glimmar, do you ever plan to take this pack to a higher res than 32x? like maybe try taking this up to a 1080x? that would be the highest rez pack ever if you could keep the game from crashing as soon as you start it up.
but really do you plan to make it higher than 32x? or just keep it at the 32x?
Hello Glimmar, thanks for working hard to keep this pack up to date and working on the amazing art that you have done so far. But I have a small request, which, although not as important as some others, I feel would add a bit to the feel. This request is that you design the clock to look a bit more like a clock face, an less like a rotating picture, as I feel that would fit much better with the steampunk aesthetic. Also, I was just wondering if you were thinking of ever changing the gold and diamond armour, perhaps to more regal, and less mechanical. But regardless, I still really appreciate the work you've been doing, and I thank you for putting so much of your time into this!
so what do you think that then new jungle biomes,ocolots,fireballs,and experence potion will look like when glimmer get the soon to be 1.2 texture pack out?
One thing I will say...you are all being extremely patient...can't see any overly nasty comments on this page, but I daren't look at the comments on previous pages...too scared! :smile.gif:
Just to say a lot of stuff has been happening on the RL front (family and work) requiring all my attention for the past week or so. The odd hour I've had to myself I've spent on my next update, but those short sessions aren't very conducive to getting in the creative mood, so I'm having a lot of frustration with the complexities of tying in new gui's etc, especially with what I want from the enchantment gui and the flying symbols, etc.
Hopefully you'll forgive me for not wasting any time on uploading taster pics like I usually do (I've just got a couple of hours now to get cracking on things), but here's a taster list instead of the stuff I've been working on:
3 'fire' mobs (they were great fun).
2 'lava' mobs (they were tricky...simply because of the way the game magnifies the pixels in the giant versions of that critter, but I'm very happy with what I eventually came up with).
New HD 'mojang' loading screen.
New HD 'mclogo' screen (still to finish).
New HD 'gui' with a little 'language' gizmo that's very appropriately steampunk.
'enchant' and 'alchemy' gui's, but these are the things really causing a lot of headaches, because they're forming the basis for a complete overhaul of all the gui's...eventually.
Higher res particles, including some top secret steampunk enchantment symbols to match my idea for the new enchant gui. Still to finish some things off.
Special 'alternate' font of characters used in the enchant gui. Again, fiddly to get it all to work properly with the idea I had, but now finished and now just working on the gui.
New fogcolor0.png for some gloomy steampunk conditions (check sand/sandstone pic below).
New stronger watercolorX.png ...now Minecraft seems to be smoothing transitions in the biomes a lot better.
A new iron door...at long last...which I feel is a lot more traditional steampunk and I think a lot prettier (in a grungy sense!) and more adaptable than my old original.
New textured sand. I've also darkened both the sand and the sandstone for better architectural combos and to make the sand look less luminous in the landscape. ...oh b*****! Can't resist a pic or two. Here's the new sand/sandstone edit in a civic building:
I absolutely took the point about the nether brick. When I had a go at building with the stuff, it did seem to me a bit extreme to be useful in combination with anything. So I decided to do the simple thing of basing the new version on the 'normal' brick texture, just darker and redder (like what we call 'Accrington' brick here in the UK or Industrial brick elsewhere)...and with a more damp green mortar.
I've had a go with it in some other civic constructions and it provides for a lot more pleasing architectural patterning of features in brickwork, without compromising good tiling. Here's the new brick/netherbrick combo...hope you agree:
Changed the netherwort to better match the new netherbrick.
Darkened the clay and reworked the texture to match the tone of the sand and again to look less luminous in the landscape.
New 'bookcase' block to fit in with the enchant scheme of things. This is a bit of a risk, because it's not bookcase like at all, so I'm prepared for some flak on this. :biggrin.gif:
Edited the stonebrick to tone down the shadow and highlights at the edge, as they were proving a little hard on the eyes when used as steps and in large constructions.
When I have more time I'd still like to consider doing a complete makeover for stone, ores and stonebricks. It's still my ambition to make the ores tile better and be more useful for building in creative...in my opinion, there are six blocks there going to waste for any who love to build, and only John Smith with his redstone ore comes close to making something that fits both survival and creative.
New mobspawner ball/egg/thingy. I really did want to do something that looked 'embryonic', but all attempts failed, because of the way the colour combines with any detail. In the limited palette of 32x it kind of worked with some colors and looked abysmal with others. So I settled on a simple metallic ball with shiney discs on. I haven't tinkered with the customisable MC Patcher colors for this or the potion bottles yet.
I also realize you've all been incredibly patient waiting for something to fill in for those invisible mob spawner eggs, so here's the latest 'items.png' sheet (just copy, rename to 'items' and drop it into the 'gui' folder in the texture pack):
Probably forgotten a load of stuff I tinkered with too.
Right...that all took longer than I wanted it to, better get back to work. Thanks again for your support folks, I really will read and respond to your comments above.
PS. @ PATR101: Lol! Couldn't help noticing the pics of armour from 'Rise of Legends'. If you look closely at my 'iron armour', specifically the boots, you'll notice I based it on the RofL armor, and the general colour tones I used also came from the same source. Without infringing on anyone's creative material, that clip you showed above, greatly influenced what I came up with for the armour, I even had some links to the game's opening movie (still one of the best bits of gaming CGI out there) way back in my thread (diamonds to anyone who has the patience to look back through!)...and yes, you're absolutely right about the unrestricted resolution MC Patcher places on the armor, mine is already 64x resolution, but due to lack of time, the gold and diamond are just place holders derived from the iron, but with distinctive powersource backpacks and color (gold is clockwork, diamond is alchemical, and iron is steampowered, if I recollect, and will probably form the basis for what I eventually change those to). :smile.gif:
Here's the 'Rise of Legends' intro clip again. Well worth watching for inspiration:
PPS. Look at the state of this place. Anyone would think someone had been in here slinging mudpies everywhere! ...Just like home really. :biggrin.gif:
PPPS. @fullmetal90: Flip! What the heck is all that new stuff you mention? Jungle biomes?!! Ocolots?!!!! Fireballs?!!!!! Excuse me while I go outside and quietly hyperventilate... :blink.gif:
Well what I am taking about is the weekly snapshots that have been relised and all the sneak peeks we have been getting of minecraft 1.2. If you want just look around Youtube the forums or anyting else you will find a lot of people covering it.
I don't know if it is the pictures you posted or the forums but the images you posted for 1.1 don't show up
I look around the forums and i seem that every thread that has pictures on it will not show up. Still it can jest be me so if any one else is having this problem please see if there is a way to tell curse this.
p.s. sorry for the spelling problems in my other post
Looking good, as usual. Can't wait for the full update… even though you'll probably have to start working on 1.2 stuff by then :tongue.gif:
Anyway, I had recently re-found my server's old save (the one with the dome city). I had accidentally deleted my copy a while back, but the guy who ran the server had a spare copy. Switched the map over to creative mode and I'm working on finishing up the dome. Decided to replace the cobblestone bands of the dome with stone bricks, although if someone has any better suggestions, I'm more than willing to switch it around. Next of course would be figuring out what sort of buildings to include in it. I was thinking having a zoo, some sort of living quarters, turning the old mine (aka cavern system under the city) into a dungeon/prison. Will also need a library w/ enchanting table and probably an alchemist's lab. Already have a rail junction, so that's no problem. Any other ideas?
EDIT: I decided to use stone blocks for the base of the dome, using gray wool for the bands instead. Also, I remembered that I was planing on making an airship dock on one side… I should probably figure out how that's going to be laid out.
This pack should still work with 1.1, right?
Well, I have some other HD texture packs that are only for 1.0 and th work but when I try to click on Glimmar's Texture Pack nothing happens.
And no, it doesn't have the Unknown Pack image.
Made a couple videos featuring what I've got for that "city" of mine. Haven't gotten much done over the weekend, and having to pick up from an old save was kinda annoying. However, I have started swapping out some of the old cobblestone with the Stone Bricks, which looks a fair bit cleaner. Also created a fairly simple library, added the farm, and cleaned out a bit more of the rubble in the city, allowing me to finish the inner wall. Just need to finish half the dome and add the new buildings.
First up is a rail ride at night, traveling via tunnel from my main base, across the sea to the city. This is the easiest method of visiting the city, so this is the view most people will see when traveling there.
Next up is a flyby of the dome, looking at it from various angles. This gives a fairly good sense of what has been done and what has yet to be done. Looking at it, I'm starting to think I don't have quite enough room inside the dome for everything I'd like, so I may need to expand it… but I'm not sure how well that will work.
I hope everyone enjoyed.
EDIT: For some reason, the first film was sped up after being uploaded. It should be about a 2 minute film, but it was compressed to 30 seconds. Any ideas why this may be? I may try re-uploading it tomorrow, but it's late now. TTFN.
but really do you plan to make it higher than 32x? or just keep it at the 32x?
Ha ha! Rise of Legends Reference! I absolutely love that game even if its a bit old the art in it is some of the best I've ever seen!
-
View User Profile
-
View Posts
-
Send Message
Curse Premiumits completely destroyed and i will try to make a new png
the block_0 png was filled with noise and it made all textures in that png ugly.
-
View User Profile
-
View Posts
-
Send Message
Retired Staff:tongue.gif:
"This may hurt a little, but it's something you'll get used to...."
DON'T MAKE ME REPORT YOU TO A MODERATOR! Wait…
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumOne thing I will say...you are all being extremely patient...can't see any overly nasty comments on this page, but I daren't look at the comments on previous pages...too scared! :smile.gif:
Just to say a lot of stuff has been happening on the RL front (family and work) requiring all my attention for the past week or so. The odd hour I've had to myself I've spent on my next update, but those short sessions aren't very conducive to getting in the creative mood, so I'm having a lot of frustration with the complexities of tying in new gui's etc, especially with what I want from the enchantment gui and the flying symbols, etc.
Hopefully you'll forgive me for not wasting any time on uploading taster pics like I usually do (I've just got a couple of hours now to get cracking on things), but here's a taster list instead of the stuff I've been working on:
3 'fire' mobs (they were great fun).
2 'lava' mobs (they were tricky...simply because of the way the game magnifies the pixels in the giant versions of that critter, but I'm very happy with what I eventually came up with).
New HD 'mojang' loading screen.
New HD 'mclogo' screen (still to finish).
New HD 'gui' with a little 'language' gizmo that's very appropriately steampunk.
'enchant' and 'alchemy' gui's, but these are the things really causing a lot of headaches, because they're forming the basis for a complete overhaul of all the gui's...eventually.
Higher res particles, including some top secret steampunk enchantment symbols to match my idea for the new enchant gui. Still to finish some things off.
Special 'alternate' font of characters used in the enchant gui. Again, fiddly to get it all to work properly with the idea I had, but now finished and now just working on the gui.
New fogcolor0.png for some gloomy steampunk conditions (check sand/sandstone pic below).
New stronger watercolorX.png ...now Minecraft seems to be smoothing transitions in the biomes a lot better.
A new iron door...at long last...which I feel is a lot more traditional steampunk and I think a lot prettier (in a grungy sense!) and more adaptable than my old original.
New textured sand. I've also darkened both the sand and the sandstone for better architectural combos and to make the sand look less luminous in the landscape. ...oh b*****! Can't resist a pic or two. Here's the new sand/sandstone edit in a civic building:
I absolutely took the point about the nether brick. When I had a go at building with the stuff, it did seem to me a bit extreme to be useful in combination with anything. So I decided to do the simple thing of basing the new version on the 'normal' brick texture, just darker and redder (like what we call 'Accrington' brick here in the UK or Industrial brick elsewhere)...and with a more damp green mortar.
I've had a go with it in some other civic constructions and it provides for a lot more pleasing architectural patterning of features in brickwork, without compromising good tiling. Here's the new brick/netherbrick combo...hope you agree:
Changed the netherwort to better match the new netherbrick.
Darkened the clay and reworked the texture to match the tone of the sand and again to look less luminous in the landscape.
New 'bookcase' block to fit in with the enchant scheme of things. This is a bit of a risk, because it's not bookcase like at all, so I'm prepared for some flak on this. :biggrin.gif:
Edited the stonebrick to tone down the shadow and highlights at the edge, as they were proving a little hard on the eyes when used as steps and in large constructions.
When I have more time I'd still like to consider doing a complete makeover for stone, ores and stonebricks. It's still my ambition to make the ores tile better and be more useful for building in creative...in my opinion, there are six blocks there going to waste for any who love to build, and only John Smith with his redstone ore comes close to making something that fits both survival and creative.
New mobspawner ball/egg/thingy. I really did want to do something that looked 'embryonic', but all attempts failed, because of the way the colour combines with any detail. In the limited palette of 32x it kind of worked with some colors and looked abysmal with others. So I settled on a simple metallic ball with shiney discs on. I haven't tinkered with the customisable MC Patcher colors for this or the potion bottles yet.
I also realize you've all been incredibly patient waiting for something to fill in for those invisible mob spawner eggs, so here's the latest 'items.png' sheet (just copy, rename to 'items' and drop it into the 'gui' folder in the texture pack):
Probably forgotten a load of stuff I tinkered with too.
Right...that all took longer than I wanted it to, better get back to work. Thanks again for your support folks, I really will read and respond to your comments above.
PS. @ PATR101: Lol! Couldn't help noticing the pics of armour from 'Rise of Legends'. If you look closely at my 'iron armour', specifically the boots, you'll notice I based it on the RofL armor, and the general colour tones I used also came from the same source. Without infringing on anyone's creative material, that clip you showed above, greatly influenced what I came up with for the armour, I even had some links to the game's opening movie (still one of the best bits of gaming CGI out there) way back in my thread (diamonds to anyone who has the patience to look back through!)...and yes, you're absolutely right about the unrestricted resolution MC Patcher places on the armor, mine is already 64x resolution, but due to lack of time, the gold and diamond are just place holders derived from the iron, but with distinctive powersource backpacks and color (gold is clockwork, diamond is alchemical, and iron is steampowered, if I recollect, and will probably form the basis for what I eventually change those to). :smile.gif:
Here's the 'Rise of Legends' intro clip again. Well worth watching for inspiration:
PPS. Look at the state of this place. Anyone would think someone had been in here slinging mudpies everywhere! ...Just like home really. :biggrin.gif:
PPPS. @fullmetal90: Flip! What the heck is all that new stuff you mention? Jungle biomes?!! Ocolots?!!!! Fireballs?!!!!! Excuse me while I go outside and quietly hyperventilate... :blink.gif:
I look around the forums and i seem that every thread that has pictures on it will not show up. Still it can jest be me so if any one else is having this problem please see if there is a way to tell curse this.
p.s. sorry for the spelling problems in my other post
My Website. I make mods for Minecraft and am also making my own game.
Anyway, I had recently re-found my server's old save (the one with the dome city). I had accidentally deleted my copy a while back, but the guy who ran the server had a spare copy. Switched the map over to creative mode and I'm working on finishing up the dome. Decided to replace the cobblestone bands of the dome with stone bricks, although if someone has any better suggestions, I'm more than willing to switch it around. Next of course would be figuring out what sort of buildings to include in it. I was thinking having a zoo, some sort of living quarters, turning the old mine (aka cavern system under the city) into a dungeon/prison. Will also need a library w/ enchanting table and probably an alchemist's lab. Already have a rail junction, so that's no problem. Any other ideas?
EDIT: I decided to use stone blocks for the base of the dome, using gray wool for the bands instead. Also, I remembered that I was planing on making an airship dock on one side… I should probably figure out how that's going to be laid out.
-
View User Profile
-
View Posts
-
Send Message
Retired StaffGot that for ya :tongue.gif:
"This may hurt a little, but it's something you'll get used to...."
Well, I have some other HD texture packs that are only for 1.0 and th work but when I try to click on Glimmar's Texture Pack nothing happens.
And no, it doesn't have the Unknown Pack image.
Tired of the same old maze maps? Me too! Click here for an endless maze, in which you try to survive and it's randomly generated so it's different every time!
I hope some one does a video on that on youtube like Yogscast or Antvenom.
First up is a rail ride at night, traveling via tunnel from my main base, across the sea to the city. This is the easiest method of visiting the city, so this is the view most people will see when traveling there.
Next up is a flyby of the dome, looking at it from various angles. This gives a fairly good sense of what has been done and what has yet to be done. Looking at it, I'm starting to think I don't have quite enough room inside the dome for everything I'd like, so I may need to expand it… but I'm not sure how well that will work.
I hope everyone enjoyed.
EDIT: For some reason, the first film was sped up after being uploaded. It should be about a 2 minute film, but it was compressed to 30 seconds. Any ideas why this may be? I may try re-uploading it tomorrow, but it's late now. TTFN.