Texture Packs Coming on Curse Client - Want to Help?
Are you a texture pack maker, and want to reach a larger audience with better organization? Want to get free stuff for trying out a new system? We've got something that might interest you - Curse Client beta will support any texture packs that do not require patching (such as MCPatcher) for one-click installation. All you have to do is upload their texture pack to dev.bukkit.org, and it will appear in our Client!
Well, at long last, I have decided to make my Dome Island facility available for download. People have been asking me for the map for some time, and I was unfortunately unable to get it to them, as the map is over 200 MB. However, I have made the dome and surrounding facilities available as an MCEdit Schematic. I trimmed off as much of the excess terrain as I could, and ended up cutting out a couple areas that are nowhere near complete. There are some things that will need to be fixed if you use it, such as the mine cart bridge leading over the ocean, and a few small projects I started but never finished, as well as a few glitches from the schematic-making process, but I hope you all enjoy.
NOTE: It is HIGHLY recommended that you use this texture pack with the island, as it looks very… odd… without it.
Thank you. I'll give it a try. I seem to have a problem building anything practical. I don't know how times I've built a house only to tear it down again because it was too small, or too large, or just bleh. I wish I was more creative, but there it is. So again, thank you for this
Glimmar's Steampunk v6 for Minecraft 1.3 Taster pics
For those who are interested, here are a few pics of some new things in my forthcoming update. I've been working intensively on random 'CTM' plants this past week...adding well over 100 new botanical textures:
32 grass types
11 tall grass types
16 standard foliage
4 jungle foliage
8 rose red bushes
8 rose yellow bushes
12 fern plants
6 poisonous mushrooms
12 edible mushrooms
12 lilypad/pond textures
13 desert plants
All the above makes wandering in different biomes a lot more interesting, or if you like landscaping (like me) gives you a palette of textures to create some wonderful environments. Please read my WIP Changelog if you want a complete list of what I've been working on so far. Also note that my new HD font's spacing is currently jiggered - works fine under MC 1.2.5 so I hope it's just an MC Patcher and weekly snapshot issue:
Wall of pics...for my biggest update...ever!! Beware!
And for anyone who still hasn't seen my v6 taster movie...here it is again: Watch in as high a resolution as possible.
Current v6 WIP Changelog for MC 1.3
Warning...it's a big list...for my biggest update...ever!
The old 'extras' download is now back in the main pack again. I had a little time to prune the extras' down to textures that were still relevant and to update with some new alts. I decided it would be simpler to maintain if everything was together again. Sadly, I tended to ignore it as a seperate download.
If your machine will stand it, there is definately more reason to choose the x64 pack. Most of the new animations included in this update have been made at x64 scale and do look much finer in the x64 pack. Also I may be adding more x64 terrain blocks and items in the future, as the fancy takes me...so keep a look-out!
All particles in particles.png have now been made hi-rez in both x32 and x64 packs. Drips and bubbles, etc.
New animated paddle-less steampunk boat. Until I get round to animating some type of paddle wheel, I have removed the unsatisfactory stationary wheel texture and designed things to be a little more ambiguous as to the method of propulsion. The boat is still powered by steam which drives something, but that 'something' is hidden from view under the water... though you see animated spinning cogs in the boat.
The old paddle boat and some new alts are in the new 'alternative textures' folder in the pack. However, please note, alternative boat designs will not match the new boat animations, so it may be necessary to put up with moving parts not quite matching, or remove the 'boat ....... properties' files from the 'anim' folder in the pack.
New boat icon on the item sheet to reflect changes to the boat texture.
New cog animations to all three Iron Golem designs. Have fun finding them!
New Iron Golem4 with animated cogs, counter and arcane electrical eye.
Fixed a line of missing pixels on the top of the Iron Golem heads.
New animated Eye of Ender item (x64 version worth checking out in the x64 pack).
New animated Eye of Ender on the End Portal Frame (again better x64 version).
A new...new animated Redstone Dust. Got tired of the spinning red disco ball gif animation and changed to something of my own creation which is still animated, but is easier on the eyes, looks crystal shard-like and appears to be powered from within. Hope you notice the lines of energy sailing through the fissures in the stone.
New clouds.png texture.
Tweaked the sky colour to fit the new clouds.
New animated Redstone Ore (courtesy of Lady Eternity and Proudfoot).
New animated Gold Ore (courtesy of Lady Eternity and Proudfoot).
New Book item.
New Pen and Book item.
New Book gui.
The new 'book' gui required a whole new font designing. Letter size and spacing for the old Berylium font meant that the book pages only looked half filled by the time you'd used up your quota of letters for each page.
New font - put together by my own fair hand and dullard brain! Much kudos to Nuin for his excel spreadsheet that takes the grind out of calculating letter spacing. Even so, this took up a couple of spare days to find an appropriate font and squeeze it into a 1024x1024 grid...and I thought animation was tedious! Works perfectly with Minecraft v1.2.5, but spacing has been broken in all subsequent weekly snapshots, even though MC Patcher has been updated. I really hope this doesn't mean I have to tackle letter spacing all over again!
As the new font is more spacious, the labels on all my new guis needed reworking...wasting yet more time that I'd hoped to spend on animation.
New font now adds support for letters ñ á é í ó ú, etc.
Sign text now has a shiny brass coloured look to it. Text is generally bolder and coupled with 'brass lettering' is much more noticeable. I intend to add slight shadow to text so that sign lettering looks even more brass-like.
Edited the sign item to reflect the change of sign letter colouring.
New container.png gui. Otherwise known as the chest interior. I designed a system of pull-out brass specimen drawers, with a flip-up active menu. The idea was to have something in-keeping with my own recent guis, that would clearly display items, along with a greater 3-dimensional feel. Animation will be added to this in future, but more pressing work on the new guis pushed this work back.
Edited the achievement 'bg.png' gui. Upped the resolution to x1024 for editing in the future and added a brass label in-keeping with new gui style.
Edited the 'alchemy.png' gui. Increased length and changed position of brass labels to accomodate new font size.
Extensively edited the 'crafting.png' gui with new longer brass labels, new grungy brass inventory to better show items and tidied up placement and shading of textures throughout. reworked the crafting box and added green animated fog to the centre. Also increased resolution to 1024x1024.
Extensively edited the 'furnace.png' gui with new brass labels, new brass inventory, new gauge including repositioning various elements (the original has been out of line in many areas since it was first created). Improved shading, tidied things up and increased resolution to x1024 for further editing in future. Added new brass machine elements, plus: animated valve, animated fuel spark ignition, counter, centrefuge and will no doubt add more animated Steampunk features in the future.
Edited the 'enchant.png' gui - increased length and changed position of brass labels to accomodate new font size. Included a new animated valve/tungsten bulb and an animated counter (both at the top of the gui).
All new 'trap.png' gui - added standard brass labels, new grid store, new cogs and gauge and added the standard brass inventory. Will add some animation to this in the future.
All new 'trade.png' gui. Went along the lines of a portable clockwork antique 'till'. Limited the animation to the same elements seen in other gui's...this adds some movement, but doesn't waste more time I don't have on time intensive animation and cuts down on the number of files MC Patcher has to juggle.
Brand new 'allitems.png' gui in the style of a handheld device with old typewriter keys, in-keeping with general style of new brass guis and new font size x64 scale at 1024x1024 pixels.
Added a new dark cast iron enderchest with a pulsating 'eye of ender' animated socketed on the front. Further animated elements will be added to this in the future.
New 64x alt terrain textures in the 'alt' folder, courtesy of Lady Eternity and Proudfoot.
Connected Textures* support for Optifine, courtesy of Demi Person. This is only to prevent Optifine reverting to default Minecraft textures for glass, etc., it does not give true Connected Textures, as I feel these are not necessary for my glass, sandstone and bookshelves. My sandstone is already connected, glass is supposed to be structural (so I don't want great gaps) and my 'chemist drawer' bookshelves would look silly as wide drawers.
New MC Patcher CTM support - random grass features, random plant and foliage types, limited random stone texture:
Edited the stone again. Added a subtle random element using CTM made up of four stone textures.
32 new random CTM grass textures - plus edited the base grass texture.
10 random tall grass types in CTM. The naturalising effect is very satisfying, coupled with the all new base grass texture.
16 new random CTM standard foliage textures.
4 randomised CTM jungle foliage textures.
7 new random CTM rose red bushes.
7 new random CTM rose yellow bushes.
9 new random CTM fern plants.
5 new random CTM poisonous mushrooms.
11 new random CTM edible mushrooms and edited the base version.
11 new random CTM lilypad textures.
12 new random CTM desert plants.
New coal ore. It tiles better, so can be used as a building material in creative.
New iron ore. Now possible to use the iron ore for building purposes in 'creative', subsequently added a little more glitter.
Added new cocoa pod stages - only x32 (x64 is just upscaled).
New alternative 'emerald' cast/wrought iron decorative texture to replace the old sponge block. Separate x64 and x32 versions. Great for decorative wrought ironwork gates or cast iron decorations on iron bridges.
New emerald block. I thought Victorian emerald green tiles would be the most useful texture to fullfill this new role. Complimentary to the blue Lapis tiled block. Works well for walls and floors. Separate x64 and x32 versions.
New emerald 'currency' item.
New ruby item. Not sure if this will be used yet, but as it is still on the latest snapshot update I thought it wise to have a ruby jewel texture ready.
New x64 and x32 steampunk bed. Still gadgety, but a lot more comfortable and very 'chaise lounge' too.
New bed icons x32 and x64.
New 'xpbar text' color.
New animated diamond. Small animated jewels in x32, single large blue diamond in x64. Will probably change in future. Spinning animations can get annoying pretty quickly!
New brass egg icon. Will change this again when reworked to make an x64 texture.
New animated Lapis item... Spinny and rock-like. What more can one say? x32 and x64 versions. Like the spinning diamond, I'm already tiring of seeing spinning rocks in my chests!
Darkened the bamboo and touched up the shading for a more natural appearance, doesn't look quite so neon now.
Toned down wheat. Will probably add random elements in the future using CTM.
Edited diamond ore to reflect that we now have emerald ore (took out the emerald like stones amongst other things).
There's still things to be finished yet...the new creative gui and the trip switch, but I don't know if there will be time to work on new human villager skins.
[edit] Just seen ksheeps post re: MC update could be sometime towards the end of the month. That may well give me a little more time to work on human villagers.
Thanks for checking in and of course much thanks to those who have remained loyal to GS, especially for your incredible patience. I hope the taster pics above give you something to tide you over until MC 1.3.
I won't be working on a full Steampunk support pack for Railcraft, because my main texture pack is a Doku-Enchanted-Summerfields hybrid pack, so I will be concentrating only on the parts that my own game requires. However, as you can see, we have a long way long before this pack is as good as complete. I doubt I would be doing any but for Steampunk support other than for hi-speed rails.
Does anyone here find it rather odd that mechanical parts from clockwork chickens can be eaten raw or cooked in a stove to produce cooked flesh?
Does anyone here find it rather odd that mechanical parts from clockwork chickens can be eaten raw or cooked in a stove to produce cooked flesh?
The mechanical chicken has a long sentimental history and story attached to it, and a fuller explanation has been given many times. I grow tired of pointing back many pages that consists of over two years of discussion.
However, remembering that this is a bit of fun, in brief...the mechanical chicken encases an actual biological chicken, each one grown inside the case (like an incubator) and preserved until required. When you kill a mechanical chicken you are provided with a pre-packaged carcass ready for cooking in the furnace. This is tongue in cheek humour, that provides an excuse for keeping what has become a favourite little mob in the pack.
When did Steampunk ever do anything simple and straightforward? The clockwork chicken is a great little chap, but like any non-medieval survival theme pack, one has to suspend straightforward logic or it's impossible to have fun creating new, fun things for Minecraft. It doesn't take a great leap of imagination to come up with a whole host of reasons why mechanical chickens might be roving round a quirky machine centric Steampunk world...nor how you'd get real good tasty chicken flesh out of the thing when you decided to bash it over the head!
A few post ago I asked if someone would please make me a hd version of my skin in Glimmars awesome style. And i have now found a mod that lets me use Hd skins on multiplayer, So will some one please make a re-make my skin in the Glimmar style. Here is the link to my skin : http://imgur.com/v8gp6. Thanks
I'd be very interested in a link to the HD skin mod you found. Sadly your HD skin link didn't work for me, Steampunk_rebel. The link just takes me to the imgur main screen...would love to see what you came up with.
I'd be very interested in a link to the HD skin mod you found. Sadly your HD skin link didn't work for me, Steampunk_rebel. The link just takes me to the imgur main screen...would love to see what you came up with.
Looks like the problem there was it was seeing the period at the end as part of the URL. Try this: http://imgur.com/v8gp6
Also, I really like what you've shown in the preview. Looks quite nice. I bet a lot of people will love the new beds. Too bad it'll mess up the Gas Burner look in my factory. I'm sure I can figure out something to do about that, so don't worry
Also, I really like what you've shown in the preview. Looks quite nice. I bet a lot of people will love the new beds. Too bad it'll mess up the Gas Burner look in my factory. I'm sure I can figure out something to do about that, so don't worry
Haha! Thanks, mate.
What with beds and mechanical chickens, there's no pleasing anybody these days! Lol!
What with beds and mechanical chickens, there's no pleasing anybody these days! Lol!
As I said, don't worry. Those new beds look awfully comfy. And there are plenty of alternate textures I can use to get a good gas-burner look. If only I knew about that change BEFORE I posted the schematic for that facility
The mechanical chicken has a long sentimental history and story attached to it, and a fuller explanation has been given many times. I grow tired of pointing back many pages that consists of over two years of discussion.
Okay, a more serious problem:
Recently I've noticed that once I added Glimmar's texture pack to my collection, it seems to have "assimilated" my other texture packs. Mind you I have no idea what happened, but now even though I'm not supposed to have the Steampunk skin on, the mobs and some items from the texture pack keep appearing in the game - even long after I've switched back to the default skinpack!
Does anyone know what I can do to stop this from happening? I didn't add any mobs from the Steampunk pack to my other private texture packs, I only know that this problem began when I first began using it. I want to limit the Steampunk pack only to Railcraft, and nothing more - this is becoming quite a serious problem, with cyborgs and mechachickens appearing where and when they're not supposed to!
Found the source of all my problems: I left a fully functioning version of Glimmar's mod in my "mods" folder, which resulted in the skins of some of the mobs actually taking over stuff they weren't supposed to. Moving the skinpack out of the "mods" folder solved the problem. Seeing that, though, has given me quite some interesting ideas, especially on how to jazz up Railcraft
Wow, amazing work! I'm so glad there are creative people around since I'm not one of them..lol I'm looking forward to getting this. One question though: Will it still work on 1.2.5 until I finally update to 1.3? I tend not to update till all my mods do, and I"m still a noob when it comes to all this stuff. I got Minecraft in January this year.
ksheep, couldn't you just replace the gas burner with the one you like? I figured out how to get Texmix working right, and that's how I got some of the extras textures into the main file. I replaced some of the woods and iron bars, to name a couple things.
You should have a limited beta test for your biggest contributors and most active, so you can get feedback before you release the full pack. I'm sorry i haven't been on as much as I use to, but Ill be on here once more since my job hunting isn't going so well. They also released another snapshot yesterday but I don't think they added any blocks.
I love the next version so far, but I really wish I could see all of the ores they sound really interesting. I can't wait to use it.
Wow, amazing work! I'm so glad there are creative people around since I'm not one of them..lol I'm looking forward to getting this. One question though: Will it still work on 1.2.5 until I finally update to 1.3? I tend not to update till all my mods do, and I"m still a noob when it comes to all this stuff. I got Minecraft in January this year.
ksheep, couldn't you just replace the gas burner with the one you like? I figured out how to get Texmix working right, and that's how I got some of the extras textures into the main file. I replaced some of the woods and iron bars, to name a couple things.
Yes, the pack will work just fine on both 1.2.5 and 1.3. The Minecraft team has been kind enough to not shuffle texture locations around (much) since fairly early on, which means that you can use the latest texture pack on a version of mine craft from a year ago and lose no functionality. However, if you use a texture pack from a year ago with the latest version of the game, you'll get a LOT of bright pink blocks.
As for retexturing the beds, yes I know I can do that. I'm quite proficient with swapping around textures. However, I quite like the look of the new bed, and I think it'll be better just to swap out the blocks with something more suitable. Maybe use one of the alt textures as a wool block and use those, as I don't build with wool all that often.
As I said, don't worry. Those new beds look awfully comfy. And there are plenty of alternate textures I can use to get a good gas-burner look. If only I knew about that change BEFORE I posted the schematic for that facility
Aw...frustrating! That's exactly why we texture artists have to be very careful what we change.
Found the source of all my problems: I left a fully functioning version of Glimmar's mod in my "mods" folder, which resulted in the skins of some of the mobs actually taking over stuff they weren't supposed to. Moving the skinpack out of the "mods" folder solved the problem. Seeing that, though, has given me quite some interesting ideas, especially on how to jazz up Railcraft
Glad you got it sorted. I read your post and remembered I had a similar situation happen to me with another pack. I was searching my brain trying to remember more details. Not being one to use mods, I would have just suggested re-installing a clean Minecraft and re-patching, but you got it figured and the simple solution is not always an option if your choc-a-bloc with installed mods you don't want to disturb.
Wow, amazing work! I'm so glad there are creative people around since I'm not one of them..lol I'm looking forward to getting this. One question though: Will it still work on 1.2.5 until I finally update to 1.3? I tend not to update till all my mods do, and I"m still a noob when it comes to all this stuff. I got Minecraft in January this year.
Glad you like the new stuff, thanks!
Quite a few changes in relation to guis (like the new 'allitems creative gui') would now look garbled in 1.2.5 and you wouldn't see any of the new items or blocks like emeralds or cocoa pods, etc. You might be able to manually swap some things around in the pack yourself to get things working and I'm pretty sure you'd be able to take advantage of the random CTM features I've introduced, but you'd be better off taking my new 'ctm' folder out my v6 pack and dropping it into the v5 you're using now.
Another solution would be to save a copy of your entire 1.2.5 .minecraft folder (complete with all your mods and 1.2.5 MC Patcher, etc) and download a fresh 1.3 Minecraft, 1.3 MC Patcher etc. to at least try out all the new stuff, then save that off as a 1.3 .minecraft folder. Then you would be free to switch between the two versions. However, you'd probably have to keep any precious saved worlds separate from each version your using, until you want to switch permanently to 1.3, incase 1.3 corrupted them for use in 1.2.5. Only do this if you feel confident in what you are doing.
You should have a limited beta test for your biggest contributors and most active, so you can get feedback before you release the full pack. I'm sorry i haven't been on as much as I use to, but Ill be on here once more since my job hunting isn't going so well. They also released another snapshot yesterday but I don't think they added any blocks.
I love the next version so far, but I really wish I could see all of the ores they sound really interesting. I can't wait to use it.
So long for now, ~Green
Glad you like the new stuff, Green.
Much as I would like new updates to be beta tested, it would just add even more work (that I haven't got time to handle) to the whole process. I think most texture pack creators are probably the same. If it was a full time job and my income depended on it, you can bet I'd want it tested through and through!
However, to be perfectly honest, the main reason why I don't get involved in beta testing, etc, is that the direction the main pack goes in is very much a personal area of decision, as has always been stated clearly in my OP. Your post gives me an ideal opportunity to highlight and re-iterate some things that have always been stated in my OP just so contributors aren't offended:
I'm always happy to accept submissions of work for the pack for the benefit of all, so there aren't any glaring vanilla Minecraft textures everywhere, or so there's more variety for things like randommobs, etc...along with clear credit to those generous contributors while their work is in the pack, but I've always tried to make it clear that my goal is to properly finish what I started with my own work. I don't wish to put people off contributing stuff, but I thought it worth reminding folk again, before anyone gets offended when I replace things.
I've always stated that anything that was replaced with my work would be placed in the 'extras' that accompany this pack, so that folk are free to continue using anything they want to, and it will, to the best of my efforts, always be properly identified and credited with the creator or editor's name. I can't do anything fairer than that.
If anyone who has contributed work, who did so under a false assumption thinking it would always be a part of the pack, and now would like me to remove it, then please don't hesitate to let me know, I will completely understand, although if any of my textures were used in it's creation it wouldn't be possible to re-post elsewhere, though of course you'd be free to use them for personal use. Anyway, here's the relevant statement in my OP:
Contributions
I am always happy to receive original contributions to my Steampunk theme pack. These generous submissions of your work help to make this theme and Minecraft a more enjoyable experience for all those who like 'gadgety' goodness. However, please bear in mind, all submissions are used in the freely offered 'alternative textures' section of my pack or if suitable as an alternative mob in the RandomMobs collection in the pack.
I'm no longer looking to use the work of others directly in the texture pack, though occasionally something offered catches my eye. If you still want to upload something for everyone to use, it will be assumed you won't mind it being included in my 'alternative textures' section...if appropriate. I am very happy for users to submit work, mobs, items etc. using, or based upon, my own textures or your original work, but please refrain from using artwork from other texture packs, unless you are the author of said pack art, as per the forum rules. If your submission makes use of my own work, please keep your posts within my Glimmar's Steampunk thread.
Although I am very grateful for the use of your submissions in lieu of mobs, gui's and items I have yet to do, please understand that I do still intend to finish this pack with my own work and that it is an ongoing project subject to constant change at the top of the thread...again at my discretion.
If and when all the pack is converted to my own work, I would still very much like to continue to offer your contributions as alternatives either in the pack or some other download in my thread, with due credit of course, again subject to my limited time. I am very grateful for everyone's input, whether by your enthusiasm or voluntary contributions. You have all helped me continue to improve things in Glimmar's Steampunk.
Mod support is a different area, as unless I was Minecraft texturing full-time, there is no way it would be possible for me to provide for that area as well as the texture pack. This is the reason why I've entrusted that side of things to ksheep, and made my alternate textures available, under certain conditions.
Sorry to get all 'wordy', but the last thing I want to do is cause offence when someone has been generous with their time.
I think there is some floating blue pixels in the bottom right of the 64x diamond axe, just pointing that out, apart from that, I love it!
Sorry, CaptainSqueak, I've triple checked this and can't reproduce the floating pixels you describe on either the x32 or x64 pack. I've checked the item.png sheet on both packs and the individual 'custom_item' animations for the diamond (chainsaw) axe, again for both packs. Anyone else?
Quite a few changes in relation to guis (like the new 'allitems creative gui') would now look garbled in 1.2.5 and you wouldn't see any of the new items or blocks like emeralds or cocoa pods, etc. You might be able to manually swap some things around in the pack yourself to get things working and I'm pretty sure you'd be able to take advantage of the random CTM features I've introduced, but you'd be better off taking my new 'ctm' folder out my v6 pack and dropping it into the v5 you're using now.
Another solution would be to save a copy of your entire 1.2.5 .minecraft folder (complete with all your mods and 1.2.5 MC Patcher, etc) and download a fresh 1.3 Minecraft, 1.3 MC Patcher etc. to at least try out all the new stuff, then save that off as a 1.3 .minecraft folder. Then you would be free to switch between the two versions. However, you'd probably have to keep any precious saved worlds separate from each version your using, until you want to switch permanently to 1.3, incase 1.3 corrupted them for use in 1.2.5. Only do this if you feel confident in what you are doing.
LOL, I've got backups from 1.0 I'm obsessive with not losing anything...hells, I even have emails from 1995 sitting on my hdd! I'll definitely try the first paragraph, and it'll work out ok eventually
I really don't want to sound pushy but I can't wait till this comes out Do you plan to release this before 1.3 or with it? (Sorry if you answered above but my time is short and you have some very large responses up above)
Btw, Magicats and Kaos's Deco Add-On for BTW will be ready shortly. Ive just been real busy with the end of the school year
Too bad this requires a patch…
Also, your quote tags should have square brackets [ ], not angle brackets < >
Whoops, I was just on another forum that only uses <> and I didn't look at my post when it was done. Fixed now...thanks
Also, that link is dead. I grabbed it since I use Curse for other games, and hopefully it'll keep me organized.
NOTE: It is HIGHLY recommended that you use this texture pack with the island, as it looks very… odd… without it.
Pictures of the facility:
Download link:
http://www.mediafire...x1wau4f04k73cg7
PS: Glimmar, feel free to add this to the OP if you'd like. Also, I'd like to see what you'd do with this
EDIT: Here's a list of things that may need fixing:
- Various missing blocks (fence post by Factory, missing brick by factory, etc.)
- Rail system leading out of factory
- 3 of 4 exits of rail hub under tower unused
- Smokestack needs smoke (spiderweb)
- Bridges leading into dome need refurbishment (started replacing cobble with stone brick)
- Walls and watchtowers inside dome need finishing
- Land surrounding 3 of 4 watchtowers need leveling and put to use (more garden?)
- Lots of open grass inside dome, may want to replace to lower chance of mob spawning
- Lighting inside dome needs updating
- Several floors of tower not in use, others only half done
- Airport missing several support columns
Also worth noting, the combination into the Nether Portal Room under the tower is (I believe) down, up, down, up.There are probably a few other things that I can't remember right now, but if you have any questions or suggestions, feel free to ask.
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Curse PremiumFor those who are interested, here are a few pics of some new things in my forthcoming update. I've been working intensively on random 'CTM' plants this past week...adding well over 100 new botanical textures:
32 grass types
11 tall grass types
16 standard foliage
4 jungle foliage
8 rose red bushes
8 rose yellow bushes
12 fern plants
6 poisonous mushrooms
12 edible mushrooms
12 lilypad/pond textures
13 desert plants
All the above makes wandering in different biomes a lot more interesting, or if you like landscaping (like me) gives you a palette of textures to create some wonderful environments. Please read my WIP Changelog if you want a complete list of what I've been working on so far. Also note that my new HD font's spacing is currently jiggered - works fine under MC 1.2.5 so I hope it's just an MC Patcher and weekly snapshot issue:
Wall of pics...for my biggest update...ever!! Beware!
And for anyone who still hasn't seen my v6 taster movie...here it is again:
Watch in as high a resolution as possible.
Current v6 WIP Changelog for MC 1.3
Warning...it's a big list...for my biggest update...ever!
The old 'extras' download is now back in the main pack again. I had a little time to prune the extras' down to textures that were still relevant and to update with some new alts. I decided it would be simpler to maintain if everything was together again. Sadly, I tended to ignore it as a seperate download.
If your machine will stand it, there is definately more reason to choose the x64 pack. Most of the new animations included in this update have been made at x64 scale and do look much finer in the x64 pack. Also I may be adding more x64 terrain blocks and items in the future, as the fancy takes me...so keep a look-out!
All particles in particles.png have now been made hi-rez in both x32 and x64 packs. Drips and bubbles, etc.
New animated paddle-less steampunk boat. Until I get round to animating some type of paddle wheel, I have removed the unsatisfactory stationary wheel texture and designed things to be a little more ambiguous as to the method of propulsion. The boat is still powered by steam which drives something, but that 'something' is hidden from view under the water... though you see animated spinning cogs in the boat.
The old paddle boat and some new alts are in the new 'alternative textures' folder in the pack. However, please note, alternative boat designs will not match the new boat animations, so it may be necessary to put up with moving parts not quite matching, or remove the 'boat ....... properties' files from the 'anim' folder in the pack.
New boat icon on the item sheet to reflect changes to the boat texture.
New cog animations to all three Iron Golem designs. Have fun finding them!
New Iron Golem4 with animated cogs, counter and arcane electrical eye.
Fixed a line of missing pixels on the top of the Iron Golem heads.
New animated Eye of Ender item (x64 version worth checking out in the x64 pack).
New animated Eye of Ender on the End Portal Frame (again better x64 version).
A new...new animated Redstone Dust. Got tired of the spinning red disco ball gif animation and changed to something of my own creation which is still animated, but is easier on the eyes, looks crystal shard-like and appears to be powered from within. Hope you notice the lines of energy sailing through the fissures in the stone.
New clouds.png texture.
Tweaked the sky colour to fit the new clouds.
New animated Redstone Ore (courtesy of Lady Eternity and Proudfoot).
New animated Gold Ore (courtesy of Lady Eternity and Proudfoot).
New Book item.
New Pen and Book item.
New Book gui.
The new 'book' gui required a whole new font designing. Letter size and spacing for the old Berylium font meant that the book pages only looked half filled by the time you'd used up your quota of letters for each page.
New font - put together by my own fair hand and dullard brain! Much kudos to Nuin for his excel spreadsheet that takes the grind out of calculating letter spacing. Even so, this took up a couple of spare days to find an appropriate font and squeeze it into a 1024x1024 grid...and I thought animation was tedious! Works perfectly with Minecraft v1.2.5, but spacing has been broken in all subsequent weekly snapshots, even though MC Patcher has been updated. I really hope this doesn't mean I have to tackle letter spacing all over again!
As the new font is more spacious, the labels on all my new guis needed reworking...wasting yet more time that I'd hoped to spend on animation.
New font now adds support for letters ñ á é í ó ú, etc.
Sign text now has a shiny brass coloured look to it. Text is generally bolder and coupled with 'brass lettering' is much more noticeable. I intend to add slight shadow to text so that sign lettering looks even more brass-like.
Edited the sign item to reflect the change of sign letter colouring.
New container.png gui. Otherwise known as the chest interior. I designed a system of pull-out brass specimen drawers, with a flip-up active menu. The idea was to have something in-keeping with my own recent guis, that would clearly display items, along with a greater 3-dimensional feel. Animation will be added to this in future, but more pressing work on the new guis pushed this work back.
Edited the achievement 'bg.png' gui. Upped the resolution to x1024 for editing in the future and added a brass label in-keeping with new gui style.
Edited the 'alchemy.png' gui. Increased length and changed position of brass labels to accomodate new font size.
Extensively edited the 'crafting.png' gui with new longer brass labels, new grungy brass inventory to better show items and tidied up placement and shading of textures throughout. reworked the crafting box and added green animated fog to the centre. Also increased resolution to 1024x1024.
Extensively edited the 'furnace.png' gui with new brass labels, new brass inventory, new gauge including repositioning various elements (the original has been out of line in many areas since it was first created). Improved shading, tidied things up and increased resolution to x1024 for further editing in future. Added new brass machine elements, plus: animated valve, animated fuel spark ignition, counter, centrefuge and will no doubt add more animated Steampunk features in the future.
Edited the 'enchant.png' gui - increased length and changed position of brass labels to accomodate new font size. Included a new animated valve/tungsten bulb and an animated counter (both at the top of the gui).
All new 'trap.png' gui - added standard brass labels, new grid store, new cogs and gauge and added the standard brass inventory. Will add some animation to this in the future.
All new 'trade.png' gui. Went along the lines of a portable clockwork antique 'till'. Limited the animation to the same elements seen in other gui's...this adds some movement, but doesn't waste more time I don't have on time intensive animation and cuts down on the number of files MC Patcher has to juggle.
Brand new 'allitems.png' gui in the style of a handheld device with old typewriter keys, in-keeping with general style of new brass guis and new font size x64 scale at 1024x1024 pixels.
Added a new dark cast iron enderchest with a pulsating 'eye of ender' animated socketed on the front. Further animated elements will be added to this in the future.
New 64x alt terrain textures in the 'alt' folder, courtesy of Lady Eternity and Proudfoot.
Connected Textures* support for Optifine, courtesy of Demi Person. This is only to prevent Optifine reverting to default Minecraft textures for glass, etc., it does not give true Connected Textures, as I feel these are not necessary for my glass, sandstone and bookshelves. My sandstone is already connected, glass is supposed to be structural (so I don't want great gaps) and my 'chemist drawer' bookshelves would look silly as wide drawers.
New MC Patcher CTM support - random grass features, random plant and foliage types, limited random stone texture:
Edited the stone again. Added a subtle random element using CTM made up of four stone textures.
32 new random CTM grass textures - plus edited the base grass texture.
10 random tall grass types in CTM. The naturalising effect is very satisfying, coupled with the all new base grass texture.
16 new random CTM standard foliage textures.
4 randomised CTM jungle foliage textures.
7 new random CTM rose red bushes.
7 new random CTM rose yellow bushes.
9 new random CTM fern plants.
5 new random CTM poisonous mushrooms.
11 new random CTM edible mushrooms and edited the base version.
11 new random CTM lilypad textures.
12 new random CTM desert plants.
New coal ore. It tiles better, so can be used as a building material in creative.
New iron ore. Now possible to use the iron ore for building purposes in 'creative', subsequently added a little more glitter.
Added new cocoa pod stages - only x32 (x64 is just upscaled).
New alternative 'emerald' cast/wrought iron decorative texture to replace the old sponge block. Separate x64 and x32 versions. Great for decorative wrought ironwork gates or cast iron decorations on iron bridges.
New emerald block. I thought Victorian emerald green tiles would be the most useful texture to fullfill this new role. Complimentary to the blue Lapis tiled block. Works well for walls and floors. Separate x64 and x32 versions.
New emerald 'currency' item.
New ruby item. Not sure if this will be used yet, but as it is still on the latest snapshot update I thought it wise to have a ruby jewel texture ready.
New x64 and x32 steampunk bed. Still gadgety, but a lot more comfortable and very 'chaise lounge' too.
New bed icons x32 and x64.
New 'xpbar text' color.
New animated diamond. Small animated jewels in x32, single large blue diamond in x64. Will probably change in future. Spinning animations can get annoying pretty quickly!
New brass egg icon. Will change this again when reworked to make an x64 texture.
New animated Lapis item... Spinny and rock-like. What more can one say? x32 and x64 versions. Like the spinning diamond, I'm already tiring of seeing spinning rocks in my chests!
Darkened the bamboo and touched up the shading for a more natural appearance, doesn't look quite so neon now.
Toned down wheat. Will probably add random elements in the future using CTM.
Edited diamond ore to reflect that we now have emerald ore (took out the emerald like stones amongst other things).
There's still things to be finished yet...the new creative gui and the trip switch, but I don't know if there will be time to work on new human villager skins.
[edit] Just seen ksheeps post re: MC update could be sometime towards the end of the month. That may well give me a little more time to work on human villagers.
Thanks for checking in and of course much thanks to those who have remained loyal to GS, especially for your incredible patience. I hope the taster pics above give you something to tide you over until MC 1.3.
I won't be working on a full Steampunk support pack for Railcraft, because my main texture pack is a Doku-Enchanted-Summerfields hybrid pack, so I will be concentrating only on the parts that my own game requires. However, as you can see, we have a long way long before this pack is as good as complete. I doubt I would be doing any but for Steampunk support other than for hi-speed rails.
Does anyone here find it rather odd that mechanical parts from clockwork chickens can be eaten raw or cooked in a stove to produce cooked flesh?
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Curse PremiumThe mechanical chicken has a long sentimental history and story attached to it, and a fuller explanation has been given many times. I grow tired of pointing back many pages that consists of over two years of discussion.
However, remembering that this is a bit of fun, in brief...the mechanical chicken encases an actual biological chicken, each one grown inside the case (like an incubator) and preserved until required. When you kill a mechanical chicken you are provided with a pre-packaged carcass ready for cooking in the furnace. This is tongue in cheek humour, that provides an excuse for keeping what has become a favourite little mob in the pack.
When did Steampunk ever do anything simple and straightforward? The clockwork chicken is a great little chap, but like any non-medieval survival theme pack, one has to suspend straightforward logic or it's impossible to have fun creating new, fun things for Minecraft. It doesn't take a great leap of imagination to come up with a whole host of reasons why mechanical chickens might be roving round a quirky machine centric Steampunk world...nor how you'd get real good tasty chicken flesh out of the thing when you decided to bash it over the head!
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Curse PremiumI'd be very interested in a link to the HD skin mod you found. Sadly your HD skin link didn't work for me, Steampunk_rebel.
Looks like the problem there was it was seeing the period at the end as part of the URL. Try this: http://imgur.com/v8gp6
It appears to just be his current non-HD skin which he wants HD-ified. As for the mod, it appears to be here: http://www.minecraftforum.net/topic/944657-hd-player-skinscapes/
Also, I really like what you've shown in the preview. Looks quite nice. I bet a lot of people will love the new beds. Too bad it'll mess up the Gas Burner look in my factory. I'm sure I can figure out something to do about that, so don't worry
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Curse PremiumHaha! Thanks, mate.
What with beds and mechanical chickens, there's no pleasing anybody these days! Lol!
As I said, don't worry. Those new beds look awfully comfy. And there are plenty of alternate textures I can use to get a good gas-burner look. If only I knew about that change BEFORE I posted the schematic for that facility
Okay, a more serious problem:
Recently I've noticed that once I added Glimmar's texture pack to my collection, it seems to have "assimilated" my other texture packs. Mind you I have no idea what happened, but now even though I'm not supposed to have the Steampunk skin on, the mobs and some items from the texture pack keep appearing in the game - even long after I've switched back to the default skinpack!
Does anyone know what I can do to stop this from happening? I didn't add any mobs from the Steampunk pack to my other private texture packs, I only know that this problem began when I first began using it. I want to limit the Steampunk pack only to Railcraft, and nothing more - this is becoming quite a serious problem, with cyborgs and mechachickens appearing where and when they're not supposed to!
Found the source of all my problems: I left a fully functioning version of Glimmar's mod in my "mods" folder, which resulted in the skins of some of the mobs actually taking over stuff they weren't supposed to. Moving the skinpack out of the "mods" folder solved the problem. Seeing that, though, has given me quite some interesting ideas, especially on how to jazz up Railcraft
ksheep, couldn't you just replace the gas burner with the one you like? I figured out how to get Texmix working right, and that's how I got some of the extras textures into the main file. I replaced some of the woods and iron bars, to name a couple things.
I love the next version so far, but I really wish I could see all of the ores they sound really interesting. I can't wait to use it.
So long for now, ~Green
Yes, the pack will work just fine on both 1.2.5 and 1.3. The Minecraft team has been kind enough to not shuffle texture locations around (much) since fairly early on, which means that you can use the latest texture pack on a version of mine craft from a year ago and lose no functionality. However, if you use a texture pack from a year ago with the latest version of the game, you'll get a LOT of bright pink blocks.
As for retexturing the beds, yes I know I can do that. I'm quite proficient with swapping around textures. However, I quite like the look of the new bed, and I think it'll be better just to swap out the blocks with something more suitable. Maybe use one of the alt textures as a wool block and use those, as I don't build with wool all that often.
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Curse PremiumAw...frustrating! That's exactly why we texture artists have to be very careful what we change.
Glad you got it sorted. I read your post and remembered I had a similar situation happen to me with another pack. I was searching my brain trying to remember more details. Not being one to use mods, I would have just suggested re-installing a clean Minecraft and re-patching, but you got it figured and the simple solution is not always an option if your choc-a-bloc with installed mods you don't want to disturb.
Glad you like the new stuff, thanks!
Quite a few changes in relation to guis (like the new 'allitems creative gui') would now look garbled in 1.2.5 and you wouldn't see any of the new items or blocks like emeralds or cocoa pods, etc. You might be able to manually swap some things around in the pack yourself to get things working and I'm pretty sure you'd be able to take advantage of the random CTM features I've introduced, but you'd be better off taking my new 'ctm' folder out my v6 pack and dropping it into the v5 you're using now.
Another solution would be to save a copy of your entire 1.2.5 .minecraft folder (complete with all your mods and 1.2.5 MC Patcher, etc) and download a fresh 1.3 Minecraft, 1.3 MC Patcher etc. to at least try out all the new stuff, then save that off as a 1.3 .minecraft folder. Then you would be free to switch between the two versions. However, you'd probably have to keep any precious saved worlds separate from each version your using, until you want to switch permanently to 1.3, incase 1.3 corrupted them for use in 1.2.5. Only do this if you feel confident in what you are doing.
Glad you like the new stuff, Green.
Much as I would like new updates to be beta tested, it would just add even more work (that I haven't got time to handle) to the whole process. I think most texture pack creators are probably the same. If it was a full time job and my income depended on it, you can bet I'd want it tested through and through!
However, to be perfectly honest, the main reason why I don't get involved in beta testing, etc, is that the direction the main pack goes in is very much a personal area of decision, as has always been stated clearly in my OP. Your post gives me an ideal opportunity to highlight and re-iterate some things that have always been stated in my OP just so contributors aren't offended:
I'm always happy to accept submissions of work for the pack for the benefit of all, so there aren't any glaring vanilla Minecraft textures everywhere, or so there's more variety for things like randommobs, etc...along with clear credit to those generous contributors while their work is in the pack, but I've always tried to make it clear that my goal is to properly finish what I started with my own work. I don't wish to put people off contributing stuff, but I thought it worth reminding folk again, before anyone gets offended when I replace things.
I've always stated that anything that was replaced with my work would be placed in the 'extras' that accompany this pack, so that folk are free to continue using anything they want to, and it will, to the best of my efforts, always be properly identified and credited with the creator or editor's name. I can't do anything fairer than that.
If anyone who has contributed work, who did so under a false assumption thinking it would always be a part of the pack, and now would like me to remove it, then please don't hesitate to let me know, I will completely understand, although if any of my textures were used in it's creation it wouldn't be possible to re-post elsewhere, though of course you'd be free to use them for personal use. Anyway, here's the relevant statement in my OP:
Contributions
I am always happy to receive original contributions to my Steampunk theme pack. These generous submissions of your work help to make this theme and Minecraft a more enjoyable experience for all those who like 'gadgety' goodness. However, please bear in mind, all submissions are used in the freely offered 'alternative textures' section of my pack or if suitable as an alternative mob in the RandomMobs collection in the pack.
I'm no longer looking to use the work of others directly in the texture pack, though occasionally something offered catches my eye. If you still want to upload something for everyone to use, it will be assumed you won't mind it being included in my 'alternative textures' section...if appropriate. I am very happy for users to submit work, mobs, items etc. using, or based upon, my own textures or your original work, but please refrain from using artwork from other texture packs, unless you are the author of said pack art, as per the forum rules. If your submission makes use of my own work, please keep your posts within my Glimmar's Steampunk thread.
Although I am very grateful for the use of your submissions in lieu of mobs, gui's and items I have yet to do, please understand that I do still intend to finish this pack with my own work and that it is an ongoing project subject to constant change at the top of the thread...again at my discretion.
If and when all the pack is converted to my own work, I would still very much like to continue to offer your contributions as alternatives either in the pack or some other download in my thread, with due credit of course, again subject to my limited time. I am very grateful for everyone's input, whether by your enthusiasm or voluntary contributions. You have all helped me continue to improve things in Glimmar's Steampunk.
Mod support is a different area, as unless I was Minecraft texturing full-time, there is no way it would be possible for me to provide for that area as well as the texture pack. This is the reason why I've entrusted that side of things to ksheep, and made my alternate textures available, under certain conditions.
Sorry to get all 'wordy', but the last thing I want to do is cause offence when someone has been generous with their time.
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Curse PremiumSorry, CaptainSqueak, I've triple checked this and can't reproduce the floating pixels you describe on either the x32 or x64 pack. I've checked the item.png sheet on both packs and the individual 'custom_item' animations for the diamond (chainsaw) axe, again for both packs. Anyone else?
Glad you like the pack though, thanks.
LOL, I've got backups from 1.0
I really don't want to sound pushy but I can't wait till this comes out
Btw, Magicats and Kaos's Deco Add-On for BTW will be ready shortly. Ive just been real busy with the end of the school year