I was wondering what the shaders mod would work with this texture pack, well now I have an answer.
Tested it out briefly, seems to work fairly well. Only problem I see is that light sources don't effect shadows… and that gets very distracting in certain areas (ie. under a glass roof).
I've been using this texture pack for a while and I noticed that there isn't a random mob for slimes, so I took it upon myself to make one. Its not to much for a difference but I like it.
if you like it message me or reply and ill send you the link of the file :smile.gif:
Hoping to upload a big v3.6 soon. Just editing the OP...and hoping I can get MediaFire and Imageshack to play nicely. They always seem to be extra slow and glitchy at the weekend! :blink.gif:
I hope that update will come soon.
But for the v3.6 i have find an other idea (it comes from pureBDcraft), it's a new launcher icon for bigs fans.
You have some exemple here : http://www.pngfactory.net/collection/555/Minecraft
So ?
P.S. : My english is not perfect because I'm French but i hope you'll understand me.
No problem with your English, mate, much better than my French. :smile.gif:
There wouldn't be time to do anything for the v3.6 update, as that's what I'm just finishing off now and hoping to upload before I reward myself with some much needed sleep later today.
I just decided to add some brass lettering to the 'mclogo' screen, that's what's caused the delay. Sorry folks.
I will bear it in mind, but first priority would be work on finishing the pack off.
Those icons look beautiful, many thanks for the link.
Still loving the pack, as always, and really looking forward to the update. It will really be great for the atmosphere of a steampunk city build I'm planning.
Rollback Post to RevisionRollBack
My Website. I make mods for Minecraft and am also making my own game.
Well, here's my latest update for Minecraft version 1.1:
Glimmar's Steampunk v3.6 for Minecraft 1.1
Please note: There are three versions of my pack now. Each pack is the same in all respects except that the water, lava, fire, and portal animations are different...respectively - 32x, 64x, and a version same as 64x but with water at 128x. (I like my water to look as liquidy as possible). Use the version best suited to the processing and graphical power of your computer. The way MC Patcher now seems to work, also means I've had to increase the resolution of the terrain.png file accordingly in the 64x and 128x packs (though they will still appear 32x) or the animated water, (lava, etc.) default to the resolution of my normal 32x terrain.png file.
All three versions have mostly 64x gui's and mobs and a new high res 'Berylium' font by Nuin (see credits below), so this will effect ingame performance. I hope to make a true 32x version of the pack at some stage in the future, but will at present, due to time constraints, continue to finish the pack with my preference for 32x terrain and HD menus, mobs, water etc.
Any problems you may have had with Optifine and launching the old v3.5 pack have been fixed to the best of my knowledge (this was due to rogue spaces in my MC Patcher 'color.properties' file! Sincere thanks to Flobulon who tracked the pesky gremlin down).
However, on trying out Optifine recently I found it wasn't displaying my animated terrain properly. There were graphical artifacts on transparent blocks (on higher mipmap settings), nor was it properly interpreting MC Patcher's color.properties or the new biome colors (despite a fresh Minecraft, Optifine and MC Patcher install and no other mods). These problems might be specific to my machine (intel i7 3.4 GHz, 12.0 GB mem, nvidia GeForce GTX 570 graphics).
Remember...the 64x version is only higher res water, lava, fire and portal - the terrain is still 32x. The 128x version has 64x lava, fire and portal with 128x water, but still 32x terrain.
Full use of this pack requires the latest version of 'MCPATCHER'MC Patcher link.
Why do you absolutely need MC Patcher?...click the spoiler:
All HD texture packs require MC Patcher to fix graphical glitches and to make use of HD custom animations and new custom terrain animations. Yes, many of the terrain blocks and items in this pack are now animated! Please see the v3.5 changelog below and earlier changelogs.
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 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 (available below) or click on my reputation button at the bottom...all these things encourage me to carry on and make new stuff.
There are a lot of new things in this version, so please check out the v3.6 Changelog spoiler below. If you don't, you'll miss out on all the nice little pics:
Glimmar's Steampunk v3.6 Changelog with Pics:
includes 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:
Moved all animated textures to the new 'anim' folder, as per new MC Patcher.
Fixed the cow and the zombiepig bottoms...tch! The jobs you've gotta do round here!
Fixed the chicken feet (back to front) and added 3 new chicken edits to RandomMobs.
Adjusted position of animated diamond pickaxe to sit a little better in the guis. This is a compromise, as you do miss some of the animated lights when holding the tool, however the way it looked a little peculiar sitting up in the top left corner of an inventory box .
Added 3 new 'fire' mobs:
Added 2 'lava' mobs:
Added 3 New silverfish mobs:
Temporary mooshroom mob. Just a recolour of the existing cow, until time and inspiration allow me to sally (or 'Daisy' or 'Buttercup') forth on some new cows:
New HD 'mojang' loading screen...still a work in progress:
Grateful thanks to 'Nuin' for use of his HD font 'Berylium'. This was imported from 'Typodermic Fonts' to Minecraft by Nuin and I am using it in my texture pack with his kind permission. Please check out his thread here and perhaps leave a nice comment if you like the look the font brings to Glimmars Steampunk: http://www.minecraftforum.net/topic/742179-128x-berylium-font-for-mcpatcher-v22-excel-help-file/
New HD main menu 'gui' with a little 'language' gizmo that I hope you feel is appropriate for the theme.
All menu selection bars now have an illuminated valve when hovered over.
New game screen HD fold-out brass inventory gui:
All new HD 'enchant' gui. Spent the better part of a week on this screen alone:
inactive enchantment machine:
activated enchantment machine:
New bookcase 'chemist cabinet' block to fit in with the animated 'enchantment' scheme of things. Various machine parts now come flying out This is a bit of a risk, because it's not bookcase-like at all, so I'm prepared for some flak on this. I may produce an alternate 'bookcase' pack download. Please let me know your thoughts on this as I'm not decided:
Work in progress 'alchemy' gui' - sorry I didn't have the time to finish this off, but I didn't want to rush and spoil it, as I want to make something that's worthy of the theme and I don't work fast. My little scratchings in the brass-work may give a hint on the direction in which I'm going with it:
I will continue work on this and other gui's to work towards a common style of my own for all the gui's. I'll make any menu's I decide to drop, available in the 'extras' download.
Higher res particle smoke, including some top secret steampunk enchantment symbols to match my idea for the new enchant gui. Still to finish other particle icons off.
New waterspeck particle taken from the high res smoke.
New potion 'effect' particle (the spirally thing you see while under the influence of a potion).
New 'slimeball' item for better particle effects when the slime mob bounces on the ground...was too bright before.
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:
Edited the magma cream item.
Edited the blaze powder item.
Special 'alternate' font of illuminated brass letters used in the enchant gui. Again, fiddly to get it all to work properly with the idea I had for the 'enchant' gui.
New fogcolor0.png for some smoggy/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. Here's the new sand/sandstone edit in a civic building:
New nether brick...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:
For those wanting an 'all metal' nether factory look, I will try to work on a new metal texture for all those giant constructions down below.
Changed the netherwort to better match the new netherbrick.
Darkened the clay and reworked the texture to better match the tone of the sand and look less luminous in the landscape, but can still be used as a 'marble' block look-a-like, etc.
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, ie. not tiling as well as I would have liked.
However, I seem to be running into a problem (and I'm not sure if it's just my computer or something in the file). The fog seems to be the same, and fiddling with the settings doesn't seem to fix it. I even went as far as re-download and patching the game. However, while trying to work on this, I figured out why I wasn't noticing the green tinge for the lighting… I had Brightness set to bright when it should have been Moody.
EDIT: Also, it would appear that various mobs are now invisible. Not sure what's going on with that…
y u no add an chain armor like make it as knee,feet,arm replacement and make hat as an egle gear eye so i want this armor pack as an gear armor (not an power suit like iron,dimon,gold) if you have read it and make it i say!
the new mobs are beutifull!
the new gui are beutifull!
basicly what im trying to say is
that the new update are indcredible
(the looks a lot like last days`s )
and the new iron door is indcredible
I've just woken up and couldn't get back to sleep for worrying about what might have gone wrong with the latest update. I'm living and breathing Minecraft a little too much I think!
I'll just answer to the most recent posts first, then I'll pop back through the last few pages in stages and comment where necessary on those posts I've had to overlook to get this update out:
Jesus, your updates are few and far between, but MASSIVE. I would be satisfied with this one update for a year. In other words, I love it!
Thanks, vfd42. :smile.gif:
When you stare at the stuff for as long as I do when I'm editing it, it doesn't seem quite such a big update, so your reaction is a relief to say the least.
Looks quite nice, lots of new features.However, I seem to be running into a problem (and I'm not sure if it's just my computer or something in the file). The fog seems to be the same, and fiddling with the settings doesn't seem to fix it. I even went as far as re-download and patching the game. However, while trying to work on this, I figured out why I wasn't noticing the green tinge for the lighting… I had Brightness set to bright when it should have been Moody.EDIT: Also, it would appear that various mobs are now invisible. Not sure what's going on with that…
Not sure what's going on there either, mate. :sad.gif:
Most of the new stuff I've added is at 64x res (the gui's, mobs, particle edit, etc) so whether or not that would effect things for you. Also don't know if you're using Optifine, but I had quite a few graphical problems with that - with or wtihout MC Patcher installed (probably just my inexperience with it). Also I'm still using MC Patcher v2.3.1 and maybe that was causing my difficulties with Optifine. However, apart from problems I could easily associate with graphical anomalies to do with Optifine's mipmapping and inconsistencies with the new color features of MC Patcher, everything was still visible.
Obviously I've tested and retested each of the packs many times over as I've been editing stuff and not noticed any mobs being invisible.
Apart from taking rogue 'spaces' out of the 'color.properties' file nothing has changed in the pack other than moving all the animated stuff to MC Patcher's 'anim' folder and the addition of graphics...oh! and my splitting the pack into the 32, 64, 128x versions as a solution to how MC Patcher 'sets' the resolution for the HD water, lava, etc.
I've every confidence you'll find what's causing the problem, ksheep, and if it's down to all the high res stuff then I'll just have to bring work forward on a true 32x pack. Not straight away though, as I fancy a bit of building as a break, before Jeb releases the ocelots on me! :biggrin.gif:
y u no add an chain armor like make it as knee,feet,arm replacement and make hat as an egle gear eye so i want this armor pack as an gear armor (not an power suit like iron,dimon,gold) if you have read it and make it i say!
All in good time, grrys001. Not enough time in a busy schedule to work on everything at once. :smile.gif:
the new mobs are beutifull!the new gui are beutifull!basicly what im trying to say isthat the new update are indcredible (the looks a lot like last days`s )and the new iron door is indcredible
Thanks, jippii_ja. Glad you like the new stuff. :smile.gif:
I must have subconsciously been inspired by 'Last Days' bookcase block, because I honestly can't remember making a conscious decision to base it on it. 'Great minds think alike' is all I can say.
I had to check it out and I'm relieved we have the same idea, but completely different thematic solution to the idea of 'drawers' instead of just shelves. My idea for the old chemist shop drawers came when working on the flying 'enchant' components.
I love 'Last Days' though and that whole grungy futuristic genre, despite the years that separate them, our vision of grungy fantasy science is not so disimilar. Hence my love of the work of China Mieville.
I'm using this pack since Beta 1.4 now........... All i can say is that it is absolutely fabulous. Each update brings new wonderful stuff for us users, I particularly love the new iron door !Thank you very much for the work done sir!
Thanks for that great comment, CryptPom1748. :smile.gif:
The shading on the iron door needs a little attention, when I look at it afresh, but I need to have a little building session to get a feel for those changes I sometimes introduce on a whim.
Texture something that very few people will use?
Why?
Maybe if Mojang adds an update that lets you get it in the normal game, Glimmar probably will make it but it's the same deal with the quiver.
Lol! I just assumed I'd missed the fact that chainmail had been properly introduced in one of the pre-updates or something. I live deep down in my undergound lair, so it's easy for me to miss things.
Right! Keep me posted, but I'm off to to enjoy what's left of my weekend. Too much stuff happening with work issues and family matters, but an hour of building is just the ticket to forget about the world's ills.
I just have to say this is the most amazing texture pack. I'm totally hooked. I've tried other packs and I just can't play without your textures anymore. Just so you know your textures also work for non-evil buildings and mechanisms. I love it! Thanks for making my Minecraft experience even better.
Many thanks, crackedEgg. I much appreciate the encouragement and glad to have enhanced your Minecraft experience a little.
Haha! Also glad you can use the textures for non-villainous purposes. Just to quickly point out, I'm not really an evil dictator or anything (though my kids might argue that point!). Lol! Infact large areas of my world look quite well ordered and homely. :biggrin.gif:
Wow! No, I wasn't aware, mate. Looks amazing and I was tickled pink to see there's a link back here. Awesome place and a lot of imagination in evidence too.
I need to get a link to it in my OP when they've got a banner.
Pack won't work any more... version 3.4 works fine, but not 3.5. If I try switching to 3.5, it switches to the default pack. Tried redownloading from both mirrors.MC 1.0.0---Other than that, it's a great pack.
This should be sorted now with my latest update, and with all the new stuff it might be worth your while having another go. :smile.gif:
Glimmar, I think I've found the problem with optifine - it seems it was an issue with the color.properties as I think you suspected. I went through and deleted the spaces from the end of each line and that seemed to fix it for me, I can now use the two perfectly. Hope this helps, keep up the fantastic work!Cheers-F
Flobulon. I'm not sure if I posted a thanks or not, but awesome work on tracking down the gremlins causing the problem with my v3.5 update.
ps. I did credit you in my OP though. :biggrin.gif:
Loving the new update! Just one thing: Didn't you say a while back that you were adding green, steampunky fog? What happened to that?
Glad you like, mate.
Yes, it's definately in there, but mostly around swamp areas at the moment, which part of my dockland area sits in. If you look at the pics of my new sandstone texture (below), you'll notice the effect the coloured fog has in the distance. I'm floating above the middle of my built-up swamp, looking towards my big dock gates. If I move a little distance towards that spired monument then the green fog disappears as I leave the influence of the swamp:
I did also notice that in my short but interesting foray into Optifine, the fog was noticeably a lot less noticeable and did need MC Patcher installed over Optifine to even see it. Don't know if you use Optifine? Also the fog is of course dependent on your viewing distance setting. I usually have mine on the furthest setting and it's not noticeable at all then, but since the new fog color possibilties I've dropped back to 'normal'.
Were you wanting the fog/smog to cover other areas and be a lot stronger? Perhaps mine aren't dark enough for most people's taste. I can have an experiment and perhaps upload some alternate fogcolor0.png biome files for different worlds and you can just drop them in the 'misc' folder ... you've got me thinking (it's not a pretty sight, honestly!)
Wow… ignore my previous comment. I realized why the creatures weren't spawning, and it had nothing to do with your pack. I forgot that the difficulty was sent to "Peaceful" on my laptop. ¬_¬
Anyway, the new mobs look great, really like what you've done with them.
EDIT: And now I can see the green fog in the swamps. I was assuming that it was everywhere… and I was playing on a pre-1.8 world, with no swamps.
Wow… ignore my previous comment. I realized why the creatures weren't spawning, and it had nothing to do with your pack. I forgot that the difficulty was sent to "Peaceful" on my laptop. ¬_¬
Anyway, the new mobs look great, really like what you've done with them.
EDIT: And now I can see the green fog in the swamps. I was assuming that it was everywhere… and I was playing on a pre-1.8 world, with no swamps.
Haha! That's reassuring. :smile.gif:
I have to chuckle though, because I've done the very same thing re: the 'peaceful' setting. Especially after updates when things get muddled up and I'm on edge looking for things to go wrong. Lol! I've used 'TooManyItems' to repeatedly flick through spawning time and flown around the world and visited the nether, just to try and find one pesky mob, only to discover I'd switched to peaceful on a previous session because the zombie noises were bugging me! :biggrin.gif:
I think I'll still have a go at making some different strengthed smog/fog biome triangles to see what they look like. Althouth I like the idea and the effect of a good pea-soup smog, I think it's also fair to assume that others think of Steampunk in a brighter vain consisting of carnivalesque coloured airships and such, so it's getting the right balance I suppose.
Yes, it's definately in there, but mostly around swamp areas at the moment, which part of my dockland area sits in. If you look at the pics of my new sandstone texture (below), you'll notice the effect the coloured fog has in the distance. I'm floating above the middle of my built-up swamp, looking towards my big dock gates. If I move a little distance towards that spired monument then the green fog disappears as I leave the influence of the swamp:
-snip-]
I did also notice that in my short but interesting foray into Optifine, the fog was noticeably a lot less noticeable and did need MC Patcher installed over Optifine to even see it. Don't know if you use Optifine? Also the fog is of course dependent on your viewing distance setting. I usually have mine on the furthest setting and it's not noticeable at all then, but since the new fog color possibilties I've dropped back to 'normal'.
Were you wanting the fog/smog to cover other areas and be a lot stronger? Perhaps mine aren't dark enough for most people's taste. I can have an experiment and perhaps upload some alternate fogcolor0.png biome files for different worlds and you can just drop them in the 'misc' folder ... you've got me thinking (it's not a pretty sight, honestly!)
Ah, I just wasn't in a swamp biome. Thanks for the info! It would be interesting to see what you can do with various biome fog colors in the future.
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My Website. I make mods for Minecraft and am also making my own game.
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I was wondering what the shaders mod would work with this texture pack, well now I have an answer.
Tested it out briefly, seems to work fairly well. Only problem I see is that light sources don't effect shadows… and that gets very distracting in certain areas (ie. under a glass roof).
if you like it message me or reply and ill send you the link of the file :smile.gif:
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Curse PremiumNo problem with your English, mate, much better than my French. :smile.gif:
There wouldn't be time to do anything for the v3.6 update, as that's what I'm just finishing off now and hoping to upload before I reward myself with some much needed sleep later today.
I just decided to add some brass lettering to the 'mclogo' screen, that's what's caused the delay. Sorry folks.
I will bear it in mind, but first priority would be work on finishing the pack off.
Those icons look beautiful, many thanks for the link.
My Website. I make mods for Minecraft and am also making my own game.
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Curse PremiumGlimmar's Steampunk v3.6 for Minecraft 1.1
Please note: There are three versions of my pack now. Each pack is the same in all respects except that the water, lava, fire, and portal animations are different...respectively - 32x, 64x, and a version same as 64x but with water at 128x. (I like my water to look as liquidy as possible). Use the version best suited to the processing and graphical power of your computer. The way MC Patcher now seems to work, also means I've had to increase the resolution of the terrain.png file accordingly in the 64x and 128x packs (though they will still appear 32x) or the animated water, (lava, etc.) default to the resolution of my normal 32x terrain.png file.
All three versions have mostly 64x gui's and mobs and a new high res 'Berylium' font by Nuin (see credits below), so this will effect ingame performance. I hope to make a true 32x version of the pack at some stage in the future, but will at present, due to time constraints, continue to finish the pack with my preference for 32x terrain and HD menus, mobs, water etc.
Any problems you may have had with Optifine and launching the old v3.5 pack have been fixed to the best of my knowledge (this was due to rogue spaces in my MC Patcher 'color.properties' file! Sincere thanks to Flobulon who tracked the pesky gremlin down).
However, on trying out Optifine recently I found it wasn't displaying my animated terrain properly. There were graphical artifacts on transparent blocks (on higher mipmap settings), nor was it properly interpreting MC Patcher's color.properties or the new biome colors (despite a fresh Minecraft, Optifine and MC Patcher install and no other mods). These problems might be specific to my machine (intel i7 3.4 GHz, 12.0 GB mem, nvidia GeForce GTX 570 graphics).
Download 32x version (water, lava, etc. at 32x): Glimmar's Steampunk 32x v3.6 on MediaFire
Download 64x version (water, lava, etc. at 64x): Glimmar's Steampunk 64x v3.6 on MediaFire
Download 128x version (water at 128x): Glimmar's Steampunk 128x v3.6 on MediaFire
Remember...the 64x version is only higher res water, lava, fire and portal - the terrain is still 32x. The 128x version has 64x lava, fire and portal with 128x water, but still 32x terrain.
Full use of this pack requires the latest version of 'MCPATCHER' MC Patcher link.
Why do you absolutely need MC Patcher?...click the spoiler:
All HD texture packs require MC Patcher to fix graphical glitches and to make use of HD custom animations and new custom terrain animations. Yes, many of the terrain blocks and items in this pack are now animated! Please see the v3.5 changelog below and earlier changelogs.
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 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 (available below) or click on my reputation button at the bottom...all these things encourage me to carry on and make new stuff.
There are a lot of new things in this version, so please check out the v3.6 Changelog spoiler below. If you don't, you'll miss out on all the nice little pics:
Glimmar's Steampunk v3.6 Changelog with Pics:
includes 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:
Moved all animated textures to the new 'anim' folder, as per new MC Patcher.
Fixed the cow and the zombiepig bottoms...tch! The jobs you've gotta do round here!
Fixed the chicken feet (back to front) and added 3 new chicken edits to RandomMobs.
Adjusted position of animated diamond pickaxe to sit a little better in the guis. This is a compromise, as you do miss some of the animated lights when holding the tool, however the way it looked a little peculiar sitting up in the top left corner of an inventory box .
Added 3 new 'fire' mobs:
Added 2 'lava' mobs:
Added 3 New silverfish mobs:
Temporary mooshroom mob. Just a recolour of the existing cow, until time and inspiration allow me to sally (or 'Daisy' or 'Buttercup') forth on some new cows:
New HD 'mojang' loading screen...still a work in progress:
Grateful thanks to 'Nuin' for use of his HD font 'Berylium'. This was imported from 'Typodermic Fonts' to Minecraft by Nuin and I am using it in my texture pack with his kind permission. Please check out his thread here and perhaps leave a nice comment if you like the look the font brings to Glimmars Steampunk: http://www.minecraftforum.net/topic/742179-128x-berylium-font-for-mcpatcher-v22-excel-help-file/
New HD main menu 'gui' with a little 'language' gizmo that I hope you feel is appropriate for the theme.
All menu selection bars now have an illuminated valve when hovered over.
New game screen HD fold-out brass inventory gui:
All new HD 'enchant' gui. Spent the better part of a week on this screen alone:
inactive enchantment machine:
activated enchantment machine:
New bookcase 'chemist cabinet' block to fit in with the animated 'enchantment' scheme of things. Various machine parts now come flying out This is a bit of a risk, because it's not bookcase-like at all, so I'm prepared for some flak on this. I may produce an alternate 'bookcase' pack download. Please let me know your thoughts on this as I'm not decided:
Work in progress 'alchemy' gui' - sorry I didn't have the time to finish this off, but I didn't want to rush and spoil it, as I want to make something that's worthy of the theme and I don't work fast. My little scratchings in the brass-work may give a hint on the direction in which I'm going with it:
I will continue work on this and other gui's to work towards a common style of my own for all the gui's. I'll make any menu's I decide to drop, available in the 'extras' download.
Higher res particle smoke, including some top secret steampunk enchantment symbols to match my idea for the new enchant gui. Still to finish other particle icons off.
New waterspeck particle taken from the high res smoke.
New potion 'effect' particle (the spirally thing you see while under the influence of a potion).
New 'slimeball' item for better particle effects when the slime mob bounces on the ground...was too bright before.
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:
Edited the magma cream item.
Edited the blaze powder item.
Special 'alternate' font of illuminated brass letters used in the enchant gui. Again, fiddly to get it all to work properly with the idea I had for the 'enchant' gui.
New fogcolor0.png for some smoggy/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. Here's the new sand/sandstone edit in a civic building:
New nether brick...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:
For those wanting an 'all metal' nether factory look, I will try to work on a new metal texture for all those giant constructions down below.
Changed the netherwort to better match the new netherbrick.
Darkened the clay and reworked the texture to better match the tone of the sand and look less luminous in the landscape, but can still be used as a 'marble' block look-a-like, etc.
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, ie. not tiling as well as I would have liked.
However, I seem to be running into a problem (and I'm not sure if it's just my computer or something in the file). The fog seems to be the same, and fiddling with the settings doesn't seem to fix it. I even went as far as re-download and patching the game. However, while trying to work on this, I figured out why I wasn't noticing the green tinge for the lighting… I had Brightness set to bright when it should have been Moody.
EDIT: Also, it would appear that various mobs are now invisible. Not sure what's going on with that…
the new gui are beutifull!
basicly what im trying to say is
that the new update are indcredible
(the
and the new iron door is indcredible
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Curse PremiumI'll just answer to the most recent posts first, then I'll pop back through the last few pages in stages and comment where necessary on those posts I've had to overlook to get this update out:
Thanks, vfd42. :smile.gif:
When you stare at the stuff for as long as I do when I'm editing it, it doesn't seem quite such a big update, so your reaction is a relief to say the least.
Not sure what's going on there either, mate. :sad.gif:
Most of the new stuff I've added is at 64x res (the gui's, mobs, particle edit, etc) so whether or not that would effect things for you. Also don't know if you're using Optifine, but I had quite a few graphical problems with that - with or wtihout MC Patcher installed (probably just my inexperience with it). Also I'm still using MC Patcher v2.3.1 and maybe that was causing my difficulties with Optifine. However, apart from problems I could easily associate with graphical anomalies to do with Optifine's mipmapping and inconsistencies with the new color features of MC Patcher, everything was still visible.
Obviously I've tested and retested each of the packs many times over as I've been editing stuff and not noticed any mobs being invisible.
Apart from taking rogue 'spaces' out of the 'color.properties' file nothing has changed in the pack other than moving all the animated stuff to MC Patcher's 'anim' folder and the addition of graphics...oh! and my splitting the pack into the 32, 64, 128x versions as a solution to how MC Patcher 'sets' the resolution for the HD water, lava, etc.
I've every confidence you'll find what's causing the problem, ksheep, and if it's down to all the high res stuff then I'll just have to bring work forward on a true 32x pack. Not straight away though, as I fancy a bit of building as a break, before Jeb releases the ocelots on me! :biggrin.gif:
All in good time, grrys001. Not enough time in a busy schedule to work on everything at once. :smile.gif:
Thanks, jippii_ja. Glad you like the new stuff. :smile.gif:
I must have subconsciously been inspired by 'Last Days' bookcase block, because I honestly can't remember making a conscious decision to base it on it. 'Great minds think alike' is all I can say.
I had to check it out and I'm relieved we have the same idea, but completely different thematic solution to the idea of 'drawers' instead of just shelves. My idea for the old chemist shop drawers came when working on the flying 'enchant' components.
I love 'Last Days' though and that whole grungy futuristic genre, despite the years that separate them, our vision of grungy fantasy science is not so disimilar. Hence my love of the work of China Mieville.
Thanks for that great comment, CryptPom1748. :smile.gif:
The shading on the iron door needs a little attention, when I look at it afresh, but I need to have a little building session to get a feel for those changes I sometimes introduce on a whim.
Thank you! :smile.gif:
Lol! I just assumed I'd missed the fact that chainmail had been properly introduced in one of the pre-updates or something. I live deep down in my undergound lair, so it's easy for me to miss things.
Right! Keep me posted, but I'm off to to enjoy what's left of my weekend. Too much stuff happening with work issues and family matters, but an hour of building is just the ticket to forget about the world's ills.
Thanks for your interest guys.
My Website. I make mods for Minecraft and am also making my own game.
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Curse PremiumMany thanks, crackedEgg. I much appreciate the encouragement and glad to have enhanced your Minecraft experience a little.
Haha! Also glad you can use the textures for non-villainous purposes. Just to quickly point out, I'm not really an evil dictator or anything (though my kids might argue that point!). Lol! Infact large areas of my world look quite well ordered and homely. :biggrin.gif:
It's nice to have well-mannered gentlepersons visiting this thread. :smile.gif:
Let me know what you think of the new nether bricks I made and if they need 'purple-ising'. :biggrin.gif:
Wow! No, I wasn't aware, mate. Looks amazing and I was tickled pink to see there's a link back here. Awesome place and a lot of imagination in evidence too.
I need to get a link to it in my OP when they've got a banner.
Thanks for pointing that one out.
This should be sorted now with my latest update, and with all the new stuff it might be worth your while having another go. :smile.gif:
Flobulon. I'm not sure if I posted a thanks or not, but awesome work on tracking down the gremlins causing the problem with my v3.5 update.
ps. I did credit you in my OP though. :biggrin.gif:
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Curse PremiumGlad you like, mate.
Yes, it's definately in there, but mostly around swamp areas at the moment, which part of my dockland area sits in. If you look at the pics of my new sandstone texture (below), you'll notice the effect the coloured fog has in the distance. I'm floating above the middle of my built-up swamp, looking towards my big dock gates. If I move a little distance towards that spired monument then the green fog disappears as I leave the influence of the swamp:
I did also notice that in my short but interesting foray into Optifine, the fog was noticeably a lot less noticeable and did need MC Patcher installed over Optifine to even see it. Don't know if you use Optifine? Also the fog is of course dependent on your viewing distance setting. I usually have mine on the furthest setting and it's not noticeable at all then, but since the new fog color possibilties I've dropped back to 'normal'.
Were you wanting the fog/smog to cover other areas and be a lot stronger? Perhaps mine aren't dark enough for most people's taste. I can have an experiment and perhaps upload some alternate fogcolor0.png biome files for different worlds and you can just drop them in the 'misc' folder ... you've got me thinking (it's not a pretty sight, honestly!)
Anyway, the new mobs look great, really like what you've done with them.
EDIT: And now I can see the green fog in the swamps. I was assuming that it was everywhere… and I was playing on a pre-1.8 world, with no swamps.
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Curse PremiumHaha! That's reassuring. :smile.gif:
I have to chuckle though, because I've done the very same thing re: the 'peaceful' setting. Especially after updates when things get muddled up and I'm on edge looking for things to go wrong. Lol! I've used 'TooManyItems' to repeatedly flick through spawning time and flown around the world and visited the nether, just to try and find one pesky mob, only to discover I'd switched to peaceful on a previous session because the zombie noises were bugging me! :biggrin.gif:
I think I'll still have a go at making some different strengthed smog/fog biome triangles to see what they look like. Althouth I like the idea and the effect of a good pea-soup smog, I think it's also fair to assume that others think of Steampunk in a brighter vain consisting of carnivalesque coloured airships and such, so it's getting the right balance I suppose.
Ah, I just wasn't in a swamp biome. Thanks for the info! It would be interesting to see what you can do with various biome fog colors in the future.
My Website. I make mods for Minecraft and am also making my own game.