For the steel golems, what about the robots from Laputa: Castle in the Sky? Epic Steampunk movie by the way, if nobody's seen it:
Anyway, my vid's finally up! Combination of I haven't had much time either, and Youtube was being weird:
Awesome job Glimmar!
That is my favorite Myaizaki movie jest because of the robots.
also I think they should be big black robots with pumpkin heads that would look robotic.
Hey Glimmar, I have a quick question. Are you planning on doing something differnt with the villagers now that they're more interesting and less automaton like.
I personally thought that the steel golems should be in the style of the big daddy from bio-shock. I know that the game is set in the 60's but those suits have been around since the era of steam. Granted they are above water which doesn't make sense so maybe just as an alternative texture.
I know this pack is largely intended for aesthetics over functionality, but I'm wondering if you don't have any alternate designs for the villagers, as they are very difficult to tell apart from Zombies, from a distance.
I am really sorry about not getting this blessed Glimmar's Steampunk v3.7 update up yet. I just had a lot to do this weekend with RL. :sad.gif:
However, here's a taster of all the stuff that will be in the update that I've been working on over the past couple of weeks. Be warned though, what's hidden in the following v3.7 Changelog for Minecraft 1.2 is a wall of pics to wet your apetite and make sense of the list of changes:
Glimmar's Steampunk v3.7 Changelog with Wall of Pics:
CLICK THE SPOILER FOR THAT WALL OF PICS!
includes changes since the last update
Now only offering a 32x and 64x pack (too much involved to have to convert and upload everything for a 128x pack). We are still only talking about 64x water, lava, fire and portal animations in the 64x pack. Both packs have a variety of 64x mobs and other textures.
Both packs now have an updated 'alt' folder for those wanting 'green' lava and fire. When I get the chance I will make a similar 'alt' folder for those wanting everything to be a more normal amber lit world with amber gaslamp and particle effects for lava, fire and torch. This will require a lot more work to replace some animations.
Increased resolution of terrain animations to 64x64 frames to solve Optifine problem with upscaling terrain animations.
New steampunk 'ozelot' (ocelot) mob.
New 'black cat' mob.
New 'red cat' mob.
New 'siamese cat' mob.
Added my own 'zombie8' and 'zombie9' based on PATR101's zombie robot*. basically added a bit of shading to cogs and wires and changed the facial features. The second zombie pic below gives a hint at the eyes I may use for the new Iron Golem villager mob.
Edited the robot slave villagers created by PATR101's edit of my textures. Temporarily added scaled up tabard/aprons from the default villagers to better distinguish between the professions. Also added some shading to cogs and wires and changed the facial features. These are still temporary 'stand-ins' until I get round to making my own robot villagers. I'm still undecided if all the villagers will be automatons. It depends on how far Mojang take the villager AI behaviour.
Two new pigs, and added a snout and a new bottom to randommob pig2.
New cavespider* edit by Deepblue686 using my own and Gestankfaust's randommob 'squid3.png' textures.
Added new randommob skeleton2* by _Greenleaf_.
New HD gaslamp and lava particle.
New jungle leaf terrain texture, then swapped position with the old leaf texture for better effect. So birch and standard trees and the new jungle undergrowth have bigger leaves and the new jungle tree tops have smaller leaves.
New jungle log.
Four new sapling textures. One of which is the new jungle tree sapling.
New iron bars terrain texture. Much less 'moire' in the distance and more versatile as a structural building material.
New redstone lantern textures.
New biome underwatercolor.
New biome fogcolor.
New biome skycolor.
New biome grasscolor.
New biome foliagecolor.
New biome swampcolor.
New biome pinecolor.
Edited the terrain red and yellow flowers, removing some pixels and toning down.
Edited the vine.
More compatability with Optifine by way of correct animation resolution for 64x pack.
New 'bottle'o'enchanting'
New tall grass.
New obsidian - actually the old bedrock slightly edited.
New bedrock.
Tweaked grass top to remove a bit of the pixelation and changed tone slightly.
Edited the snow top to tile better...smoother with a hint of sparkle.
Edited the melon.
Edited the grass sides to add a little more shading and highlight.
Toned down the mushrooms.
Edited the desert bush.
Edited the birch log.
Changed the tone of the bookcase drawers to better match the wood plank.
Lots of tiny little pixel changes to things that would only matter to me - basically not worth mentioning.
Wasted lots of time trying out new textures only to scrap 'em.
UptoDate Alt Textures Sheet 5 added to pack.
Still working on the Iron Golem villager mob.
Some more random taster pics:
I will try to get the 32x version of the update online tonight or tomorrow, if I can get my RL schedule for the week sorted out in time. After which, I'll sort out the 64x HD water, lava, animations version.
Personally I liked the old bedrock and the way the obsidian was but thats just my opinion, but everything else looks great :smile.gif:
Lol! Thanks guys.
I'm never going to please everyone, but with your skills _Greenleaf_ I'm sure you'll be able to swap it around. However, give it a go how it is, and see how you get on with building with the new obsidian. I thought the bedrock was a much more useful texture in the obsidian position, but I'm forever messing with new textures, so you may find a new obsidian in the next update v3.8. :biggrin.gif:
I'm never going to please everyone, but with your skills _Greenleaf_ I'm sure you'll be able to swap it around. However, give it a go how it is, and see how you get on with building with the new obsidian. I thought the bedrock was a much more useful texture in the obsidian position, but I'm forever messing with new textures, so you may find a new obsidian in the next update v3.8. :biggrin.gif:
Yes I will swap it around with my "skills" also I think I might make another random mob possibly a slime if that's ok with you
i see glimmar doesnt use the water reflect modi wish that guy would make moving water look better. oh well
It's just not something I'm able to keep up with at the moment...like a lot of mods I'd love to use, and for things like the snapshots, etc. they wisely hold off updating until the official release.
The version of the 'water reflection' mod I used to make the video in my OP, was the best as far as my pack was concerned, because the way it effected flowing water actually worked really well with my water texture. In making the mod work properly without effecting the portal animation and other things, kind of killed that excellent effect off for me, and I haven't had time to look at it again. Being constantly caught between snapshot updates, doesn't allow for a lot of experimentation with a lot of good mods.
Anyway, my vid's finally up! Combination of I haven't had much time either, and Youtube was being weird:
Awesome job Glimmar!
That is my favorite Myaizaki movie jest because of the robots.
also I think they should be big black robots with pumpkin heads that would look robotic.
That is actually what Jonkagstrom said he based them off of.
We know but make the gloems look more like the robots from the movie and less like a Squidward on steroids
How about the golden army from Hellboy 2?
First thing that popped to my head, and I like it. Feel free to not use it, just spitballin' here.
I agree. Something similar to those behemoths would look awesome, except for their color, which is obvious...Being that they'r made of gold...
not sure if this is even possible but if it is that would be cool
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Curse PremiumI am really sorry about not getting this blessed Glimmar's Steampunk v3.7 update up yet. I just had a lot to do this weekend with RL. :sad.gif:
However, here's a taster of all the stuff that will be in the update that I've been working on over the past couple of weeks. Be warned though, what's hidden in the following v3.7 Changelog for Minecraft 1.2 is a wall of pics to wet your apetite and make sense of the list of changes:
Glimmar's Steampunk v3.7 Changelog with Wall of Pics:
CLICK THE SPOILER FOR THAT WALL OF PICS!
includes changes since the last update
Now only offering a 32x and 64x pack (too much involved to have to convert and upload everything for a 128x pack). We are still only talking about 64x water, lava, fire and portal animations in the 64x pack. Both packs have a variety of 64x mobs and other textures.
Both packs now have an updated 'alt' folder for those wanting 'green' lava and fire. When I get the chance I will make a similar 'alt' folder for those wanting everything to be a more normal amber lit world with amber gaslamp and particle effects for lava, fire and torch. This will require a lot more work to replace some animations.
Increased resolution of terrain animations to 64x64 frames to solve Optifine problem with upscaling terrain animations.
New steampunk 'ozelot' (ocelot) mob.
New 'black cat' mob.
New 'red cat' mob.
New 'siamese cat' mob.
Added my own 'zombie8' and 'zombie9' based on PATR101's zombie robot*. basically added a bit of shading to cogs and wires and changed the facial features. The second zombie pic below gives a hint at the eyes I may use for the new Iron Golem villager mob.
Edited the robot slave villagers created by PATR101's edit of my textures. Temporarily added scaled up tabard/aprons from the default villagers to better distinguish between the professions. Also added some shading to cogs and wires and changed the facial features. These are still temporary 'stand-ins' until I get round to making my own robot villagers. I'm still undecided if all the villagers will be automatons. It depends on how far Mojang take the villager AI behaviour.
Two new pigs, and added a snout and a new bottom to randommob pig2.
New cavespider* edit by Deepblue686 using my own and Gestankfaust's randommob 'squid3.png' textures.
Added new randommob skeleton2* by _Greenleaf_.
New HD gaslamp and lava particle.
New jungle leaf terrain texture, then swapped position with the old leaf texture for better effect. So birch and standard trees and the new jungle undergrowth have bigger leaves and the new jungle tree tops have smaller leaves.
New jungle log.
Four new sapling textures. One of which is the new jungle tree sapling.
New iron bars terrain texture. Much less 'moire' in the distance and more versatile as a structural building material.
New redstone lantern textures.
New biome underwatercolor.
New biome fogcolor.
New biome skycolor.
New biome grasscolor.
New biome foliagecolor.
New biome swampcolor.
New biome pinecolor.
Edited the terrain red and yellow flowers, removing some pixels and toning down.
Edited the vine.
More compatability with Optifine by way of correct animation resolution for 64x pack.
New 'bottle'o'enchanting'
New tall grass.
New obsidian - actually the old bedrock slightly edited.
New bedrock.
Tweaked grass top to remove a bit of the pixelation and changed tone slightly.
Edited the snow top to tile better...smoother with a hint of sparkle.
Edited the melon.
Edited the grass sides to add a little more shading and highlight.
Toned down the mushrooms.
Edited the desert bush.
Edited the birch log.
Changed the tone of the bookcase drawers to better match the wood plank.
Lots of tiny little pixel changes to things that would only matter to me - basically not worth mentioning.
Wasted lots of time trying out new textures only to scrap 'em.
UptoDate Alt Textures Sheet 5 added to pack.
Still working on the Iron Golem villager mob.
Some more random taster pics:
I will try to get the 32x version of the update online tonight or tomorrow, if I can get my RL schedule for the week sorted out in time. After which, I'll sort out the 64x HD water, lava, animations version.
Thanks for your patience. :smile.gif:
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Curse PremiumLol! Thanks guys.
I'm never going to please everyone, but with your skills _Greenleaf_ I'm sure you'll be able to swap it around. However, give it a go how it is, and see how you get on with building with the new obsidian. I thought the bedrock was a much more useful texture in the obsidian position, but I'm forever messing with new textures, so you may find a new obsidian in the next update v3.8. :biggrin.gif:
Yes I will swap it around with my "skills" also I think I might make another random mob possibly a slime if that's ok with you
i wish that guy would make moving water look better. oh well
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Curse PremiumI look forward to seeing the slime, Greenleaf. :smile.gif:
Don't hold your breath on that one, mate. :sad.gif:
It's just not something I'm able to keep up with at the moment...like a lot of mods I'd love to use, and for things like the snapshots, etc. they wisely hold off updating until the official release.
The version of the 'water reflection' mod I used to make the video in my OP, was the best as far as my pack was concerned, because the way it effected flowing water actually worked really well with my water texture. In making the mod work properly without effecting the portal animation and other things, kind of killed that excellent effect off for me, and I haven't had time to look at it again. Being constantly caught between snapshot updates, doesn't allow for a lot of experimentation with a lot of good mods.
p.s. does any know when mine craft 1.2 comes out?
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Curse PremiumI think I read somewhere it was going to be next week, if all goes well. Don't quote me on that! :smile.gif:
The single best thing about it for me is the world height being doubled. Not sure how that works in the nether?
My update v3.7 coming shortly...if I'm not called away again. :blink.gif:
Just takes a while to update the OP.