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
One of the problems Glimmar has with this is that all animated blocks "strobe" at the same time. This would result in all the torches on a building to flicker at the same time, all the glass to sparkle, etc, which he finds… disconcerting? Off? I can't remember what term he used, but he doesn't like that sort of thing. However, this was based on the older MCPatcher, not sure if the newer one has "fixed" this annoyance.
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
[edit] Haha...ninja'd by ksheep. Lol! And put much more succinctly than I.
Glad you like the pack, mate. :smile.gif:
However, I'm going to have to disappoint you with regard to waving glass and flickering glowstone and torches. Believe me I have already experimented and seen what it looks like and I am familiar with what John Smith and others have done. I've already given my reasons back through the thread as to why I wouldn't animate those things.
I have to say I deeply respect John Smith's work and have often said I think he makes the finest textures bar none at 32x in Minecraft and far more skilled and beautiful than my own, but I don't agree with his decision to make torches and glowstones flicker. You don't have to agree with me of course, but I do have reasons why I don't think it's a good idea to animate those things...including grass.
All those particular blocks are used en masse (large quantities) throughout any large builds (the kind of epic scale I prefer) and there's nothing worse for spoiling the realism, to see all the gas lamps in the world flicker in unison and all the glowstone lanterns doing the same. It might work on a small scale or in a winding tunnel, where you only see a few lights at a time, but even there I personally just find it annoying. This is because the flicker follows exactly the same pattern over and over again, and only by doing an incredibly long and tedious animation would it be possible to get some feeling of randomness.
You might argue, "why have you animated other things in the pack then", well I actually do have flickering on the redstone torches, because I consider them to be powered artificially and so feel it's acceptable to have a barely noticeable electrical pulse. It's just noticeable close up, but you have to look very hard from a distance to notice any flicker at all, and that's how I like it. I've included other animated blocks and items for similar reasons, in that they are man-made artifical constructions with 'repetitive' mechanical movements.
I'm frustrated I don't have the time to make more animations at the moment, with trying to catch up on the Minecraft 1.2 update and finish of other things, but eventually I will. However, I still won't apply animation to things where one would expect to see natural randomness, eg. flickering light on ores, or wavy grass, it would just create cute repetitive patterns that don't exist in nature. I also think it's a bad idea to have too many animated blocks, again from a realism perspective...it really is possible to have too much of a good thing.
I thought it worth giving one of my long-winded lectures (:biggrin.gif:), simply because I don't want folk getting their hopes up on something that probably isn't ever going to happen.
However, if after catching up and finishing many other things off, I would consider making alts for certain animations, and along similar lines to the redstone torch it might be possible, with a lot of work, to introduce a very subtle random flicker to the green gas lamp. However, I would be very reluctant to use the flicker function that MC Patcher allows on the 'lightmap0.png', simply because this is a global effect that acts on all glowing things (as far as I recall with my earlier experiments), and is even more repetitive than the animated blocks. No disrespect to MC Patcher intended, as it is completely awesome in every other respect and I swear by it. :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.
I sorted what the problem was with the terrain animations at 64x using Optifine. The problem is at my end, in that, unlike MC Patcher, it's necessary to upscale the animations along with the terrain.png file or Optifine fits the 32x animations in by stretching them to 64x in a blurred way.
I upscaled all the animations to 64x and they displayed perfectly using Optifine. So I'll change that in the next update along with the 128x version which has the same problem. A bit of a hassle to do at the start, but once done it shouldn't need playing with further.
As regards the problem with gold water on Rei's Minimap, I've switched back to using the static water, lava, portal and fire textures on the terrain.png file. Not just for mapping problems like you describe, but also there may still be folk out there who prefer unanimated water, etc. and I don't think the best approach to helping folk who haven't heard of the Patcher is slapping them in the face with a golden ocean of 'Use MC Patcher' messages. :biggrin.gif:
I sorted what the problem was with the terrain animations at 64x using Optifine. The problem is at my end, in that, unlike MC Patcher, it's necessary to upscale the animations along with the terrain.png file or Optifine fits the 32x animations in by stretching them to 64x in a blurred way.
I upscaled all the animations to 64x and they displayed perfectly using Optifine. So I'll change that in the next update along with the 128x version which has the same problem. A bit of a hassle to do at the start, but once done it shouldn't need playing with further.
As regards the problem with gold water on Rei's Minimap, I've switched back to using the static water, lava, portal and fire textures on the terrain.png file. Not just for mapping problems like you describe, but also there may still be folk out there who prefer unanimated water, etc. and I don't think the best approach to helping folk who haven't heard of the Patcher is slapping them in the face with a golden ocean of 'Use MC Patcher' messages. :biggrin.gif:
Yeah, thought it was an OptiFine problem. I really should go in and remove that, as I prefer MCPatcher for my texture pack needs. However, I've got several other mods which I don't want to have to reinstall, and there are some nice features of OptiFine, now that I've played with them. If only the two played together better…
Oh, and once again, sorry for placing that stuff on your plate, I know how overburdened you must be right now. Glad to hear that it was a relatively easy fix.
Yeah, thought it was an OptiFine problem. I really should go in and remove that, as I prefer MCPatcher for my texture pack needs. However, I've got several other mods which I don't want to have to reinstall, and there are some nice features of OptiFine, now that I've played with them. If only the two played together better…Oh, and once again, sorry for placing that stuff on your plate, I know how overburdened you must be right now. Glad to hear that it was a relatively easy fix.
Well, it's really a problem caused by my not properly understanding how Optifine displays things. However, I'm glad it was something simple like just upscaling the animations to the same res as the terrain.png.
It's the mipmapping and distant viewing features of Optifine that I really like, but I'm still having problems with visual artifacts on transparent blocks seen here:
Notice the white lines round all the details of the glass windows and the iron railings:
and here on the glass blocks at the top of the tower in the mid-foreground:
Infact the smoothing works fine on transparent blocks near and far, but the problem appears in the middle distance. I've posted about it in the Optifine thread, but if any expert users of Optifine have any suggestions I'd be grateful.
This is a quick rough system spec I run:
intel i7 3.4 GHz, 12.0 GB mem, nvidia GeForce GTX 570 graphics. And I last upgraded the nvidia drivers when installing Skyrim (and still haven't had a chance to properly play it...curse you Minecraft!), but would slightly out of date drivers make such a difference? Just slap me about the head with a wet kipper if that's the problem.
Should I have my graphics card set to anything specific to aleviate the mipmap problem, if that is indeed the problem area? Or is there anything else I may not be aware of, or am I doing something stupid in my sleep deprived Minecraft 1.2 texturing catchup stupor?!
I have to uninstall Optifine soon anyway, as I need to get on with editing the new textures for the 1.2 update and the two don't play with each other yet.
I thank you for a texture pack that i truly love only issues i find with it is brightness seems to be off and also the text can be hard to read at times but other then that i love this pack thank you again.
Glad you like the pack, mate. :smile.gif:
Sorry about the brightness issues. I'm assuming you're finding it dark at night with my new lightmap0 settings for torches and nighttime. I'm hoping to tinker with those again and produce some alts for different preferences, but for myself I like the darker atmosphere the green gaslamp glow produces. :biggrin.gif:
As regards the text, I'm assuming you mean the new font as seen on signs. Yes, the slight disadvantage of the new HD font is that it isn't as bold as the default Minecraft one in a world setting, although I think it looks better close up of course and in gui screens and menus, but at a distance it's definately worse. :sad.gif:
I have mentioned I intend to make my own font and I'm open to suggestions as to what that should be, but also I need to bear in mind it needs to be bold enough to be seen at the same distance as the default...and still work with the gui screens!
On a slightly different topic, I just wanted to thank you for introducing me to Vernian Process. I have to say they are one of my current favorite bands. Incidentally, they are currently giving away one of their songs away for free in celebration of Jules Verne's Birthday. The song in question is The Exile, which is inspired by Verne's tales, and you can get it from their Bandcamp site.
Hey has anyone seen the new snapshot. man that Jeb (or whoever does the AI for mobs) is evil. Now not only are mobs smarter but now zombies can brake down doors too (on hard mode on any other excluding peaceful they can "knock" on your doors)!
Well... I've added to my compound. Decided to make an "evil" lair on top of a tower overlooking the dome. Just finished the exterior of the tower and the laboratory, now I just need to flesh out the innards of the tower. I originally went for a bit of a tesla coil look for the top of the tower, but ended up making what you see below. Here, have some screenshots!
A view from the base.
A lonely sentinel.
Ground floor: Reception area and certain death.
Laboratory: Materials research
Workbench area, making the tools of tomorrow!
The compound as it now stands.
From a distance, the tower doesn't seem all that big. However, it reaches to the build limit and has a diameter of 30-some-odd blocks (with the lair closer to 40)
On a slightly different topic, I just wanted to thank you for introducing me to Vernian Process. I have to say they are one of my current favorite bands. Incidentally, they are currently giving away one of their songs away for free in celebration of Jules Verne's Birthday. The song in question is The Exile, which is inspired by Verne's tales, and you can get it from their Bandcamp site.
Just thought I'd put that out there.
Do you think that they will release any other songs for free on famous steampunkers b-days?
Do you think that they will release any other songs for free on famous steampunkers b-days?
I dunno. I think they had a sale of one of their albums a couple months ago for… something. Can't remember what tho… However, you should still have a few hours for this deal. I think think they said it was good through Friday.
I LOVE this pack! I have been using it for my server as well as singleplayer,I take a gander at others but always return to Glimmars pack. I regularly check for any and all updates rofl
To those that use the underwater dive helm with the underwater ogg sound file: Where do I drop the ogg file? I have tried a few folders but it never seems to work.
As well if anyone can help me out with a pointer to a helmet light for use while underwater I will love you for ever! May your pick never break!
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Save the environment and kill a blockstealing Enderman today!
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 have something to comment about the torches too. What I notice is that when I put them up like in the ravine next to my house is make everything seem more yellow like someone is shining a flash light on it ( I have no problems with it ). Thought I put that out there for you to know.
There are some features of CustomColors which are still missing, like custom torch and skylight.
The RandomMobs are also not finished and need some bugfixes.
OMG YES!!!! I had been waiting with baited breath for the 1.1 release!!!
I know you probably hear this all the time Glimmar but i really feel i should tell you just how amazing this texture pack is and how proud you should be that you have developed such a popular product! If i knew you in real life I would kiss you. Passionately. A million times over. Thats how much I love your texture pack :3
Keep up the good work!!!
Also enjoy the diamonds, you deserve them
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One of the problems Glimmar has with this is that all animated blocks "strobe" at the same time. This would result in all the torches on a building to flicker at the same time, all the glass to sparkle, etc, which he finds… disconcerting? Off? I can't remember what term he used, but he doesn't like that sort of thing. However, this was based on the older MCPatcher, not sure if the newer one has "fixed" this annoyance.
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Curse Premium[edit] Haha...ninja'd by ksheep. Lol! And put much more succinctly than I.
Glad you like the pack, mate. :smile.gif:
However, I'm going to have to disappoint you with regard to waving glass and flickering glowstone and torches. Believe me I have already experimented and seen what it looks like and I am familiar with what John Smith and others have done. I've already given my reasons back through the thread as to why I wouldn't animate those things.
I have to say I deeply respect John Smith's work and have often said I think he makes the finest textures bar none at 32x in Minecraft and far more skilled and beautiful than my own, but I don't agree with his decision to make torches and glowstones flicker. You don't have to agree with me of course, but I do have reasons why I don't think it's a good idea to animate those things...including grass.
All those particular blocks are used en masse (large quantities) throughout any large builds (the kind of epic scale I prefer) and there's nothing worse for spoiling the realism, to see all the gas lamps in the world flicker in unison and all the glowstone lanterns doing the same. It might work on a small scale or in a winding tunnel, where you only see a few lights at a time, but even there I personally just find it annoying. This is because the flicker follows exactly the same pattern over and over again, and only by doing an incredibly long and tedious animation would it be possible to get some feeling of randomness.
You might argue, "why have you animated other things in the pack then", well I actually do have flickering on the redstone torches, because I consider them to be powered artificially and so feel it's acceptable to have a barely noticeable electrical pulse. It's just noticeable close up, but you have to look very hard from a distance to notice any flicker at all, and that's how I like it. I've included other animated blocks and items for similar reasons, in that they are man-made artifical constructions with 'repetitive' mechanical movements.
I'm frustrated I don't have the time to make more animations at the moment, with trying to catch up on the Minecraft 1.2 update and finish of other things, but eventually I will. However, I still won't apply animation to things where one would expect to see natural randomness, eg. flickering light on ores, or wavy grass, it would just create cute repetitive patterns that don't exist in nature. I also think it's a bad idea to have too many animated blocks, again from a realism perspective...it really is possible to have too much of a good thing.
I thought it worth giving one of my long-winded lectures (:biggrin.gif:), simply because I don't want folk getting their hopes up on something that probably isn't ever going to happen.
However, if after catching up and finishing many other things off, I would consider making alts for certain animations, and along similar lines to the redstone torch it might be possible, with a lot of work, to introduce a very subtle random flicker to the green gas lamp. However, I would be very reluctant to use the flicker function that MC Patcher allows on the 'lightmap0.png', simply because this is a global effect that acts on all glowing things (as far as I recall with my earlier experiments), and is even more repetitive than the animated blocks. No disrespect to MC Patcher intended, as it is completely awesome in every other respect and I swear by it. :smile.gif:
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Curse PremiumI sorted what the problem was with the terrain animations at 64x using Optifine. The problem is at my end, in that, unlike MC Patcher, it's necessary to upscale the animations along with the terrain.png file or Optifine fits the 32x animations in by stretching them to 64x in a blurred way.
I upscaled all the animations to 64x and they displayed perfectly using Optifine. So I'll change that in the next update along with the 128x version which has the same problem. A bit of a hassle to do at the start, but once done it shouldn't need playing with further.
As regards the problem with gold water on Rei's Minimap, I've switched back to using the static water, lava, portal and fire textures on the terrain.png file. Not just for mapping problems like you describe, but also there may still be folk out there who prefer unanimated water, etc. and I don't think the best approach to helping folk who haven't heard of the Patcher is slapping them in the face with a golden ocean of 'Use MC Patcher' messages. :biggrin.gif:
Yeah, thought it was an OptiFine problem. I really should go in and remove that, as I prefer MCPatcher for my texture pack needs. However, I've got several other mods which I don't want to have to reinstall, and there are some nice features of OptiFine, now that I've played with them. If only the two played together better…
Oh, and once again, sorry for placing that stuff on your plate, I know how overburdened you must be right now. Glad to hear that it was a relatively easy fix.
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Curse PremiumWell, it's really a problem caused by my not properly understanding how Optifine displays things. However, I'm glad it was something simple like just upscaling the animations to the same res as the terrain.png.
It's the mipmapping and distant viewing features of Optifine that I really like, but I'm still having problems with visual artifacts on transparent blocks seen here:
Notice the white lines round all the details of the glass windows and the iron railings:
and here on the glass blocks at the top of the tower in the mid-foreground:
Infact the smoothing works fine on transparent blocks near and far, but the problem appears in the middle distance. I've posted about it in the Optifine thread, but if any expert users of Optifine have any suggestions I'd be grateful.
This is a quick rough system spec I run:
intel i7 3.4 GHz, 12.0 GB mem, nvidia GeForce GTX 570 graphics. And I last upgraded the nvidia drivers when installing Skyrim (and still haven't had a chance to properly play it...curse you Minecraft!), but would slightly out of date drivers make such a difference? Just slap me about the head with a wet kipper if that's the problem.
Should I have my graphics card set to anything specific to aleviate the mipmap problem, if that is indeed the problem area? Or is there anything else I may not be aware of, or am I doing something stupid in my sleep deprived Minecraft 1.2 texturing catchup stupor?!
I have to uninstall Optifine soon anyway, as I need to get on with editing the new textures for the 1.2 update and the two don't play with each other yet.
Glad you like the pack, mate. :smile.gif:
Sorry about the brightness issues. I'm assuming you're finding it dark at night with my new lightmap0 settings for torches and nighttime. I'm hoping to tinker with those again and produce some alts for different preferences, but for myself I like the darker atmosphere the green gaslamp glow produces. :biggrin.gif:
As regards the text, I'm assuming you mean the new font as seen on signs. Yes, the slight disadvantage of the new HD font is that it isn't as bold as the default Minecraft one in a world setting, although I think it looks better close up of course and in gui screens and menus, but at a distance it's definately worse. :sad.gif:
I have mentioned I intend to make my own font and I'm open to suggestions as to what that should be, but also I need to bear in mind it needs to be bold enough to be seen at the same distance as the default...and still work with the gui screens!
Just thought I'd put that out there.
A view from the base.
A lonely sentinel.
Ground floor: Reception area and certain death.
Laboratory: Materials research
Workbench area, making the tools of tomorrow!
The compound as it now stands.
From a distance, the tower doesn't seem all that big. However, it reaches to the build limit and has a diameter of 30-some-odd blocks (with the lair closer to 40)
EDIT: I almost forgot the obligatory Moon shot.
Do you think that they will release any other songs for free on famous steampunkers b-days?
I dunno. I think they had a sale of one of their albums a couple months ago for… something. Can't remember what tho… However, you should still have a few hours for this deal. I think think they said it was good through Friday.
I LOVE this pack! I have been using it for my server as well as singleplayer,I take a gander at others but always return to Glimmars pack.
To those that use the underwater dive helm with the underwater ogg sound file: Where do I drop the ogg file? I have tried a few folders but it never seems to work.
As well if anyone can help me out with a pointer to a helmet light for use while underwater I will love you for ever! May your pick never break!
Save the environment and kill a blockstealing Enderman today!
I have something to comment about the torches too. What I notice is that when I put them up like in the ravine next to my house is make everything seem more yellow like someone is shining a flash light on it ( I have no problems with it ). Thought I put that out there for you to know.
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Curse PremiumI know you probably hear this all the time Glimmar but i really feel i should tell you just how amazing this texture pack is and how proud you should be that you have developed such a popular product! If i knew you in real life I would kiss you. Passionately. A million times over. Thats how much I love your texture pack :3
Keep up the good work!!!
Also enjoy the diamonds, you deserve them