Since mods can see deleted posts, the pages are slightly different for us.
...0.0 can you see the matrix?
Also, more on topic. Glimmar, I am really looking forward to the update! You have been revolutionizing the pack with these last few updates, and I can't wait for even more!
Also, more on topic. Glimmar, I am really looking forward to the update! You have been revolutionizing the pack with these last few updates, and I can't wait for even more!
Many thanks, vfd42.
There's a lot to present in the v6 update. It's been difficult working in isolation for so long though, and I've probably lost a lot of interest from former users. However, I think it was necessary, in that I've been able to concentrate without much distraction (however enjoyable that distraction may be) on quite a sizeable chunk of the pack and that's eased some of my frustration. There's still a long way to go, so I do hope it's not going to be a major let-down for everyone.
So instead of seeing 440 pages here, it's closer to what, 445? 450? Anyway, good to know that directly linking the page does work
It's a big relief to me, 'cos as you know I'm very lazy that way.
What did Caesar Augustus cry when he lost something on the Rhine frontier? "steelfeathers, give me back my pages!" ...I think it was something like that?!
I'm keen to make all items in my pack 64x64, partly because they look a whole lot better up close (without the worry of over-pixelation that one sometimes sees in 64x terrain blocks) and partly because it would make my life easier, as I'd only have to make one of everything.
However, I'll continue to make 64x and 32x versions if the 64x items cause problems with lag. I'd be grateful if someone with a not so powerful set-up could confirm if the higher res items cause lag. My assumption is that higher res items don't cause significant lag, because the game doesn't render them visible at a certain distance, unlike blocks. I expect that 64x blocks and animated water, etc will cause lag for some, but I need independent evidence for the effect of 64x items.
I'm keen to make all items in my pack 64x64, partly because they look a whole lot better up close (without the worry of over-pixelation that one sometimes sees in 64x terrain blocks) and partly because it would make my life easier, as I'd only have to make one of everything.
However, I'll continue to make 64x and 32x versions if the 64x items cause problems with lag. I'd be grateful if someone with a not so powerful set-up could confirm if the higher res items cause lag. My assumption is that higher res items don't cause significant lag, because the game doesn't render them visible at a certain distance, unlike blocks. I expect that 64x blocks and animated water, etc will cause lag for some, but I need independent evidence for the effect of 64x items.
Many thanks in advance.
ive got a crappy computer with which to test this!
however, if you are using a mix of 32x and 64x textures, it simply scales up the 32x ones, as your terrain.png would be scaled up to 64x anyway, and the game automatically scales up everything else.
Yeah, pretty sure it upscales everything. However, I might suggest doing a comparison of MCPatcher vs. Optifine lag problems between 32x and 64x… I know that you prefer MCPatcher, since that's what you've been using, but Optifine allows more customization of various bits and pieces which can really help speed the game up, and I think that, functionally, they've got most of what MCPatcher has… except (last I checked) the custom lighting colors, and not sure if they have random blocks… Still, you may want to look into that as an option, or at least a suggestion. (There's also the fact that Optifine is much more mod-friendly. MCPatcher doesn't like to work with a fair number of the popular mods out there nowadays…)
Glimmar, heads up! This week's snapshot came out today, a day early… and it's nothing but bug fixes. This seems indicative that 1.3 will be released within the next few days, probably a week at most.
ive got a crappy computer with which to test this!
however, if you are using a mix of 32x and 64x textures, it simply scales up the 32x ones, as your terrain.png would be scaled up to 64x anyway, and the game automatically scales up everything else.
Yeah, pretty sure it upscales everything. However, I might suggest doing a comparison of MCPatcher vs. Optifine lag problems between 32x and 64x… I know that you prefer MCPatcher, since that's what you've been using, but Optifine allows more customization of various bits and pieces which can really help speed the game up, and I think that, functionally, they've got most of what MCPatcher has… except (last I checked) the custom lighting colors, and not sure if they have random blocks… Still, you may want to look into that as an option, or at least a suggestion. (There's also the fact that Optifine is much more mod-friendly. MCPatcher doesn't like to work with a fair number of the popular mods out there nowadays…)
I can play 64x packs just fine so it wouldn't be much of a difference for me (besides the quality of the textures of course)
I have no problems playing up to the highest resolution too, the only thing stopping me going beyond 32 and 64x is the horrible pixelation that occurs unless the textures are very smooth.
Just to clarify, I meant 64x items from the items.png sheet. I know that making your terrain.png sheet x64 will upscale everything else in the pack, however I'm not sure if that's true for everything. For example, as far as I know, it's possible to have high res 64x or even 128x mob skins in the pack without them effecting the scale of the terrain.png file...I think? If I'm wrong on that, then I may as well not worry too much about having a 32x and a 64x pack. I don't want to make the mobs any less detailed and that's why I was asking if the inclusion of a 64x items.png in my 32x titled pack would effect it's performance for those with older or slower comps.
I don't mind maintaining separate 32x block terrain textures, but I'm finding it a lot easier making 64x item textures, but the process of properly scaling those down (rather than just simply reducing them in Photoshop or Gimp) requires a lot of work and isn't guaranteed to look as good...meaning I often have to start over on something completely different.
However, I'm rambling as usual and there will still be 32 and 64x pack choice in the next update. I should get back to working on those funny villagers. Incidentally, I saw one of my new villagers being beat up by an iron golem yesterday!!?? I thought they were supposed to protect them. Hah! Probably didn't like the look of my villager skin.
Glimmar, heads up! This week's snapshot came out today, a day early… and it's nothing but bug fixes. This seems indicative that 1.3 will be released within the next few days, probably a week at most.
That's not actually too bad, sheep. There's got to be a cut-off point at some stage for me, but it gives a little more time to potentially have all the base villager skins finished. After which I, and the rest of those still interested, can have fun adding various attachments, alternate colours and accessories, etc. to make village or even city life a little more cosmopolitan...as one would expect in an exotic steampunk world.
Many thanks for all those estimated times for the arrival of 1.3, it's taken away that sense of panic one gets mid-week trying to finish stuff off and wondering if the update is going to be the next day.
Yeah, pretty sure it upscales everything. However, I might suggest doing a comparison of MCPatcher vs. Optifine lag problems between 32x and 64x… I know that you prefer MCPatcher, since that's what you've been using, but Optifine allows more customization of various bits and pieces which can really help speed the game up, and I think that, functionally, they've got most of what MCPatcher has… except (last I checked) the custom lighting colors, and not sure if they have random blocks… Still, you may want to look into that as an option, or at least a suggestion. (There's also the fact that Optifine is much more mod-friendly. MCPatcher doesn't like to work with a fair number of the popular mods out there nowadays…)
Custom lighting was added somewhere between 2 and 5 versions ago (so, like, 3 or 4 weeks I think.) I am fairly certain that nothing in this pack is included in one hd texture patcher and not the other. I may be wrong, but I think that is the current situation.
I had a look at your v6 video, the animations look great. i cant wait for the gears on the boat ^^
Thanks guys...much appreciate your comments.
It may not show, until you delve into all the guis and wander around jungles and villages, but I've put a lot of work into the next update...v6, which is just waiting on the release of Minecraft 1.3. I'm working with what little time I have free to cram as much in as possible before that momentous occasion. Then I need to find a nice dark room somewhere and just rest!
I just got back to playing a bit...using the best tex pack ever!! If I get something done...I'll post it.
I hope you all are doing good.
Howdy, mate.
That looks an interesting project! I wish him well and kind of empathise on the range and variety of projects and the juggling act that's involved.
What have you been up to if you're just getting back to playing a bit? The 1.3 update should be fun...are you up to working on your pack again for it yet? Too many questions, I know...sorry.
I'm guessing you're probably still under a lot of pressure, but I really hope you'll be able to stick around or pop back and see my next update...it's a biggy! I always enjoyed the artistic banter and free exchange of ideas around here when you were active on the forums, Faust and I'm much in need of some of that famous Faustian humour too.
That looks an interesting project! I wish him well and kind of empathise on the range and variety of projects and the juggling act that's involved.
What have you been up to if you're just getting back to playing a bit? The 1.3 update should be fun...are you up to working on your pack again for it yet? Too many questions, I know...sorry.
I'm guessing you're probably still under a lot of pressure, but I really hope you'll be able to stick around or pop back and see my next update...it's a biggy! I always enjoyed the artistic banter and free exchange of ideas around here when you were active on the forums, Faust and I'm much in need of some of that famous Faustian humour too.
I'll be around to play mostly...but would still love to create things for you and yours. I just don't have the time or brainspan to keep up otherwise.
I have to say how much I love all the new changes to this epic pack. From the animated blocks, to the newly introduced stuff. I can't help but say "wow" when I started up again. I won't be working on anything of my own though. Just not enough....anything to get me goin.
Rollback Post to RevisionRollBack
"This may hurt a little, but it's something you'll get used to...."
I'll be around to play mostly...but would still love to create things for you and yours. I just don't have the time or brainspan to keep up otherwise.
I have to say how much I love all the new changes to this epic pack. From the animated blocks, to the newly introduced stuff. I can't help but say "wow" when I started up again. I won't be working on anything of my own though. Just not enough....anything to get me goin.
Well just take things easy and have fun and don't feel under pressure. As I've been reminding everyone recently my selfish target is still to finish the entire base pack with all my own work according to my original goal, hence why I've been slow on the update recently to concentrate on updating all the guis, add villagers, and greatly increase the variety of random plants. However, with all the potential of the 'randommob' part of MC Patcher, there's a never-ending gap to be filled for interesting steampunk creatures and human villagers.
So long as you don't take offence at what I include in the pack and what I make available as alts, I'll keenly look forward to seeing anything you do Faust, as will everyone else who pops in, mainly because I think you have the same quirky outlook as me on the weird and wonderful side of Minecraft.
Nice to see you again, Faust! I thought I'd pop in and say hello, since I saw that you were here.
I hope you've been well; it'll be good to see you about a little more.
Oh, and while I'm here, Glimmar, I love this pack and its atmosphere.
You're kind as always, NorthenerSouth.
Hope you'll pop back too and see my version 6 update.
It's my own fault for holding out so long on the update, but I'm beginning to think when I do release it, ksheep and I will be the only one's trying it out! Lol!
Nice to see you again, Faust! I thought I'd pop in and say hello, since I saw that you were here.
I hope you've been well; it'll be good to see you about a little more.
Oh, and while I'm here, Glimmar, I love this pack and its atmosphere.
Thanks!! Nice to be back...if even for just a bit.
Glimm....I'm using the 64x version. For once, I have not had the urge to replace aything with alternative textures.
Rollback Post to RevisionRollBack
"This may hurt a little, but it's something you'll get used to...."
Thanks!! Nice to be back...if even for just a bit.
Glimm....I'm using the 64x version. For once, I have not had the urge to replace aything with alternative textures.
Lol! I must be doing something wrong then!
There's more 64x stuff in my next update, so don't judge the 64x version too harshly at the moment.
When my 'biggy' update is out...probably next week if that's when Minecraft 1.3 is released, then you should have a lot more to go on for alts, new humans and mobs, etc. However, all of that is as you feel the urge. I'm just happy you're up and about, even if only for a while. You are always welcome around here as I'm sure you know. Do NOT feel under pressure to make stuff. 'Fun' is the operative word here and as soon as the update is out I will be disappearing for a while to relax and enjoy what's left of the summer - returning when I have more stuff complete or as and when necessary to comply with Minecraft updates.
I've just been updating my changelog and taking snapshots of all the new things ready for the big day. One of my goals over time is to have as many human villager types (nationalities, costume, both weird and exotic) + automaton servants to make large steampunk cities look more alive. You'll need to wait for some of my base human skins to work off, but there's enough mechanical textures in the pack already to have fun with different automaton villagers.
In case you haven't seen my changelog, which I've been sticking up from time to time, here's my latest. It's a lot to read through 'cos I waffle, so I'm not expecting you to plow through it all:
Current WIP Changelog Glimmar's Steampunk v6 for Minecraft v1.3
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, then scaled down to x32 which is not so ideal. 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.
Since making the font weekly snapshot updates broke the spacing and I've had to realign everything again by hand as Nuin's excel spreadsheet doesn't seem to be compatible with how MC Patcher and Minecraft currently hang together. This may need changing again last minute if things settle back to normal after the 1.3 update is finalised.
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 working typewriter keys, in-keeping with general style of new brass guis and new font size x64 scale at 1024x1024 pixels. A few little twists and animations to compliment the multi-tool aspect of this exciting new gui. I spent over a week of spare time and late nights on this 4xgui gizmo. Hope you like what I made for the waste disposal unit and it's animated too!
All new animated 'inventory.png' gui, which I humorously call 'The Gentleman's (or lady's) Portable Workshop'. Designed in the style of a portable carry case that opens out to provide storage, workshop and 'suiting up' facilities.
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 rotated 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.
11 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.
Added new cocoa pod stages - only x32 (x64 is just upscaled).
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. Best viewed at middle distance. Up close looks slightly less defined. Will work on something else eventually.
All new animated emerald ore. x32 and a far better x64 variety.
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 animated 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 trip switch and tripwire textures in the style of high conducter lugs for the switch and copper cable for the wire. The wire is thick enough to pass for rope for rigging and other purposes - separate x32 and x64 versions.
edited the string/rope item to a more coppery hue.
New x64 and x32 steampunk bed. Still gadgety, but a lot more comfortable and very 'chaise lounge' too. Still tried to make it useful for other situations than just sleep.
New bed icons x32 and x64.
New 'xpbar text' color.
New animated diamond item - both x32 and x64. Originally had a spinning diamond, but spinning animations can get annoying pretty quickly!
New x64 brass egg icon. Would be nice to add some kind of mechanical animation to this at some stage.
New animated Lapis item... Spinny and rock-like. What more can one say? x32 and x64 versions. Not sure spinny things work so well, in that they are far to distracting in your inventory!
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).
Edited shading and colour of TNT to feel slightly more grungy steampunk than squeaky clean dieselpunk, but I still intend making something else.
Edited glass with decorative elements from pre-1.9 pack again for a more fantasy than pure industrial look. Tone and everything else is still the same as in v5. With CTM switched on in MCPatcher the old texture is active on solid glass blocks with decorative variety only seen on glass panes. Though not intentional, I like this because glass panes make excellent alternative decorative barriers.
New human villagers - it's my intention to add alsorts of human nationality and costume varieties, but will group them as closely as possible into the limited range of Minecraft types. I'm more interested in setting loose hordes of villagers in my city build, so want to have as much variety as possible, including automaton servants. Anyways here's what I got through so far as a start:
Added all new human butcher - male and female versions. Kind of Victorian/Edwardian fantasy costume. Fairly plain as yet from which to build off a variety of types with different faces and gizmo props!
Added all new human farmer - male only at this stage. Includes a spinoff farmer that looks more Middle Eastern in dress, which given the cosmopolitan nature of most Steampunk worlds and the presence of villages in deserts, should work quite well.
Have you had a chance to watch my little taster movie yet in my OP and have you had the energy or wherewithal to make any more vids yourself?
Here's a link to that as well...just to bore everyone to death with another repeat.
Watch in as high a resolution as possible.
If I had more time, I'd quickly throw together a 'compendium of clips' vid showing all the above changelog stuff, but any time I have left is probably best spent on trying to complete these frustrating villagers.
...0.0 can you see the matrix?
Also, more on topic. Glimmar, I am really looking forward to the update! You have been revolutionizing the pack with these last few updates, and I can't wait for even more!
So instead of seeing 440 pages here, it's closer to what, 445? 450? Anyway, good to know that directly linking the page does work
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumHah, yeh! Where's a call box when you need one. Is it true that moderators only see 0's and 1's?
Has anyone made a Matrix style pack...I'm sure it must have been done. I'd just be curious to see how it turned out.
Many thanks, vfd42.
There's a lot to present in the v6 update. It's been difficult working in isolation for so long though, and I've probably lost a lot of interest from former users. However, I think it was necessary, in that I've been able to concentrate without much distraction (however enjoyable that distraction may be) on quite a sizeable chunk of the pack and that's eased some of my frustration. There's still a long way to go, so I do hope it's not going to be a major let-down for everyone.
It's a big relief to me, 'cos as you know I'm very lazy that way.
What did Caesar Augustus cry when he lost something on the Rhine frontier? "steelfeathers, give me back my pages!" ...I think it was something like that?!
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumI'm keen to make all items in my pack 64x64, partly because they look a whole lot better up close (without the worry of over-pixelation that one sometimes sees in 64x terrain blocks) and partly because it would make my life easier, as I'd only have to make one of everything.
However, I'll continue to make 64x and 32x versions if the 64x items cause problems with lag. I'd be grateful if someone with a not so powerful set-up could confirm if the higher res items cause lag. My assumption is that higher res items don't cause significant lag, because the game doesn't render them visible at a certain distance, unlike blocks. I expect that 64x blocks and animated water, etc will cause lag for some, but I need independent evidence for the effect of 64x items.
Many thanks in advance.
-
View User Profile
-
View Posts
-
Send Message
Retired Staffive got a crappy computer with which to test this!
however, if you are using a mix of 32x and 64x textures, it simply scales up the 32x ones, as your terrain.png would be scaled up to 64x anyway, and the game automatically scales up everything else.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumI have no problems playing up to the highest resolution too, the only thing stopping me going beyond 32 and 64x is the horrible pixelation that occurs unless the textures are very smooth.
Just to clarify, I meant 64x items from the items.png sheet. I know that making your terrain.png sheet x64 will upscale everything else in the pack, however I'm not sure if that's true for everything. For example, as far as I know, it's possible to have high res 64x or even 128x mob skins in the pack without them effecting the scale of the terrain.png file...I think? If I'm wrong on that, then I may as well not worry too much about having a 32x and a 64x pack. I don't want to make the mobs any less detailed and that's why I was asking if the inclusion of a 64x items.png in my 32x titled pack would effect it's performance for those with older or slower comps.
I don't mind maintaining separate 32x block terrain textures, but I'm finding it a lot easier making 64x item textures, but the process of properly scaling those down (rather than just simply reducing them in Photoshop or Gimp) requires a lot of work and isn't guaranteed to look as good...meaning I often have to start over on something completely different.
However, I'm rambling as usual and there will still be 32 and 64x pack choice in the next update. I should get back to working on those funny villagers. Incidentally, I saw one of my new villagers being beat up by an iron golem yesterday!!?? I thought they were supposed to protect them. Hah! Probably didn't like the look of my villager skin.
That's not actually too bad, sheep. There's got to be a cut-off point at some stage for me, but it gives a little more time to potentially have all the base villager skins finished. After which I, and the rest of those still interested, can have fun adding various attachments, alternate colours and accessories, etc. to make village or even city life a little more cosmopolitan...as one would expect in an exotic steampunk world.
Many thanks for all those estimated times for the arrival of 1.3, it's taken away that sense of panic one gets mid-week trying to finish stuff off and wondering if the update is going to be the next day.
Custom lighting was added somewhere between 2 and 5 versions ago (so, like, 3 or 4 weeks I think.) I am fairly certain that nothing in this pack is included in one hd texture patcher and not the other. I may be wrong, but I think that is the current situation.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumThanks guys...much appreciate your comments.
It may not show, until you delve into all the guis and wander around jungles and villages, but I've put a lot of work into the next update...v6, which is just waiting on the release of Minecraft 1.3. I'm working with what little time I have free to cram as much in as possible before that momentous occasion. Then I need to find a nice dark room somewhere and just rest!
-
View User Profile
-
View Posts
-
Send Message
Retired StaffThought you all might like this....
Children's Steampunk Alphabet book:
http://kryptonradio....cs-steampunked/
I just got back to playing a bit...using the best tex pack ever!! If I get something done...I'll post it.
I hope you all are doing good.
"This may hurt a little, but it's something you'll get used to...."
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumHowdy, mate.
That looks an interesting project! I wish him well and kind of empathise on the range and variety of projects and the juggling act that's involved.
What have you been up to if you're just getting back to playing a bit? The 1.3 update should be fun...are you up to working on your pack again for it yet? Too many questions, I know...sorry.
I'm guessing you're probably still under a lot of pressure, but I really hope you'll be able to stick around or pop back and see my next update...it's a biggy! I always enjoyed the artistic banter and free exchange of ideas around here when you were active on the forums, Faust and I'm much in need of some of that famous Faustian humour too.
-
View User Profile
-
View Posts
-
Send Message
Retired StaffI'll be around to play mostly...but would still love to create things for you and yours. I just don't have the time or brainspan to keep up otherwise.
I have to say how much I love all the new changes to this epic pack. From the animated blocks, to the newly introduced stuff. I can't help but say "wow" when I started up again. I won't be working on anything of my own though. Just not enough....anything to get me goin.
"This may hurt a little, but it's something you'll get used to...."
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumWell just take things easy and have fun and don't feel under pressure. As I've been reminding everyone recently my selfish target is still to finish the entire base pack with all my own work according to my original goal, hence why I've been slow on the update recently to concentrate on updating all the guis, add villagers, and greatly increase the variety of random plants. However, with all the potential of the 'randommob' part of MC Patcher, there's a never-ending gap to be filled for interesting steampunk creatures and human villagers.
So long as you don't take offence at what I include in the pack and what I make available as alts, I'll keenly look forward to seeing anything you do Faust, as will everyone else who pops in, mainly because I think you have the same quirky outlook as me on the weird and wonderful side of Minecraft.
You're kind as always, NorthenerSouth.
Hope you'll pop back too and see my version 6 update.
It's my own fault for holding out so long on the update, but I'm beginning to think when I do release it, ksheep and I will be the only one's trying it out! Lol!
-
View User Profile
-
View Posts
-
Send Message
Retired StaffThanks!! Nice to be back...if even for just a bit.
Glimm....I'm using the 64x version. For once, I have not had the urge to replace aything with alternative textures.
"This may hurt a little, but it's something you'll get used to...."
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumLol! I must be doing something wrong then!
There's more 64x stuff in my next update, so don't judge the 64x version too harshly at the moment.
When my 'biggy' update is out...probably next week if that's when Minecraft 1.3 is released, then you should have a lot more to go on for alts, new humans and mobs, etc. However, all of that is as you feel the urge. I'm just happy you're up and about, even if only for a while. You are always welcome around here as I'm sure you know. Do NOT feel under pressure to make stuff. 'Fun' is the operative word here and as soon as the update is out I will be disappearing for a while to relax and enjoy what's left of the summer - returning when I have more stuff complete or as and when necessary to comply with Minecraft updates.
I've just been updating my changelog and taking snapshots of all the new things ready for the big day. One of my goals over time is to have as many human villager types (nationalities, costume, both weird and exotic) + automaton servants to make large steampunk cities look more alive. You'll need to wait for some of my base human skins to work off, but there's enough mechanical textures in the pack already to have fun with different automaton villagers.
In case you haven't seen my changelog, which I've been sticking up from time to time, here's my latest. It's a lot to read through 'cos I waffle, so I'm not expecting you to plow through it all:
Current WIP Changelog
Glimmar's Steampunk v6 for Minecraft v1.3
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, then scaled down to x32 which is not so ideal. 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!
New font now adds support for letters ñ á é à ó ú, etc.
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.
Since making the font weekly snapshot updates broke the spacing and I've had to realign everything again by hand as Nuin's excel spreadsheet doesn't seem to be compatible with how MC Patcher and Minecraft currently hang together. This may need changing again last minute if things settle back to normal after the 1.3 update is finalised.
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 working typewriter keys, in-keeping with general style of new brass guis and new font size x64 scale at 1024x1024 pixels. A few little twists and animations to compliment the multi-tool aspect of this exciting new gui. I spent over a week of spare time and late nights on this 4xgui gizmo. Hope you like what I made for the waste disposal unit and it's animated too!
All new animated 'inventory.png' gui, which I humorously call 'The Gentleman's (or lady's) Portable Workshop'. Designed in the style of a portable carry case that opens out to provide storage, workshop and 'suiting up' facilities.
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 rotated 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.
11 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.
Added new cocoa pod stages - only x32 (x64 is just upscaled).
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. Best viewed at middle distance. Up close looks slightly less defined. Will work on something else eventually.
All new animated emerald ore. x32 and a far better x64 variety.
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 animated 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 trip switch and tripwire textures in the style of high conducter lugs for the switch and copper cable for the wire. The wire is thick enough to pass for rope for rigging and other purposes - separate x32 and x64 versions.
edited the string/rope item to a more coppery hue.
New x64 and x32 steampunk bed. Still gadgety, but a lot more comfortable and very 'chaise lounge' too. Still tried to make it useful for other situations than just sleep.
New bed icons x32 and x64.
New 'xpbar text' color.
New animated diamond item - both x32 and x64. Originally had a spinning diamond, but spinning animations can get annoying pretty quickly!
New x64 brass egg icon. Would be nice to add some kind of mechanical animation to this at some stage.
New animated Lapis item... Spinny and rock-like. What more can one say? x32 and x64 versions. Not sure spinny things work so well, in that they are far to distracting in your inventory!
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).
Edited shading and colour of TNT to feel slightly more grungy steampunk than squeaky clean dieselpunk, but I still intend making something else.
Edited glass with decorative elements from pre-1.9 pack again for a more fantasy than pure industrial look. Tone and everything else is still the same as in v5. With CTM switched on in MCPatcher the old texture is active on solid glass blocks with decorative variety only seen on glass panes. Though not intentional, I like this because glass panes make excellent alternative decorative barriers.
New human villagers - it's my intention to add alsorts of human nationality and costume varieties, but will group them as closely as possible into the limited range of Minecraft types. I'm more interested in setting loose hordes of villagers in my city build, so want to have as much variety as possible, including automaton servants. Anyways here's what I got through so far as a start:
Added all new human butcher - male and female versions. Kind of Victorian/Edwardian fantasy costume. Fairly plain as yet from which to build off a variety of types with different faces and gizmo props!
Added all new human farmer - male only at this stage. Includes a spinoff farmer that looks more Middle Eastern in dress, which given the cosmopolitan nature of most Steampunk worlds and the presence of villages in deserts, should work quite well.
Have you had a chance to watch my little taster movie yet in my OP and have you had the energy or wherewithal to make any more vids yourself?
Here's a link to that as well...just to bore everyone to death with another repeat.
Watch in as high a resolution as possible.
If I had more time, I'd quickly throw together a 'compendium of clips' vid showing all the above changelog stuff, but any time I have left is probably best spent on trying to complete these frustrating villagers.
Take care, mate.
-
View User Profile
-
View Posts
-
Send Message
Retired Staff"This may hurt a little, but it's something you'll get used to...."