I usually can't be bothered to reply on the forums, but for this, I made the effort. I just want to say I swear by this pack and I love the new update. Thanks man.
" Please note that we have added a consequence for failure. Any contact with the chamber floor will result in an unsatisfactory mark on your official testing record, followed by death." -GLaDOS
Absolutley amazing! I had started a project to build a giant tree, and I did. But Doku dark wasn't cut out for the look had in mind. Then I downloaded this, and BAM! It fit perfectly!
I think you now need to twiddle with the water fog colours because it's bright primary blue wherever you are.Can we also get hi-res versions of the alt lava?I prefer the green lava and fire so it matches with the green torches and flames.
Ah! The 'underwatercolor.png' file. You are absolutely right of course and I'm kicking myself I forgot all about that in the head down rush of trying to finish off other things. That's something I've been longing to tinker with since first starting the pack, but now it's actually possible and I went and clean forgot about it. Only excuse is my befuddled brain, but it's top of my agenda right now. :smile.gif:
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.
Lol! Glad that's sorted, but yes I will experiment further with the fog as like the other custom colors they're all very powerful atmospheric parts of this theme pack experience.
All is great, I just dislike monster eggs, there are not beautiful (of course it's only my point of view).EDIT : But bookcases and new menu (screen : with solo, multiplayer,...) are great.
Lol! I'm never going to please everyone with everything, and like a lot of things I'm never always completely satisfied with some things myself, but there's plenty of scope for trying out other designs when I have more time. Glad you like the other stuff though. :smile.gif:
I usually can't be bothered to reply on the forums, but for this, I made the effort. I just want to say I swear by this pack so much and I love the new update. Thanks man.
My great pleasure! Much appreciate you taking the time to give encouragement.
Absolutley amazing! I had started a project to build a giant tree, and I did. But Doku dark wasn't cut out for the look had in mind. Then I downloaded this, and BAM! It fit perfectly!
/
Many thanks, Imweird16 and for all the diamonds! :smile.gif:
Hello again. Just got back to my desktop (had been running on my Laptop all weekend) and decided to try the 64x version. Looks good. However, I noticed that some of the animations seem to be… blurry. Looks as though they were resized with Anti-aliasing on. Not sure if this is a MCPatcher/Optifine problem (forgot to uninstall Optifine before installing the newest MCPatcher version) or if you had accidentally resized them with the wrong settings. The ones that I noticed were the workbench, powered rail, and rail switch, but there could be more. Just thought I'd throw that out there (yes, I know, more stuff for you to do). I may try to find out why it's doing this if I have any spare time in the next few days if you don't get around to it, but I thought I ought to let you know.
Also, I found an oddity when using Rei's Minimap. The colors that it uses are derived from the texture pack currently being used, and because of this, all the water on the minimap appears to be gold. This isn't a big deal, and I can easily work around this (or just ignore it), but I found it entertaining.
And finally, an update on the dome (yeah, I'm focusing far too much on it). I haven't been able to do much on it over the weekend, but I had started working on an airdock and a moat. The moat is mostly done, and I've got the first stage of the airdock done. Also been looking into mods for this (Airship, Airplane, and Helicopter) just so the airdock has some use. Will also make a stationary Zeppelin… somewhere on it. The only problem is… the airdock may end up being larger than the dome at this rate. Anyway, pics of current progress are below.
Oh I just noticed for those of us who use the green acid/lava that the items gui extra to make the bucket show the green acid/lava doesn't have the Spawn Eggs included for Creative mode.
However I still love this pack, and I wish Optifine would be able to read the custom lighting, it can do most of the stuff MCpatcher can now but for some reason it is only able to change the fog and the Sky colors for that, but not read the light map to give the torches a green light. I mentioned that over in the Optifine thread hopefully the creator there can get that sorted out.
Glimmar, can you make it compatible with Industrialcraft and buildcraft? I use them both alot, and it would be quite awkward if I had this texture pack with default texture stuff. Oh, and I also think you'll enjoy animated the computercraft blocks and items.
you know Glimmer i have been thinking about the snap shots for 1.2 and i realized that the only things you have to make is textures for jungle wood, jungle saplings and the ocolots (taim and wild). the reason for this is because most of the updates are fixes to preexistng stuff.
p.s. i think the texture for the jungle trees is jest the texture of oak or redwood turn on is side.
Glimmar you never fail to impress. i am loving every single thing about this pack. keep up the good work man. now i am off to enjoy this pack. where you were worried about the bookcases i think they look better and im liking them even more now. really feels steam punkish(took a full 2 min to download compared to the normal 30sec on most others)
Thanks, mate.
Glad you like the new bookcases and everything else. I've not had any complaints yet about the new bookcase texture, but I expect I will. I'm still unsure, as it's not as multi-tasking as the last version, but it seemed right for the new enchantment gui. :smile.gif:
Hello again. Just got back to my desktop (had been running on my Laptop all weekend) and decided to try the 64x version. Looks good. However, I noticed that some of the animations seem to be… blurry. Looks as though they were resized with Anti-aliasing on. Not sure if this is a MCPatcher/Optifine problem (forgot to uninstall Optifine before installing the newest MCPatcher version) or if you had accidentally resized them with the wrong settings. The ones that I noticed were the workbench, powered rail, and rail switch, but there could be more. Just thought I'd throw that out there (yes, I know, more stuff for you to do). I may try to find out why it's doing this if I have any spare time in the next few days if you don't get around to it, but I thought I ought to let you know.Also, I found an oddity when using Rei's Minimap. The colors that it uses are derived from the texture pack currently being used, and because of this, all the water on the minimap appears to be gold. This isn't a big deal, and I can easily work around this (or just ignore it), but I found it entertaining.And finally, an update on the dome (yeah, I'm focusing far too much on it). I haven't been able to do much on it over the weekend, but I had started working on an airdock and a moat. The moat is mostly done, and I've got the first stage of the airdock done. Also been looking into mods for this (Airship, Airplane, and Helicopter) just so the airdock has some use. Will also make a stationary Zeppelin… somewhere on it. The only problem is… the airdock may end up being larger than the dome at this rate. Anyway, pics of current progress are below.
Now, that problem you mention of the blurry terrain block animations at 64x is exactly what I was getting when I had Optifine installed. At the time, I put it down to Optifine incorrectly applying mipmapping to the animations, making them all blurry even when close up, because on uninstalling Optifine and running the 64 and 128x packs, evrything was fine again. But you've got me thinking it may be because I haven't upscaled the 32x 'animated' terrain and item blocks to 64 and 128x to follow suit with the upscaled terrain.png files.
As far as I know MC Patcher used to take it's cue from the resolution of water, lava, etc. and would upscale everything else to match, but from v2.3.1 it seems to be taking it's cue from the terrain.png file, so if that is 32x it makes all the water, lava, etc. 32x even if they are 64 or 128x. I'm assuming MC Patcher automatically upscales the animated block, because without Optifine installed I can happily switch between the different packs, whereas Optifine is getting confused with the discrepency between my HD terrain.png and the 32x animated blocks.
Wow! My mixing things up and Optifine's growing popularity is making for a real headache.
I'll test my theory, upscale the animated blocks accordingly and see if I can get Optifine to work with them. If it solves the problem I'll upload another update, along with new underwatercolors thrown in.
I'd just assumed it was my graphics card, as I was getting other graphical anomalies with transparent blocks like fences, glass, etc., when Optifine's mipmapping was set to high.
Oh I just noticed for those of us who use the green acid/lava that the items gui extra to make the bucket show the green acid/lava doesn't have the Spawn Eggs included for Creative mode.However I still love this pack, and I wish Optifine would be able to read the custom lighting, it can do most of the stuff MCpatcher can now but for some reason it is only able to change the fog and the Sky colors for that, but not read the light map to give the torches a green light. I mentioned that over in the Optifine thread hopefully the creator there can get that sorted out.
Haha. I knew I'd forgotten something else. I don't have a very efficient system at the moment for updating all the alternate textures, but also don't have anywhere near enough time to put stuff up on the Minecraft Customiser either. I'll add that one to the list of things that need doing. :smile.gif:
Perhaps I should drop the HD variations and simply have two 32x packs - a 'green' one (with acid lava, green fire, green gas lamps, etc) and a 'standard' one (with red lava, amber gaslamps and normal fire, etc)
I also wonder how difficult it would be to have something like we now have for RandomMobs built in to MC Patcher, that would allow us to select what we wanted our blocks to look like whilst still in game - block switching on the fly. I'm sure it's probably been voiced many times, and there's probably millions of reasons why it's not possible, but it would make for a wonderful solution for hard-pressed texture artists.
I had the same problem with Optifine and the light map too...yet another reason why I just went back to MC Patcher on it's own. I do miss the mipmapping and it's smoothing of that pixelation one gets in the distance. As I like my big constructions, it's also nice to be able step back and appreciate them from a good distance without Moire or dancing pixels.
Hi Glimmar!Firstly, I just want to say that I ABSOLUTELY LOVE YOUR STEAMPUNK MINECRAFT TEXTURE PACK.It is truly amazing, and in my honest opinion, the best texture pack available.I wanted to ask if I may have permission to use your texture pack for a Youtube Minecraft Gameplay series I intend to make (as in, record Minecraft that has your texture pack applied).I'm not sure how creative permissions work for Youtube videos, but I would be ecstatic if you would grant me permission to apply your texture pack to my Minecraft videos.I look forward to hearing from you!Kind regards,ReNDoG
Glimmar, can you make it compatible with Industrialcraft and buildcraft? I use them both alot, and it would be quite awkward if I had this texture pack with default texture stuff. Oh, and I also think you'll enjoy animated the computercraft blocks and items.
Ah, sorry!
As much as I really would like to do that, Captain, it just wouldn't be possible whilst I'm still working on finishing this pack and trying to keep up with updates. If RL ever presented me with more time and the much anticipated 'mod api' came about, then I'd be much more inclined to jump on those and many other mods too.
you know Glimmer i have been thinking about the snap shots for 1.2 and i realized that the only things you have to make is textures for jungle wood, jungle saplings and the ocolots (taim and wild). the reason for this is because most of the updates are fixes to preexistng stuff.
p.s. i think the texture for the jungle trees is jest the texture of oak or redwood turn on is side.
I'm guessing you're running the 1.2 snapshot?
Well, after I've had a little break, experimented on some of the issues above, I shall begin work on the 1.2 stuff. I've already begun the process of googling for inspiration, but I'm like a slowly percolating cup of coffee and the ideas are just being poured on to the filter of my coffee stained brain at this very moment. When you hear the 'swooshing' sound...that's either a nice cup of coffee being filtered out, or my brain being squished! :blink.gif:
If I release a quick update with fixes, I may think about including some placeholder textures for the jungle tree log, foliage and sapling. The ocelot will definately involve more work for me.
Okay.. Glimmar, my man, I hope you remember how I stated a while back how I loved the pack's continuation of the theme, and the pack itself, but it wasn't particularly my taste (you could say cup of tea, just to make those Americans keep thinking that stereotype.. tehe).
My man, I was wrong; I just downloaded the new version now, I think the last version I downloaded was 3.2.. Anyway, I absolutely love it now, I don't know what I was thinking, I'm extremely ashamed I didn't like it the first time I tried it. I do not know what planet my brain was on that day.
That's very generous of you, mate. :smile.gif:
I'm not your steriotypical steampunk either, believe it or not.
I love grungy science fiction and all it's possibilties and I'm very much drawn to the complexity of steampunk technology, the Victorian industrial architecture and retro science and the colourful characters that inhabit that alternative imaginary dimension, but for myself I'm pretty straightfoward in all other respects and not usually given to bouts of dressing up in brass outfits! Infact no dressing up of any kind...my kids long since put paid to anything of that sort. Lol!
Whereas I'd have probaby enjoyed dressing up in character, back in my art school days, my early career mostly took me into the art's and museum world, organising exhibitions, caring for local authority collections of Victorian paintings, etc. So now I'm pretty staid and serious. Though I do put on a mean show at Halloween! :biggrin.gif:
No, I like Steampunk because it's less constraining than say a straightforward historical theme and allows my imagination to run free with believabilish technology and a hint of alchemical magic and I love monumental architecture!
you said that nobody had complained
abaut the new bookcases,well somebody have to be first,
(its a very minor complain). the color of the cabinet dont really
fit with the color of the planks, i hope you will improve that someday
soon?
you said that nobody had complainedabaut the new bookcases,well somebody have to be first,(its a very minor complain). the color of the cabinet dont reallyfit with the color of the planks, i hope you will improve that somedaysoon?
Lol! The slight difference in colour to the planks was kindof intentional, precisely so that everything made of wood wasn't exactly the same colour. However, I think I know what you mean, in that the drawers have a slightly red tinge. I'll add it to the list and have another look. :smile.gif:
Glimmar, could you take a look at the custom lighting files?I feel the shadows are a tad too dark.Especially in the Nether for example or in caves.It makes me use way too many torches so I can see what I'm doing compared to other great packs like, say, Misa's.I also think you should redo the TNT as well since it seems to have a similar theme to the old iron door, which is basically the white colouring.
I've only done a custom lighting file for the surface world. There are separate lighting files for the surface, nether and the end, but I'm not rushed to do the latter two yet. Choosing lighting for the nether will be a separate project in itself.
The darker look I've gone for is definately intentional though. I believe it fits the atmospheric Victorian/Steampunk theme I prefer and I'm certainly happy with it, but I don't do a lot of adventuring in caves these days, so I'll have another look and see if I can compromise. Or at the very least have some alternate brighter lightmap0.png files. :smile.gif:
If you were very brave and enjoy tinkering with stuff, just open up the 'environment' folder in my pack, drag out the 'lightmap0.png' file, load it into your favourite graphics editor and simply brighten the entire image (it's only a tiny little thing) to your preferred level. Perhaps have a few that you've brightened to different levels and then try each one out again by dropping them back into the 'environment' folder, overwriting what's in there. Keep a back-up of the original incase things go belly up.
Don't forget normal Minecraft 'options' allow you to play with how dark the world appears, so that might be a temporary solution.
The TNT has been on my list for a long time...just haven't got round to it, but like the old iron door, it feels a little too modern for the theme now and it's definately one of my weaker blocks, now dating right back to my first rushed textures in September 2010. However, I have some ideas and it's in hand, but it's all a question of priorities and where my inspiration takes me at the time.
Right...I better not offer to change too many things or I'll not stay on track, but I'm grateful for the feedback and especially for reminders on things I've forgotten. However, if something's not been done, it doesn't necessarily mean I'm not aware of it. As you know there are myriad little things that might seem easy to work on, but in reality can be massive wastes of time trying to get them just right, and some things, like steampunk mobs and gui's, that can eat up an enormeous ammount of time to make them believable.
Great update! There is only two things, and one of them you probably can't do anything about. The first thing is the bookshelves :tongue.gif: '
I can live with them and I probably will get used to them soon. The other thing is that the Font you are using doesn't enable Å, Ä, Ö. But you can't do anything about that, am I right?
Oh well, thank you for a nice texture pack and keep going with it!
i forgot to say this:thanks for separating the 32,64 and 128x vesions!
You're welcome, but at the moment it's not really any advantage to Optifine users, until I sort out what's going on with the animated blocks. :unsure.gif:
Great update! There is only two things, and one of them you probably can't do anything about. The first thing is the bookshelves :tongue.gif: 'I can live with them and I probably will get used to them soon. The other thing is that the Font you are using doesn't enable Å, Ä, Ö. But you can't do anything about that, am I right?Oh well, thank you for a nice texture pack and keep going with it!
Lol!
The bookshelf/cabinets...one minute I love 'em (Indiana Jones style of giant warehouse style storage) the next I dislike 'em for being too limiting. If anyone has any ideas, please put me out of my misery. :biggrin.gif:
Haha! When I get round to looking at HD font creation and Nuin's font in detail, I imagine it wouldn't be a problem (says I blindly whistling in the wind). The letters are already there elsewhere, it just needs the umlaut and ring symbols adding. I'll add that edit to my growing task list.
Glad you like most of the other stuff. :smile.gif:
[edit] Just looked at the whole process of creating a HD font, and apart from being a tedious process, it's not as confusing as I'd thought it would be. So yes, shouldn't be a problem to fix those missing Å, Ä, Ö and to eventually have my own font...I'll have to be in the right mood for a whole new font though...and I'm open to suggestions, so long as the font you suggest is public domain.
Yes, Glimmer. We used your texturepack for our server, I hope you don't mind.Our server is still working out the kinks, but we love using your texture pack for the overall world. We have given you recognition for your texturepack on our OP, if there's any problems please let me know.
Lol! I hadn't realized you'd already posted here, but you already know I love what you're doing over on your server. I'll put up your banner and link here as soon as I get a chance. :smile.gif:
hey, i have made some textures for industrial craft!!glimmar, can you add them to the pack containing the extras?im going to share these tomorrow when im awake[im almost sleeping right now...and...i..m......zzzzzzzzzz]
Sleep! What is that strange condition? :blink.gif:
One day I will get round to updating that extras download. :sad.gif:
I'm sure it's probably been asked but would you ever consider shrinking and adapting this pack into 16x?
I'd love to, but too many things going on at the mo' and it's not just a case of shrinking it down.
A lot of work goes into making 16x textures work and scaling down from 32x without reworking each texture would result in horrible jumbled pixels. Scaling up and adding in detail would probably be easier. Some blocks I admit would scale down quite well, but the majority of blocks would require lots of work. I have amazing respect for 16x pixel artists and what they squeeze out of so few pixels.
I'm so sorry, because given time I'd love to see what could be done.
Gestankfaust, who has made a number of things for this pack in the past was working on a conversion, but I remember he was finding it a lot of work, coupled with maintaining his own texture packs.
I love the look of this texture pack, i used it a long time ago.Since i admin a modded server i have to use optifine to enable hd textures, any tips on enabling the extra colour u mentioned in op or is that not possible with optifine?also has anyone found any mod textures that go well with steampunk? the only ones i could find are sphax which is just too cartoony for my tastes (and only 128 :sad.gif: ) the mods we use areindustrial craftbuildcraftcomputercraftadditional pipesadvanced machines for ic2hot air ballon (the default textures for that should fit right in :smile.gif: )forestrymultipage chestrailcraftredpower (yeah we run a lot lol, balancing it all was a nightmere!(i deal with the server files as well as admin it lol) thanks in advance to anyone that takes the time to reply
Glad you like the pack, mate. :smile.gif:
Sorry about the lack of textures for the mods you're interested in. Like my reply above, I'd love to have the time to work on them, but the truth is I don't try out any mods at all these days, except MC Patcher and TooManyItems, which I find are essential for me to work on the pack.
If it's any consolation I get just as frustrated about this, as everyone else must do. I think the inclusion of the planned 'mod api' Jeb has been working on will make a big difference to what mods become standard and thus requiring greater attention. However, it'll still be a nightmare situation for me, unless my circumstances change drastically! :biggrin.gif:
Can you do animated grass ? I think it would look very awesome :biggrin.gif: and do you can animate the torches in your pack to look like the flikkerin glowstone in JohnSmith ? That would be awesome too!
I really like the pack and the animations are very good but just the diamond pick animation consists of two frames .. I think 3 would be better. But all in all i really like the Textures and use them the whole time :biggrin.gif:
Greets Virtu
PS: The top of the Grass can wave with an imagenery wind :DD
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Curse PremiumAh! The 'underwatercolor.png' file. You are absolutely right of course and I'm kicking myself I forgot all about that in the head down rush of trying to finish off other things. That's something I've been longing to tinker with since first starting the pack, but now it's actually possible and I went and clean forgot about it. Only excuse is my befuddled brain, but it's top of my agenda right now. :smile.gif:
Lol! Glad that's sorted, but yes I will experiment further with the fog as like the other custom colors they're all very powerful atmospheric parts of this theme pack experience.
Lol! I'm never going to please everyone with everything, and like a lot of things I'm never always completely satisfied with some things myself, but there's plenty of scope for trying out other designs when I have more time. Glad you like the other stuff though. :smile.gif:
My great pleasure! Much appreciate you taking the time to give encouragement.
Many thanks, Imweird16 and for all the diamonds! :smile.gif:
Good luck with that giant tree too.
where you were worried about the bookcases i think they look better and im liking them even more now. really feels steam punkish
(took a full 2 min to download compared to the normal 30sec on most others)
Also, I found an oddity when using Rei's Minimap. The colors that it uses are derived from the texture pack currently being used, and because of this, all the water on the minimap appears to be gold. This isn't a big deal, and I can easily work around this (or just ignore it), but I found it entertaining.
And finally, an update on the dome (yeah, I'm focusing far too much on it). I haven't been able to do much on it over the weekend, but I had started working on an airdock and a moat. The moat is mostly done, and I've got the first stage of the airdock done. Also been looking into mods for this (Airship, Airplane, and Helicopter) just so the airdock has some use. Will also make a stationary Zeppelin… somewhere on it. The only problem is… the airdock may end up being larger than the dome at this rate. Anyway, pics of current progress are below.
However I still love this pack, and I wish Optifine would be able to read the custom lighting, it can do most of the stuff MCpatcher can now but for some reason it is only able to change the fog and the Sky colors for that, but not read the light map to give the torches a green light. I mentioned that over in the Optifine thread hopefully the creator there can get that sorted out.
p.s. i think the texture for the jungle trees is jest the texture of oak or redwood turn on is side.
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Curse PremiumNow that's what you call good timing! :biggrin.gif:
Thanks, mate.
Glad you like the new bookcases and everything else. I've not had any complaints yet about the new bookcase texture, but I expect I will. I'm still unsure, as it's not as multi-tasking as the last version, but it seemed right for the new enchantment gui. :smile.gif:
Happy building! :laugh.gif:
Now, that problem you mention of the blurry terrain block animations at 64x is exactly what I was getting when I had Optifine installed. At the time, I put it down to Optifine incorrectly applying mipmapping to the animations, making them all blurry even when close up, because on uninstalling Optifine and running the 64 and 128x packs, evrything was fine again. But you've got me thinking it may be because I haven't upscaled the 32x 'animated' terrain and item blocks to 64 and 128x to follow suit with the upscaled terrain.png files.
As far as I know MC Patcher used to take it's cue from the resolution of water, lava, etc. and would upscale everything else to match, but from v2.3.1 it seems to be taking it's cue from the terrain.png file, so if that is 32x it makes all the water, lava, etc. 32x even if they are 64 or 128x. I'm assuming MC Patcher automatically upscales the animated block, because without Optifine installed I can happily switch between the different packs, whereas Optifine is getting confused with the discrepency between my HD terrain.png and the 32x animated blocks.
Wow! My mixing things up and Optifine's growing popularity is making for a real headache.
I'll test my theory, upscale the animated blocks accordingly and see if I can get Optifine to work with them. If it solves the problem I'll upload another update, along with new underwatercolors thrown in.
I'd just assumed it was my graphics card, as I was getting other graphical anomalies with transparent blocks like fences, glass, etc., when Optifine's mipmapping was set to high.
Haha. I knew I'd forgotten something else. I don't have a very efficient system at the moment for updating all the alternate textures, but also don't have anywhere near enough time to put stuff up on the Minecraft Customiser either. I'll add that one to the list of things that need doing. :smile.gif:
Perhaps I should drop the HD variations and simply have two 32x packs - a 'green' one (with acid lava, green fire, green gas lamps, etc) and a 'standard' one (with red lava, amber gaslamps and normal fire, etc)
I also wonder how difficult it would be to have something like we now have for RandomMobs built in to MC Patcher, that would allow us to select what we wanted our blocks to look like whilst still in game - block switching on the fly. I'm sure it's probably been voiced many times, and there's probably millions of reasons why it's not possible, but it would make for a wonderful solution for hard-pressed texture artists.
I had the same problem with Optifine and the light map too...yet another reason why I just went back to MC Patcher on it's own. I do miss the mipmapping and it's smoothing of that pixelation one gets in the distance. As I like my big constructions, it's also nice to be able step back and appreciate them from a good distance without Moire or dancing pixels.
By all means, mate.
I PM'd you about this too. :smile.gif:
Ah, sorry!
As much as I really would like to do that, Captain, it just wouldn't be possible whilst I'm still working on finishing this pack and trying to keep up with updates. If RL ever presented me with more time and the much anticipated 'mod api' came about, then I'd be much more inclined to jump on those and many other mods too.
I'm guessing you're running the 1.2 snapshot?
Well, after I've had a little break, experimented on some of the issues above, I shall begin work on the 1.2 stuff. I've already begun the process of googling for inspiration, but I'm like a slowly percolating cup of coffee and the ideas are just being poured on to the filter of my coffee stained brain at this very moment. When you hear the 'swooshing' sound...that's either a nice cup of coffee being filtered out, or my brain being squished! :blink.gif:
If I release a quick update with fixes, I may think about including some placeholder textures for the jungle tree log, foliage and sapling. The ocelot will definately involve more work for me.
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Curse PremiumThat's very generous of you, mate. :smile.gif:
I'm not your steriotypical steampunk either, believe it or not.
I love grungy science fiction and all it's possibilties and I'm very much drawn to the complexity of steampunk technology, the Victorian industrial architecture and retro science and the colourful characters that inhabit that alternative imaginary dimension, but for myself I'm pretty straightfoward in all other respects and not usually given to bouts of dressing up in brass outfits! Infact no dressing up of any kind...my kids long since put paid to anything of that sort. Lol!
Whereas I'd have probaby enjoyed dressing up in character, back in my art school days, my early career mostly took me into the art's and museum world, organising exhibitions, caring for local authority collections of Victorian paintings, etc. So now I'm pretty staid and serious. Though I do put on a mean show at Halloween! :biggrin.gif:
No, I like Steampunk because it's less constraining than say a straightforward historical theme and allows my imagination to run free with believabilish technology and a hint of alchemical magic and I love monumental architecture!
Really glad you like the pack though.
abaut the new bookcases,well somebody have to be first,
(its a very minor complain). the color of the cabinet dont really
fit with the color of the planks, i hope you will improve that someday
soon?
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Curse PremiumLol! The slight difference in colour to the planks was kindof intentional, precisely so that everything made of wood wasn't exactly the same colour. However, I think I know what you mean, in that the drawers have a slightly red tinge. I'll add it to the list and have another look. :smile.gif:
I've only done a custom lighting file for the surface world. There are separate lighting files for the surface, nether and the end, but I'm not rushed to do the latter two yet. Choosing lighting for the nether will be a separate project in itself.
The darker look I've gone for is definately intentional though. I believe it fits the atmospheric Victorian/Steampunk theme I prefer and I'm certainly happy with it, but I don't do a lot of adventuring in caves these days, so I'll have another look and see if I can compromise. Or at the very least have some alternate brighter lightmap0.png files. :smile.gif:
If you were very brave and enjoy tinkering with stuff, just open up the 'environment' folder in my pack, drag out the 'lightmap0.png' file, load it into your favourite graphics editor and simply brighten the entire image (it's only a tiny little thing) to your preferred level. Perhaps have a few that you've brightened to different levels and then try each one out again by dropping them back into the 'environment' folder, overwriting what's in there. Keep a back-up of the original incase things go belly up.
Don't forget normal Minecraft 'options' allow you to play with how dark the world appears, so that might be a temporary solution.
The TNT has been on my list for a long time...just haven't got round to it, but like the old iron door, it feels a little too modern for the theme now and it's definately one of my weaker blocks, now dating right back to my first rushed textures in September 2010. However, I have some ideas and it's in hand, but it's all a question of priorities and where my inspiration takes me at the time.
Right...I better not offer to change too many things or I'll not stay on track, but I'm grateful for the feedback and especially for reminders on things I've forgotten. However, if something's not been done, it doesn't necessarily mean I'm not aware of it. As you know there are myriad little things that might seem easy to work on, but in reality can be massive wastes of time trying to get them just right, and some things, like steampunk mobs and gui's, that can eat up an enormeous ammount of time to make them believable.
thanks for separating the 32,64 and 128x vesions!
I can live with them and I probably will get used to them soon. The other thing is that the Font you are using doesn't enable Å, Ä, Ö. But you can't do anything about that, am I right?
Oh well, thank you for a nice texture pack and keep going with it!
Prah - The Swedish Guy
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Curse PremiumYou're welcome, but at the moment it's not really any advantage to Optifine users, until I sort out what's going on with the animated blocks. :unsure.gif:
Yay! Many thanks. :smile.gif:
Lol!
The bookshelf/cabinets...one minute I love 'em (Indiana Jones style of giant warehouse style storage) the next I dislike 'em for being too limiting. If anyone has any ideas, please put me out of my misery. :biggrin.gif:
Haha! When I get round to looking at HD font creation and Nuin's font in detail, I imagine it wouldn't be a problem (says I blindly whistling in the wind). The letters are already there elsewhere, it just needs the umlaut and ring symbols adding. I'll add that edit to my growing task list.
Glad you like most of the other stuff. :smile.gif:
[edit] Just looked at the whole process of creating a HD font, and apart from being a tedious process, it's not as confusing as I'd thought it would be. So yes, shouldn't be a problem to fix those missing Å, Ä, Ö and to eventually have my own font...I'll have to be in the right mood for a whole new font though...and I'm open to suggestions, so long as the font you suggest is public domain.
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Curse PremiumThank you.
Also, welcome to the forums. :smile.gif:
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Curse PremiumYou were absolutely right, mate.
When I get a chance I'll look at the clouds too. :smile.gif:
Lol! I hadn't realized you'd already posted here, but you already know I love what you're doing over on your server. I'll put up your banner and link here as soon as I get a chance. :smile.gif:
Sleep! What is that strange condition? :blink.gif:
One day I will get round to updating that extras download. :sad.gif:
Thank you, HP1996A. :smile.gif:
I'd love to, but too many things going on at the mo' and it's not just a case of shrinking it down.
A lot of work goes into making 16x textures work and scaling down from 32x without reworking each texture would result in horrible jumbled pixels. Scaling up and adding in detail would probably be easier. Some blocks I admit would scale down quite well, but the majority of blocks would require lots of work. I have amazing respect for 16x pixel artists and what they squeeze out of so few pixels.
I'm so sorry, because given time I'd love to see what could be done.
Gestankfaust, who has made a number of things for this pack in the past was working on a conversion, but I remember he was finding it a lot of work, coupled with maintaining his own texture packs.
Glad you like the pack, mate. :smile.gif:
Sorry about the lack of textures for the mods you're interested in. Like my reply above, I'd love to have the time to work on them, but the truth is I don't try out any mods at all these days, except MC Patcher and TooManyItems, which I find are essential for me to work on the pack.
If it's any consolation I get just as frustrated about this, as everyone else must do. I think the inclusion of the planned 'mod api' Jeb has been working on will make a big difference to what mods become standard and thus requiring greater attention. However, it'll still be a nightmare situation for me, unless my circumstances change drastically! :biggrin.gif:
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Curse PremiumI really like the pack and the animations are very good but just the diamond pick animation consists of two frames .. I think 3 would be better. But all in all i really like the Textures and use them the whole time :biggrin.gif:
Greets Virtu
PS: The top of the Grass can wave with an imagenery wind :DD