The final mod pack I will ever be installing (I will no longer update Minecraft after 1.2.5) now has partial 32x support. Cocoacraft's coffee plants and seeds now have their own Steampunk-based images, the which I will try to upload here tonight.
The reason for this decision to cease upgrading/downloading further mods stems from the fact that I've always been an RTS guy as opposed to sandbox, and my other projects are undergoing quite a mess of troubles now, so I would like to switch my attention to those.
Looks good, but you may want to re-align the rivets on the neck. Not sure if you were going for a single line down the center (a riveting mane?) or a line down each side, but it looks like it's only on the right-hand side at the moment…
I tried but found it hard going. In the end I gave up and decided to settle for an assymetric look. It still stinks that I haven't found a way to animate this critter, though, but if anyone knows if it can be done, drop me a line!
Thaumcraft 2 support is going strong! we've covered a great many elementary devices, including the thaumic infuser, the bellows and pumps that make this mod what it is. I won't be covering a great deal of the items, but I should be submitting my png files soon once it is complete - we still need to make a few tweaks and then my work for Thaumcraft will be done.
Millenaire
On the Millenaire front, things are not going too well. We've only managed to graft new faces on the Japanese ladies, but nothing else, and attempts to create a steampunk-styled Alchemist's amulet has failed. I have requested help from the modder about this issue, but he usually is very uptight about texture pack support or fixes for old games.
Son number 2 had a burst appendix with complications at the start of the week! Things are obviously delayed on finishing stuff for the update...like human villagers, but here's a quick taster of one I did manage to complete before our family emergency - a human butcher:
Son number 2 had a burst appendix with complications at the start of the week! Things are obviously delayed on finishing stuff for the update...like human villagers, but here's a quick taster of one I did manage to complete before our family emergency - a human butcher:
Expertly done, sir - will you be posting him up so we can help out with the rest? I have some ideas from Futurama and a few Disney films for the priest!
Deepblue686: maybe it's a family homestead with droids, who knows? =D
and if you use randommobs for villagers and keep both robot and human villagers you can have villages with little differences.
Like;
-Villages with human villagers and the odd robot or two means the villagers built some to help them out
-Villages with a bit of both where humans and robots live together, maybe coming from surrounding villages.
-Villages with mostly robots, humans possibly being killed off. Robots becoming aware?
Exactly so. All of the reasons and more besides will make for very varied villages. Quite an exciting prospect really.
At some point I will be making my own base automaton that's a little more 'brassy' and cutting and pasting elements from the other mob'bots' I made (I like that name) for all sorts of machines, both floating (just remove legs) and minimalistic varieties that look like they have many uses. Probably more reason to have domestic machines than automaton domesticated animals. The evil mobs were always intended to be machines that escape at night from the vast underground factories of the nether.
Expertly done, sir - will you be posting him up so we can help out with the rest? I have some ideas from Futurama and a few Disney films for the priest!
Deepblue686: maybe it's a family homestead with droids, who knows? =D
Thanks SunWukong. Glad you like
I won't be posting individual skins yet. I've very little time with my son only just out of the woods with his burst appendix (I've been doing the night shift by his bedside, whilst my wife does the day shift), but he's on his way home hopefully later today and I may have some time later to work on the others, but as each base human villager might change dependent on the others I do I'll see how things go. I was relieved somewhat that the 1.3 update wasn't released while I was in hospital.
Once my update gets released you can add all sorts of varieties of villagers to the mix and I'll decide what goes in the pack (with credit of course) and what perhaps makes up a GS villager pack that ksheep can administer with all the other mod textures. Similarly with automatons.
Yes...family homestead with droids is another good explanation for the presence of machines and very much reminiscent of the first Star Wars movie. Lol! The desert villages will really take on a Steampunk Star Wars feel.
I can't believe it's taken so many days just for me to access the forums - I seem to be having connectivity issues with Minecraft Forums, and so here's my take on Azanor's Thaumcraft 2
(note that some elements here are from Dokucraft):
(L-R: Vis pump, vis conduit (on full), vis purifier, arcane bellows, vis pump, vis filters)
(L-R: vis conduit (on full), vis pump, vis tanks)
All items that you see here retain the original colours of the textures included in the mod.
To-do list: Vis Valves, and poss. Vis Enchanting Table
Not shown: Brain-in-a-jar
Can someone make a mod support for Trees++/Extra Biomes XL?
It's a little quiet at the moment before the storm of the 1.3 update, but if you keep posting a reminder request from time to time, I'm sure someone will pick it up after my GS v6 update is launched.
However, I'm not quite sure how it will blend with all the CTM foliage and plants I've been working on.
I can't believe it's taken so many days just for me to access the forums - I seem to be having connectivity issues with Minecraft Forums, and so here's my take on Azanor's Thaumcraft 2
(note that some elements here are from Dokucraft):
(L-R: Vis pump, vis conduit (on full), vis purifier, arcane bellows, vis pump, vis filters)
(L-R: vis conduit (on full), vis pump, vis tanks)
All items that you see here retain the original colours of the textures included in the mod.
To-do list: Vis Valves, and poss. Vis Enchanting Table
Not shown: Brain-in-a-jar
You've been busy, Sun!
Not knowing anything about the above mod, I'm intrigued by that 'Brain-in-a-Jar'. Sounds wonderful.
I really wish I had more time to explore some of these wonderful mods. [sigh]
It's a little quiet at the moment before the storm of the 1.3 update, but if you keep posting a reminder request from time to time, I'm sure someone will pick it up after my GS v6 update is launched.
However, I'm not quite sure how it will blend with all the CTM foliage and plants I've been working on.
You've been busy, Sun!
Not knowing anything about the above mod, I'm intrigued by that 'Brain-in-a-Jar'. Sounds wonderful.
I really wish I had more time to explore some of these wonderful mods. [sigh]
Maybe after 1.3 comes out. If you're lucky, the Mojang team will take a couple week's break from adding new features and you'll be able to relax a bit… unless you decide to just go and continue tweaking what you already have
Maybe after 1.3 comes out. If you're lucky, the Mojang team will take a couple week's break from adding new features and you'll be able to relax a bit… unless you decide to just go and continue tweaking what you already have
Lol! It's never ending!
I am beginning to enjoy making villager skins though. 2 butchers and 3 farmers so far...and would have been a lot more at this stage if not for our latest hospital trauma. It should get quicker and easier as I do more, because I can snip bits from those already finished, but they are still fairly time consuming to make convincing. So yes, although I will have a break come what may (as it's the summer holidays soon), I'll be tinkering with new things when I get the chance and some well deserved building. Also my two lads are hankering after some serious Skyrim and Civilisation 5 sessions.
Still no fix for the font spacing, means I'm now manually altering the spacing of each letter, in case after the 1.3 update there's still no change. For some reason, because I've used larger bolder letters for the convenience of reading signs at a distance, it seems to have effected my spacing more than other fonts.
I am beginning to enjoy making villager skins though. 2 butchers and 3 farmers so far...and would have been a lot more at this stage if not for our latest hospital trauma. It should get quicker and easier as I do more, because I can snip bits from those already finished, but they are still fairly time consuming to make convincing...
I get ya there, mate. Of late my RTS mod suffered a setback - the models I created simply can't be used, and I discovered that once I fix them, I may have to then unwrap them ALL OVER AGAIN....I just can't take this...
Well, the Brain-in-a-Jar is basically just that. I already skinned it quite a bit, but after thinking for a while I have the following proposals:
- retain the original look Azanor envisioned for his mod
- have a "reinforced tank" look, with the brain jar having braces.
The brain-in-a-jar is one of the last few items I will be skinning for this mod. The rest are meant to be based off Dokucraft.
EDIT: Hmmm.........seems like I forgot the Quaesitum. But then again, that one was a Doku hybrid, so I guess it's just not ready yet.
Hey, how do I install the "extras?" Are they supposed to be standalone or something? Also, I use optifine which complements a shaders mod I'm using to make the game look better. Optifine claims that it if you use it, you don't have to use MCPatcher. Just double checking, is that true for this also?
Hey, how do I install the "extras?" Are they supposed to be standalone or something? Also, I use optifine which complements a shaders mod I'm using to make the game look better. Optifine claims that it if you use it, you don't have to use MCPatcher. Just double checking, is that true for this also?
The Extras have a number of things that you can add onto the pack. Some of them are alternate character skins (which you can upload on minecraft.net), some textures for a couple mods (which you can install into either the texture pack or into the mod itself), and alternate textures (which you can copy and paste into the texture sheets using photo-editing software).
As for your question about Optifine, yes, it will work just fine without MCPatcher if you have Optifine.
ah, page 438 is where the new textures are. you may want to change that, glimmar.
and i gotta say, its quite amazing to see such huge changes. these new textures, they look higher res than 32x. are you slowly upscaling your entire pack? or just cramming tons of detail into 32x?
ah, page 438 is where the new textures are. you may want to change that, glimmar.
and i gotta say, its quite amazing to see such huge changes. these new textures, they look higher res than 32x. are you slowly upscaling your entire pack? or just cramming tons of detail into 32x?
He is adding more detailed objects (especially animated items) on the 64x version. One more reason why to try the 64x version in this next update. However, he has stated that he is planing on keeping most of the natural textures and those textures that are usually found in large clumps (building supplies and the like) as 32x, but items that are less likely to be repeated will be animated and potentially upped to 64x.
Hey, how do I install the "extras?" Are they supposed to be standalone or something? Also, I use optifine which complements a shaders mod I'm using to make the game look better. Optifine claims that it if you use it, you don't have to use MCPatcher. Just double checking, is that true for this also?
I'm using the Optifine basic first option on their download page. Even though I have a really good system, the higher versions never worked. Try the first one
ah, page 438 is where the new textures are. you may want to change that, glimmar.
and i gotta say, its quite amazing to see such huge changes. these new textures, they look higher res than 32x. are you slowly upscaling your entire pack? or just cramming tons of detail into 32x?
Well that's a puzzle!? I've got page 436 open and I'm looking at the post I made with some of the new textures for 1.3 and my v6 right now. Double and tripple checked.
I use Chrome, is that likely to effect how others would see their page count if using a different browser? Otherwise can I have some other confirmed sightings. This thread...or possibly just my mind...has more than it's fair share of gremlins.
Probably easier for me to stick a spoiler with all the pics in my OP, but the 1.3 update must be imminent now?
By the way, 13thMurder...congrats on the 'moderator' status.
Got bogged down painstakingly fiddling with each character spacing in my new font yesterday and today got sidetracked making a new 'inventory' gui. So unfortunately the villager work didn't get any further than Farmers and Butchers.
ah, page 438 is where the new textures are. you may want to change that, glimmar.
and i gotta say, its quite amazing to see such huge changes. these new textures, they look higher res than 32x. are you slowly upscaling your entire pack? or just cramming tons of detail into 32x?
Since mods can see deleted posts, the pages are slightly different for us.
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The final mod pack I will ever be installing (I will no longer update Minecraft after 1.2.5) now has partial 32x support. Cocoacraft's coffee plants and seeds now have their own Steampunk-based images, the which I will try to upload here tonight.
The reason for this decision to cease upgrading/downloading further mods stems from the fact that I've always been an RTS guy as opposed to sandbox, and my other projects are undergoing quite a mess of troubles now, so I would like to switch my attention to those.
I tried but found it hard going. In the end I gave up and decided to settle for an assymetric look. It still stinks that I haven't found a way to animate this critter, though, but if anyone knows if it can be done, drop me a line!
Thaumcraft 2
Thaumcraft 2 support is going strong! we've covered a great many elementary devices, including the thaumic infuser, the bellows and pumps that make this mod what it is. I won't be covering a great deal of the items, but I should be submitting my png files soon once it is complete - we still need to make a few tweaks and then my work for Thaumcraft will be done.
Millenaire
On the Millenaire front, things are not going too well. We've only managed to graft new faces on the Japanese ladies, but nothing else, and attempts to create a steampunk-styled Alchemist's amulet has failed. I have requested help from the modder about this issue, but he usually is very uptight about texture pack support or fixes for old games.
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Curse PremiumExpertly done, sir - will you be posting him up so we can help out with the rest? I have some ideas from Futurama and a few Disney films for the priest!
Deepblue686: maybe it's a family homestead with droids, who knows? =D
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Curse PremiumExactly so. All of the reasons and more besides will make for very varied villages. Quite an exciting prospect really.
At some point I will be making my own base automaton that's a little more 'brassy' and cutting and pasting elements from the other mob'bots' I made (I like that name) for all sorts of machines, both floating (just remove legs) and minimalistic varieties that look like they have many uses. Probably more reason to have domestic machines than automaton domesticated animals. The evil mobs were always intended to be machines that escape at night from the vast underground factories of the nether.
Thanks SunWukong. Glad you like
I won't be posting individual skins yet. I've very little time with my son only just out of the woods with his burst appendix (I've been doing the night shift by his bedside, whilst my wife does the day shift), but he's on his way home hopefully later today and I may have some time later to work on the others, but as each base human villager might change dependent on the others I do I'll see how things go. I was relieved somewhat that the 1.3 update wasn't released while I was in hospital.
Once my update gets released you can add all sorts of varieties of villagers to the mix and I'll decide what goes in the pack (with credit of course) and what perhaps makes up a GS villager pack that ksheep can administer with all the other mod textures. Similarly with automatons.
Yes...family homestead with droids is another good explanation for the presence of machines and very much reminiscent of the first Star Wars movie. Lol! The desert villages will really take on a Steampunk Star Wars feel.
Haha! Glad you like and welcome to the forum.
*************************
Right. Gotta dash, just got a call from the hospital to collect my son.
(note that some elements here are from Dokucraft):
(L-R: Vis pump, vis conduit (on full), vis purifier, arcane bellows, vis pump, vis filters)
(L-R: vis conduit (on full), vis pump, vis tanks)
All items that you see here retain the original colours of the textures included in the mod.
To-do list: Vis Valves, and poss. Vis Enchanting Table
Not shown: Brain-in-a-jar
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Curse PremiumIt's a little quiet at the moment before the storm of the 1.3 update, but if you keep posting a reminder request from time to time, I'm sure someone will pick it up after my GS v6 update is launched.
However, I'm not quite sure how it will blend with all the CTM foliage and plants I've been working on.
You've been busy, Sun!
Not knowing anything about the above mod, I'm intrigued by that 'Brain-in-a-Jar'. Sounds wonderful.
I really wish I had more time to explore some of these wonderful mods. [sigh]
Maybe after 1.3 comes out. If you're lucky, the Mojang team will take a couple week's break from adding new features and you'll be able to relax a bit… unless you decide to just go and continue tweaking what you already have
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Curse PremiumLol! It's never ending!
I am beginning to enjoy making villager skins though. 2 butchers and 3 farmers so far...and would have been a lot more at this stage if not for our latest hospital trauma. It should get quicker and easier as I do more, because I can snip bits from those already finished, but they are still fairly time consuming to make convincing. So yes, although I will have a break come what may (as it's the summer holidays soon), I'll be tinkering with new things when I get the chance and some well deserved building. Also my two lads are hankering after some serious Skyrim and Civilisation 5 sessions.
Still no fix for the font spacing, means I'm now manually altering the spacing of each letter, in case after the 1.3 update there's still no change. For some reason, because I've used larger bolder letters for the convenience of reading signs at a distance, it seems to have effected my spacing more than other fonts.
I get ya there, mate. Of late my RTS mod suffered a setback - the models I created simply can't be used, and I discovered that once I fix them, I may have to then unwrap them ALL OVER AGAIN....I just can't take this...
Well, the Brain-in-a-Jar is basically just that. I already skinned it quite a bit, but after thinking for a while I have the following proposals:
- retain the original look Azanor envisioned for his mod
- have a "reinforced tank" look, with the brain jar having braces.
The brain-in-a-jar is one of the last few items I will be skinning for this mod. The rest are meant to be based off Dokucraft.
EDIT: Hmmm.........seems like I forgot the Quaesitum. But then again, that one was a Doku hybrid, so I guess it's just not ready yet.
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Retired StaffThe Extras have a number of things that you can add onto the pack. Some of them are alternate character skins (which you can upload on minecraft.net), some textures for a couple mods (which you can install into either the texture pack or into the mod itself), and alternate textures (which you can copy and paste into the texture sheets using photo-editing software).
As for your question about Optifine, yes, it will work just fine without MCPatcher if you have Optifine.
Try here: http://www.minecraftforum.net/topic/45534-glimmars-steampunk-v5-32x125-animated-cogs-alchemy-at-work-in-a-dark-victorian-industrial-world-many-new-pics-for-update-v6-page-436/page__view__findpost__p__15577855
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Retired Staffand i gotta say, its quite amazing to see such huge changes. these new textures, they look higher res than 32x. are you slowly upscaling your entire pack? or just cramming tons of detail into 32x?
He is adding more detailed objects (especially animated items) on the 64x version. One more reason why to try the 64x version in this next update. However, he has stated that he is planing on keeping most of the natural textures and those textures that are usually found in large clumps (building supplies and the like) as 32x, but items that are less likely to be repeated will be animated and potentially upped to 64x.
I'm using the Optifine basic first option on their download page. Even though I have a really good system, the higher versions never worked. Try the first one
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Curse PremiumWell that's a puzzle!? I've got page 436 open and I'm looking at the post I made with some of the new textures for 1.3 and my v6 right now. Double and tripple checked.
I use Chrome, is that likely to effect how others would see their page count if using a different browser? Otherwise can I have some other confirmed sightings.
Probably easier for me to stick a spoiler with all the pics in my OP, but the 1.3 update must be imminent now?
By the way, 13thMurder...congrats on the 'moderator' status.
************************************************************
Got bogged down painstakingly fiddling with each character spacing in my new font yesterday and today got sidetracked making a new 'inventory' gui. So unfortunately the villager work didn't get any further than Farmers and Butchers.
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Retired StaffSince mods can see deleted posts, the pages are slightly different for us.