth polluted green, fading out to other colours, depending on where the swamp sits adjacent. Check out my recent pics again.
[edit]Swamp grass and foliage are plain at the moment, but I will be making custom colours for these areas too. I doubt any changes in colour will be as fine as it was pre-beta 1.9, but I will make the compromise as interesting and as smooth as I can. Other blocks can have custom biome colours too (stone, gravel, sand, etc.), but as each does require a lot of experimentation it won't be a quick process.
Don't forget, re-running MC Patcher is necessary to activate the changes I made and doing that will impact on any mods you've already installed. Well worth it I'm bound to say. :smile.gif:
Many thanks for pointing out the swamp fix mod though.
great new update, but the color for the flowing water is a littlebit diferent from the still
Thanks, jippii_ja. Glad you like. :smile.gif:
As regards the water I have to say it was a necessary evil to get the right contrast so that flowing water showed up with the new custom water colors. MC Patcher's new custom water color facility does slightly effect the colour of flowing and still water separately, depending on where you view it in the world. I'll have another look at it, but it may be the case that if I change it to match in one area, it will look slightly out in another.
I did give flowing water more contrast than still water (but increased the opacity on both), to enhance the fact that flowing water reflects more light, so it might help to see it more along those lines if I can't find an acceptable compromise.
I'm kicking myself I didn't make it more clear that it would be necessary to re-run MC Patcher to take advantage of all the new light and colour effects. There will be some of you wondering what all the fuss was about if you just drop the update in without patching again. A big apology for that! :sad.gif:
Just to reiterate: it is absolutely necessary to re-run MC Patcher and tick the 'custom colors' option to take advantage of all the new light and colour effects in my latest update (unless you've already previously re-patched and ticked 'custom colors'). re-running MC Patcher will of course impact on any other mods you already have, as it regenerates a new 'minecraft.jar'.
There is another plus to this, in that my custom color edits do fix the ugly swamp problem without the need of any other swamp fixing mods.
hahahaha, ill probably laugh a lot i i see someone who forgot to install mcpatcher now.
WATERSHADER HAS BEEN UPATED.
nice update glimmar,imm going to try it out now.
Now don't be too hard on folk who've never even heard of MC Patcher, Mister d95. :smile.gif:
Yes, my little foray into the mod section today uncovered that little treat...except having just spent between Christmas and the New Year working on my custom light and water colours I'm not wanting to mess about too much with any mods that mask any changes I've made until I'm happy all is well.
Lol! I'm currently working on a nice 'Nautilus' sub in my dock:
This is just a first stab at an outline in glowstones which will be fleshed out and replaced with some suitable rivetted panels. The whole thing has to be big enough of course to have a banqueting room, engine room, captain's quarters, etc. My entire dock was dug out by hand in Creative mode and the giant dock gates had to be made even more gigantic to make it appear believable for the sub to pass through. :smile.gif:
I suppose this is another reason why I'm not rushing to try out the new Water Shader mod just yet. :unsure.gif:
Thank you for that post, ksheep, it was very much appreciated, thanks mate. :smile.gif:
I'd just like to add that I try to make it a policy never to ignore anyone if circumstances allow, whether they be new or old members, and always appreciate any suggestions and support. But I will tend to ignore any 'demands' or I only get a bit heated, and that's neither good for me or anyone else really. Ksheep says it like it is. This is relaxing fun for me...Minecraft is just as exciting for me after two years as it was at the start. I neither profit from my texture pack monitarily, or as a front for some other enterprise. Anything I do is shared freely (within the limits of my licence) and because I follow my own inspiration, it continues to be fun. If this becomes a chore by trying to cater to every demand, then I know from experience it will go the way of many other texture packs and the artist will look to do something else to relax. However, I am well aware of the many things that still need to be completed on this pack and when the mood and inspiration take hold, they'll get done.
Glad you like the snow golems. I remembered your domed island and the snow, and was thinking when I read your comment above that they might look a little more appropriate for that sort of environment. :smile.gif:
Happy New Year, mate.
Thanks, AnakinLive. Thanks for the post. :smile.gif:
Sounds great, mate. Look forward to seeing what you come up with. I definately need to have a look at that mod.
I'm also looking forward to what Jeb comes up with as regards the Minecraft Mod API. Anything that makes a mod sit more happily with Minecraft, especially at update time will get me to take more of an interest in that mod...especially if it's appropriate for this theme.
Howdy, spoonman. :smile.gif:
I know what you mean about the festive season, family and work...it certainly is a crazy time of year. I've been all over the place, and up all hours wrapping pressies, preparing food, helping fix and construct my kids Christmas presents...and I'm not even Santa!! At least he gets the rest of the year off. :biggrin.gif:
That's great news about the new machine. I prefer the HD animated stuff, so I hope that side of things isn't a let down.
And wishing you a great new year too, mate. :smile.gif:
Well, I thought I'd look in now as I've been experimenting with MC Patcher's new 'custom colour' features and have come up with some interesting lighting and water effects for Glimmar's Steampunk. I've not tackled all the features kahr has put at our disposal, but I've changed enough things to make a worthwhile update. I'm still tinkering with the water and I've just got to put together the two variations of the pack and test that each one has the right custom colours and settings, etc. (a bit tedious and frustrating for someone as disorganised as me) and then I'll upload them.
Water drips, swamp water and swampland are fixed and enhanced without the use of any other mods other than MC Patcher. My green gas lamps now give off a green glow and sunset and sunrise are a lot more interesting by way of ambient light in the landscape and on your man-made constructions. Night-time lighting is a little more appropriate for this theme with a slightly ethereal sepia/green atmosphere to everything which might not be to everyone's liking. It might need more work, so let me know what you think. It would be entirely possible to have a range of custom lightmaps for dropping into the 'environment' folder in the pack.
Here is a wall of images showing off my 'Newglim' world with some of the new water and lighting changes:
I'm continuing to experiment with other custom colours for gravel, sand, stone, swamp grass/foliage, pine and birch colours before releasing another update. Special lighting for the nether and end worlds will come last of all. Sadly I don't usually visit those establishments, so they've been a bit neglected this holiday. However, I thought there were enough changes to warrant an update soon for those who have some time to spare over the New Year festivities.
I had a question and I'm not sure if it belongs here or not so I'll apologize now If I've put this in the wrong place. I've tried downloading this pack and putting it in my texture pack folder but when I open the menu in minecraft I can't select the texture pack. I click on it and it switches back to default or one of the other packs I have. Is it something I've done or does this just happen on occasion? And is there any way to fix it?
Thank you for your time and I hope this wasn't a bother.
~Riverspell
P.S Very lovely texture pack you have here. =)
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Curse PremiumThank you for that post, ksheep, it was very much appreciated, thanks mate. :smile.gif:
I'd just like to add that I try to make it a policy never to ignore anyone if circumstances allow, whether they be new or old members, and always appreciate any suggestions and support. But I will tend to ignore any 'demands' or I only get a bit heated, and that's neither good for me or anyone else really. Ksheep says it like it is. This is relaxing fun for me...Minecraft is just as exciting for me after two years as it was at the start. I neither profit from my texture pack monitarily, or as a front for some other enterprise. Anything I do is shared freely (within the limits of my licence) and because I follow my own inspiration, it continues to be fun. If this becomes a chore by trying to cater to every demand, then I know from experience it will go the way of many other texture packs and the artist will look to do something else to relax. However, I am well aware of the many things that still need to be completed on this pack and when the mood and inspiration take hold, they'll get done.
Glad you like the snow golems. I remembered your domed island and the snow, and was thinking when I read your comment above that they might look a little more appropriate for that sort of environment. :smile.gif:
Happy New Year, mate.
Thanks, AnakinLive. Thanks for the post. :smile.gif:
Sounds great, mate. Look forward to seeing what you come up with. I definately need to have a look at that mod.
I'm also looking forward to what Jeb comes up with as regards the Minecraft Mod API. Anything that makes a mod sit more happily with Minecraft, especially at update time will get me to take more of an interest in that mod...especially if it's appropriate for this theme.
Howdy, spoonman. :smile.gif:
I know what you mean about the festive season, family and work...it certainly is a crazy time of year. I've been all over the place, and up all hours wrapping pressies, preparing food, helping fix and construct my kids Christmas presents...and I'm not even Santa!! At least he gets the rest of the year off. :biggrin.gif:
That's great news about the new machine. I prefer the HD animated stuff, so I hope that side of things isn't a let down.
And wishing you a great new year too, mate. :smile.gif:
Well, I thought I'd look in now as I've been experimenting with MC Patcher's new 'custom colour' features and have come up with some interesting lighting and water effects for Glimmar's Steampunk. I've not tackled all the features kahr has put at our disposal, but I've changed enough things to make a worthwhile update. I'm still tinkering with the water and I've just got to put together the two variations of the pack and test that each one has the right custom colours and settings, etc. (a bit tedious and frustrating for someone as disorganised as me) and then I'll upload them.
Water drips, swamp water and swampland are fixed and enhanced without the use of any other mods other than MC Patcher. My green gas lamps now give off a green glow and sunset and sunrise are a lot more interesting by way of ambient light in the landscape and on your man-made constructions. Night-time lighting is a little more appropriate for this theme with a slightly ethereal sepia/green atmosphere to everything which might not be to everyone's liking. It might need more work, so let me know what you think. It would be entirely possible to have a range of custom lightmaps for dropping into the 'environment' folder in the pack.
Here is a wall of images showing off my 'Newglim' world with some of the new water and lighting changes:
I'm continuing to experiment with other custom colours for gravel, sand, stone, swamp grass/foliage, pine and birch colours before releasing another update. Special lighting for the nether and end worlds will come last of all. Sadly I don't usually visit those establishments, so they've been a bit neglected this holiday. However, I thought there were enough changes to warrant an update soon for those who have some time to spare over the New Year festivities.
HAPPY NEW YEAR EVERYONE!
Speak to you soon. :smile.gif:
However i always disliked your pigman zombie texture... I guess it's just a placeholder.
So i made this:
Updated:
I feel like a defiler now
...But that's just my opinion.
My DeviantART, requests welcome.
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Curse PremiumNice edit, Balduran.
I'll add this to the randommobs in the next update, if I may. :smile.gif:
No I'm afraid not. The ambient light you get on the landscape comes from the custom 'lightmap', not the colour of the sun.png. I've not fully experimented with the 'overworld' lightmap (there's an individual lightmap for the nether and the end world, just to complicate things!), but there are editable colour values for sunset and sunrise, daytime, nighttime and lightning, (so it might be possible to have green lightning, etc!). There's a separate set of colour values for torches but this also effects other glowing things like, pumpkins, glowstones and lava.
The following 'lighting' blurb I was putting together for my next Changelog might be of interest on this subject:
Lighting - I've experimented in this area quite a bit over the festive season and it's been both fun and frustrating. I think I've arrived at an acceptable compromise, bearing in mind my preference for green torches and orange/red lava. Let me explain...it seems whatever colour glow one chooses for the torches, also gets used for the glow given off by lava, glowstone and lit pumpkins.
Making the glow given off by torches too green (though it does look great in some situations) has a detrimental effect to how it looks with lava and other things that give off light. The transition from torchlight to natural ambient light looks too extreme and unnatural when using deeper or brighter green colours. My solution for torches therefore has been to choose a less intrusive shade of green with a hint of yellow that looks gaslight-like but doesn't overtly impact on other things like glowstones, etc.
It's also possible to add flicker effects to torches, etc., this works ok in the confined spaces of a tunnel with twists and turns, but it doesn't work so well if you see many of the torches or other sources of artificial light on an epic scale. All that happens then is that the whole landscape of torches, glowstones, etc. pulses in time together and the effect not only becomes unrealistic, but actually for me personally becomes annoying and very much a game breaker. Therefore I've opted to have no flicker and stick with the natural flicker that comes with pixelation at a distance.
In the long run it might be worth producing custom lighting effects for variations of my pack that consist of green lava, lanterns, glowstones, etc or orange lava, lanterns, glowstones, etc, where it will be possible to strengthen the colour of the light given off without each lighting source vying with each other.
There is now a greater range of ambient lighting at sunrise/sunset for some truly beautiful natural and architectural scenes. Nighttime light has been given a slightly ethereal greeny blue colour. kahr's work in enabling this level of control over lighting has really been very inspirational.
...also reading kahr's notes for texture pack artists in the MC Patcher OP might shed some more light on what can and can't be done.
So in answer to your original question. Yes, it might be possible to make the world seem greener with the 'overworld' custom lightmap and edit the orange sun to be green to match the ambient light...but I haven't tried it yet. I'm still trying to match my animated water effects with the new custom water colour. At the moment it seems a little too transparent, so I'm playing with opacity and contrast levels, but then waves appear too overpowering, which creates annoying patterns from a distance which I don't like. SO at the mo' just working on an acceptable compromise, in between fixing toys and making dinner. lol! :smile.gif:
I'd be honored! :biggrin.gif:
...But that's just my opinion.
My DeviantART, requests welcome.
B14 - My Texture Pack!
Need textures for your mod? Inquire within, just read the rules.
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Curse PremiumNicely met Mr Shrift. :smile.gif:
Easiest way to label/number all the terrain blocks on the 'terrain.png' sheet (for animation purposes) would be to start at the top left with grass as 0, stone as 1...up to the tree sapling at 15. The next row beginning with cobblestone would be labelled as 16...and so on.
Hope that makes sense.
For clarity's sake, this numbering has nothing to do with block ID's.
Good luck with the animation, mate. :smile.gif:
That's most generous, Angel_Buckshot. Glad you like. :smile.gif:
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Curse PremiumAfter finishing custom water and light and not seeing too much interest, I decided to continue with custom foliage colors for pine and birch and see if I could get back to the naturalistic colours I had in the landscape, pre beta 1.9.
Here are a few custom birch pics:
and i really like the new trees. keep up the good work man!
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Curse PremiumWell, until the the water shader mod is updated, you might be happy with my customised water colors and enhanced water animations, plus the all new ethereal lighting. :biggrin.gif:
I'm glad you like the new look birch trees, thanks mate. :smile.gif:
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Curse PremiumGlimmar's Steampunk Texture Pack version 3.5
for Minecraft 1.0
Download: Glimmar's Steampunk v3.5 on MediaFire
Mirror: Glimmar's Steampunk v3.5 on RapidShare
HD water, lava, fire and portal version (For those of you with high-end machines. Anything less will cause lag): Glimmar's Steampunk HD v3.5 on MediaFire
Full use of this pack requires the latest version of 'MCPATCHER' MC Patcher link.
To repeat - Don't forget to use the latest version of MC Patcher if you want to see all the new animated terrain blocks and items, custom colours and animated lava, water, fire and portal. It is also absolutely necessary to fix things like fire on bricks and gold blocks, water in the nether, compass and more...these glitches are not caused by this pack, but are common to all HD texture packs of greater than 16x pixels!.
There are clear instructions in kahr's thread on how to use MC Patcher. However, to see all the nice custom things in this pack please ensure to tick the following options when you run MC Patcher:
HD Textures
HD Font
Random Mobs
Custom Colors
Better Grass is optional.
Please note: it is absolutely necessary to re-run MC Patcher and tick the 'custom colors' option to take advantage of all the new light and colour effects in my latest update (unless you've already previously re-patched and ticked 'custom colors').
There are still more custom colours to edit yet, but enjoy the pack and theme as it is for now, and come back and leave a nice comment if you like some of the new stuff, perhaps consider using my signature or click on my 'reputation button' (both available in my Original Post on page 1 of this thread) ...all these things encourage me to carry on and make new stuff.
Now please read my latest Changelog below for more information about the new custom colours in lighting, water and foliage:
Glimmar's Steampunk v3.5 for Minecraft v1.0 Changelog:
includes pics and changes since the last update
Checkout my other changelogs if you are new to the pack or haven't visited for some time. However, since my last update, please note the following changes:
Using MC Patcher's new 'Custom Colours' facility, I have been working on new color effects for:
birch trees - to include a greater range of individual natural colours and a suggestion of seasonal change:
pine trees - random tonal range from bright green to dark.
water particles - drips are no longer subject to that garish Mojang hardcoded neon blue, but now more inkeeping with my preference for this theme.
water - new variedly coloured water. More lambent green around swamp areas rather than muddy brown with a range of colours to add variety in other areas, but I've tried to make things as natural as possible.
As a result of including an MC Patcher water biome custom watercolorx.png graphic, it was necessary to rework my custom water animations to increase contrast and opacity to match. Flowing water should look more 'ripply' and still water should better show up against pale textured blocks like stone, sand and clay.
Lighting - I've experimented in this area quite a bit over the festive season and it's been both fun and frustrating. I think I've arrived at an acceptable compromise, bearing in mind my preference for green torches and orange/red lava. Let me explain...
it seems whatever colour glow one chooses for the torches, also gets used for the glow given off by lava, glowstone and lit pumpkins.
Making the glow given off by torches too green (though it does look great in some situations) has a detrimental effect to how it looks with lava and other things that give off light. The transition from torchlight to natural ambient light looks too extreme and unnatural when using deeper or brighter green colours. My solution for torches therefore has been to choose a less intrusive shade of green with a hint of yellow that looks gaslight-like but doesn't overtly impact on other things like glowstones, etc.
It is possible to add flicker effects to torches, etc., this works ok in the confined spaces of a tunnel with twists and turns. It doesn't work so well if you see many of the torches or other sources of artificial light on an epic scale. All that happens then is that the whole landscape pulses in time and the effect not only becomes unrealistic, but actually for me personally becomes annoying and very much a game breaker. Therefore I've opted to have no flicker and stick with the natural flicker that comes with pixelation at a distance.
In the long run it might be worth producing custom lighting effects for variations of my pack that consist of green lava, lanterns, glowstones, etc or orange lava, lanterns, glowstones, etc, where it will be possible to strengthen the colour of the light given off without each lighting source vying with each other.
There is now a greater range of ambient lighting at sunrise/sunset for some truly beautiful natural and architectural scenes. Nighttime light has been given a slightly ethereal greeny blue colour. kahr's work in enabling this level of control over lighting has really been very inspirational.
I am continuing to experiment with other custom colours for gravel, sand, stone, swamp grass/foliage colours before releasing another update. special lighting for the nether and end worlds will come last of all. However, I thought there were enough changes to warrant an update today.
Included a new random mob pigzombie5* by Balduran.
Edited the pigs bottoms (always wanted to say that! :biggrin.gif: ). Inexplicably Mojang turned them upside down, so I've edited them back. If you spot anything else, I'd be grateful for a little shout.
* partially, mostly or completely derived from my textures.
I'm off for a bit of a kip before work early tomorrow. Then when I get the chance I'll have a look at some of the other custom colours and of course see if I've created some unbelievable disaster with the latest update.
HAPPY NEW MINECRAFT YEAR to you all!
Remember: it is absolutely necessary to re-run MC Patcher and tick the 'custom colors' option to take advantage of all the new light and colour effects in my latest update (unless you've already previously re-patched and ticked 'custom colors').
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Curse PremiumMany thanks, airondot. Glad you like and thanks for saying so. Hope you get a chance to try out the latest version. :smile.gif:
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Curse PremiumHere's an uptodate custom terrain.png file I said I'd upload for selven. Nether bricks are purple as requested.
As is usual with these things, copy and paste to your desktop and rename to 'terrain' before dropping into the root of my texture pack.
Sorry about the long delay...and it was staring at me all the time in a folder on my desktop!! :blink.gif:
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Curse PremiumBefore the update I casually checked the cow and the sheep from a distance and they looked ok. You are absolutely right of course on checking them up close. The sheep isn't critical as it's fairly ambiguous without a tail, but a little strip of shading gives it away as being the wrong way up. I need to make my own sheep in any event. The cow tail is definately upside down and will be corrected or replaced for the next update.
I'm just a little annoyed at myself for not remembering to fix the steam chicken when I did the pig as I noticed this myself a while back...probably one of those days I was ever so slightly observant for a change! Lol
Yep, I'm steeling myself for a big push on the rest of the mobs before I tackle the granddaddy of them all in the dragon. Not sure yet what I'll do for the Mooshroom yet, but there's plenty of scope with this theme.
Thanks for the reminders and ideas, Deepblue686.
Glad you like, TheBluejay. :smile.gif:
Before MC Patcher's new 'custom colours' I was using another mod that just stripped the swamp biome out altogether (just the colours that is). And strangely I was looking at the very mod you linked to today on one of my very rare visits to the mod section.
However, I didn't really highlight the fact that, with MC Patchers 'custom color' facility, I fixed the swamp problem up even better than the aforementioned mod...so no mod is necessary now, but you do need to re-run MC Patcher to enable my custom colours that fix the problem and activate all the other colour/lighting enhancements. Water in swamp areas is now a nice smooth polluted green, fading out to other colours, depending on where the swamp sits adjacent. Check out my recent pics again.
[edit] Swamp grass and foliage are plain at the moment, but I will be making custom colours for these areas too. I doubt any changes in colour will be as fine as it was pre-beta 1.9, but I will make the compromise as interesting and as smooth as I can. Other blocks can have custom biome colours too (stone, gravel, sand, etc.), but as each does require a lot of experimentation it won't be a quick process.
Don't forget, re-running MC Patcher is necessary to activate the changes I made and doing that will impact on any mods you've already installed. Well worth it I'm bound to say. :smile.gif:
Many thanks for pointing out the swamp fix mod though.
Thanks, jippii_ja. Glad you like. :smile.gif:
As regards the water I have to say it was a necessary evil to get the right contrast so that flowing water showed up with the new custom water colors. MC Patcher's new custom water color facility does slightly effect the colour of flowing and still water separately, depending on where you view it in the world. I'll have another look at it, but it may be the case that if I change it to match in one area, it will look slightly out in another.
I did give flowing water more contrast than still water (but increased the opacity on both), to enhance the fact that flowing water reflects more light, so it might help to see it more along those lines if I can't find an acceptable compromise.
I'm kicking myself I didn't make it more clear that it would be necessary to re-run MC Patcher to take advantage of all the new light and colour effects. There will be some of you wondering what all the fuss was about if you just drop the update in without patching again. A big apology for that! :sad.gif:
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Curse PremiumThere is another plus to this, in that my custom color edits do fix the ugly swamp problem without the need of any other swamp fixing mods.
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Curse PremiumWATERSHADER HAS BEEN UPATED.
nice update glimmar,imm going to try it out now.
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Curse PremiumNow don't be too hard on folk who've never even heard of MC Patcher, Mister d95. :smile.gif:
Yes, my little foray into the mod section today uncovered that little treat...except having just spent between Christmas and the New Year working on my custom light and water colours I'm not wanting to mess about too much with any mods that mask any changes I've made until I'm happy all is well.
Lol! I'm currently working on a nice 'Nautilus' sub in my dock:
This is just a first stab at an outline in glowstones which will be fleshed out and replaced with some suitable rivetted panels. The whole thing has to be big enough of course to have a banqueting room, engine room, captain's quarters, etc. My entire dock was dug out by hand in Creative mode and the giant dock gates had to be made even more gigantic to make it appear believable for the sub to pass through. :smile.gif:
I suppose this is another reason why I'm not rushing to try out the new Water Shader mod just yet. :unsure.gif:
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Curse PremiumCuZnDragon
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Curse PremiumThanks, mate. :smile.gif: A Happy New Year to you too!
I had a question and I'm not sure if it belongs here or not so I'll apologize now If I've put this in the wrong place. I've tried downloading this pack and putting it in my texture pack folder but when I open the menu in minecraft I can't select the texture pack. I click on it and it switches back to default or one of the other packs I have. Is it something I've done or does this just happen on occasion? And is there any way to fix it?
Thank you for your time and I hope this wasn't a bother.
~Riverspell
P.S Very lovely texture pack you have here. =)