hay Glimmar i was wondering i got the pack installed mcpatcher and all. Everything works fine but the text for things is sorta chopped up and impossible to read
What version of Minecraft are you running, and which version of the patcher? I believe that some people were saying that one of the snapshots messed up the spacing on the letters, but Glimmar is trying to fix this for the 1.3 release…
normal minecraft no snapshots and the most recent mcpatcher im only running TMI with it
I've read about this problem in passing on some other texture pack threads, but rather unhelpfully can't remember reading what the solution was.
It sounds like the problem is more extreme than the slightly annoying spacing problem I was getting with my own new font a few updates into the snapshots. The lettering was still entirely legible, with spacing just slightly out and I've fixed that now for my next update.
The HD font called 'Berylium', that's currently in version 5, is by nuin and a number of packs including John Smith's use it. It should work perfectly well if your using Minecraft 1.2.5, MC Patcher and TMI. The only thing that worries me, is whether or not the very latest version of MC patcher is the best version for 1.2.5. MC Patcher has been steadily updated to work with each snapshot version and I wonder if something has broken with regard to fonts when the latest version is used with MC 1.2.5. That's a longshot, because there will be many people downloading the latest MC Patcher to use with 1.2.5 and I don't see a major outcry about font problems.
I don't know whether it's possible to get hold of the version of MC Patcher that came out for MC 1.2.5, but that might sort the problem. Unless it is down to some other factor we don't know about.
All I can say is that as far as I know, you're the first person who's reported the problem with my pack, but it really should work ok. I use TMI all the time now, so I'm sure it's nothing to do with that.
Sorry I haven't got a simple solution to hand, frightmare44.
The text seems just fine for me.
All the versions I've used since the HD text bug a while ago have displayed the font just fine.
Aww but no unique gold and diamond armour?
I guess most of the problems folk are having with fonts (myself included, but only with the later snapshots) are probably related to individual setups. As I said 1.2.5, MC Patcher and my version 5 should be fine.
Lol! I can't face switching work to armour just yet!
The good news is that I've accumulated a lot of useful gadgety and costumey textures over the past couple of months, so when I've had a little break I should fairly easily be able to come up with a final solution to the armour. If it didn't mean delaying things even further, I'd also wanted to change the sheep, cow, etc, amongst other things, but I'd never ever get this long awaited update out...ever! There's probably more than enough to have plenty of fun discovering what's new.
The problem is that now that I've got into making villagers, they've become incredibly addictive and I think I'm reliving my 'Action Man' days making up accessories and outfits. Not that I'm suggesting I had Action Man Days! For those outside the UK, you'll have to google 'Action Man', to understand the appeal of making villager outfits, but here's an Action Man image link: http://www.vectis.co.uk/AuctionImages/122/1812_l.jpg .
Updated my TP for BTW to V3.80. Lots of new features! (In fact so many I got carried away with my world after finishing the textures and forgot to update!)
I was rewatching you preview video for V6 and I realized that some dusts are being eliminated and replaced with new textures. Is it possible for you to include a version of the items.png in the alts that keeps these in the pack? The reason I ask is because I use some of those dusts and if any of my mods were to update with more dust (or perhaps something else I use that has been replaced and just don't know it yet) I would still like access to it. Unfourtanetly I cannot true my own system to save files (for a very long and complicated reason that I do not care to explain..... mixed with a bit of lazy) and having a good source would make my day
In short, can you have an alt item.png with the old items (from before V6)?
Well i cant say its just mcpatcher i use lots of high res packs this is the only one thats messed up like that oh well thanks for the know how
Well, 'tis a mystery indeed. Apart from .properties files for MC Patcher custom colors and the .properties file for the font, the rest of the pack is just made up of textures. If you get the chance, keep us posted when my new update is launched...if you've still got the patience to try it.
Incidentally, have you tried deleting the font file in my pack so it just uses Minecraft's default? It'll muck up some of the gui titles, but at least you can check if the default font is also effected.
Updated my TP for BTW to V3.80. Lots of new features! (In fact so many I got carried away with my world after finishing the textures and forgot to update!)
You're a whirlwind of activity, lol! At least my alt textures are being put to good use, and sometime in the future I look forward to using what you've put together.
I was rewatching you preview video for V6 and I realized that some dusts are being eliminated and replaced with new textures. Is it possible for you to include a version of the items.png in the alts that keeps these in the pack? The reason I ask is because I use some of those dusts and if any of my mods were to update with more dust (or perhaps something else I use that has been replaced and just don't know it yet) I would still like access to it. Unfourtanetly I cannot true my own system to save files (for a very long and complicated reason that I do not care to explain..... mixed with a bit of lazy) and having a good source would make my day
In short, can you have an alt item.png with the old items (from before V6)?
Absolutely. It might not happen immediately, but I never throw anything away and usually always drop stuff onto the alt sheets if I make something new, but I've never really thought about any old items before. When I get a chance, I'll have a search back through my hard drive. There won't be much, to be honest, as I don't tend to make many item variations...it's more a case of,"Right, that'll do!" and I just go with the first rendition of whatever's needed.
If I miss anything that you've seen before, and I've forgotten to include it, just give me a gentle prod.
****************************************
...by the way, has anyone used the latest version of mcedit (MCEdit-stable33-64bit-win32-setup) with the latest MC snapshot? Does it work? I have a lot of buildings from older versions of my Newglim world which I want to import back into my current iteration. Something I'm looking forward to doing if possible when I'm finished with my mammoth update.
You're a whirlwind of activity, lol! At least my alt textures are being put to good use, and sometime in the future I look forward to using what you've put together.
Absolutely. It might not happen immediately, but I never throw anything away and usually always drop stuff onto the alt sheets if I make something new, but I've never really thought about any old items before. When I get a chance, I'll have a search back through my hard drive. There won't be much, to be honest, as I don't tend to make many item variations...it's more a case of,"Right, that'll do!" and I just go with the first rendition of whatever's needed.
If I miss anything that you've seen before, and I've forgotten to include it, just give me a gentle prod.
*Bows head* Thank you very much Glimmar! Anything you can find in terms of items is good
i just fully realized how much skill this pack took. im finally getting around to the bit of my pack with the most steampunk aspects to it, the appliances and such, and making gears is increadibly hard with such few pixels, and considering my pack is 64x, and you are working with half the space, it becomes all the more impressive.
by which i mean i might be using your textures as reference a bit because i can't seem to make small gears look good otherwise
Also, one question, how do you make torches and glowstone emit colored light? ive tried asking the TAU, tried looking it on minecraft wiki, tried messing with lightmaps manually, reading through color.properties, etc. ive not figured it out. your pack is one of maybe 4 ive seen that actually uses colored lights. how do you manage it? i get the feeling i went right past whatever mechanism it might be, and simply missed it.
In all honesty it's difficult for me to recommend something I don't use myself and don't fully support, especially when all the added extras I've worked on are only tested in the latest versions of MC Patcher. I've used MC Patcher in it's various forms since 2010 and can unreservedly recommend it. I don't have anything against Optifine, but just haven't got round to relying on it or feeling as comfortable with it as MC Patcher, and with what little time I have to work on new textures, it's often just a case of not having got round to being able to test things rather than forgetting or intentionally blanking something that works perfectly fine for others.
Only having time to work with MC Patcher means that everything I make, see and test is seen through that patcher's effects, so it would make me nervous to make a blanket recommendation that my pack works perfectly well with something I don't use myself nor have the time to use.
Incidentally, DeepBlue, there will be an Optifine ctm.png file in my next update provided by Demi Person for those who forget to switch off Optifine's CTM or wish to use it with all the random stuff I've provided for MC Patcher's CTM facility. It doesn't do anything special with the glass, bookcases, or sandstone, but does prevent Optifine's use of ctm messing up my 'structural' glass, etc. I feel somewhat guilty that I've been sitting on Demi Person's support file, but each week for the past couple of months I've been expecting 1.3 to hit us and didn't want to get bogged down making small releases with all the customary explanatory notes following. Sorry folks.
1.3 has a target release date of August 1st. (just so you know and can be prepared!)
Perhaps you could design it for optifine, as well as MCPatcher, possibly even creating a separate OptiFine version, if necessary. I do get the points of all sides of this, and I think that both HD fixes would probably be the best solution. The release candidate will be released a week prior to the actual release, and will most likely be identical to the actual release. (this will give you time to make any updates for MCPatcher and get started on the OptiFine edition/compatibility, should you so choose.) I use optifine, so I would definitely support the decision to include optifine or both, but it is understandable if it would be too much effort to completely redesign the entire texture pack simply to match up with a different HD fix.
1.3 has a target release date of August 1st. (just so you know and can be prepared!)
Perhaps you could design it for optifine, as well as MCPatcher, possibly even creating a separate OptiFine version, if necessary. I do get the points of all sides of this, and I think that both HD fixes would probably be the best solution. The release candidate will be released a week prior to the actual release, and will most likely be identical to the actual release. (this will give you time to make any updates for MCPatcher and get started on the OptiFine edition/compatibility, should you so choose.) I use optifine, so I would definitely support the decision to include optifine or both, but it is understandable if it would be too much effort to completely redesign the entire texture pack simply to match up with a different HD fix.
I'm pretty sure that Optifine uses a very similar structure for most of it's features, so that TPs are compatible between the two. The main breakdown is that Optifine doesn't have all the features of MCPatcher, and some of the features were poorly implemented (like the above-mentioned CTM forcing the use of CTM books and glass).
I'm pretty sure that Optifine uses a very similar structure for most of it's features, so that TPs are compatible between the two. The main breakdown is that Optifine doesn't have all the features of MCPatcher, and some of the features were poorly implemented (like the above-mentioned CTM forcing the use of CTM books and glass).
I was more thinking along the lines of makeshift fixes for the CTM glass and bookshelves. (btw, I have no idea what CTM is, can somebody explain it to me?)
I was more thinking along the lines of makeshift fixes for the CTM glass and bookshelves. (btw, I have no idea what CTM is, can somebody explain it to me?)
the connected texurtes mod i think it makes it so if you have bookshelve next to one another they conjoin i think
I was more thinking along the lines of makeshift fixes for the CTM glass and bookshelves. (btw, I have no idea what CTM is, can somebody explain it to me?)
Yes, the Connected Textures Mod, which makes certain textures more seamless when placed in next to each other. Also, I believe that Glimmar is using it to randomize textures (although I'm not entirely sure how that's supposed to work, I'll have to see it in action come next update).
It should be noted that one of the users has made a stand-in replacement for Optifine users, and Glimmar will be including it standard in the next update. The reason he didn't have something in before is A ) MCPatcher doesn't force standard textures if CTM is on and there is no file, and B ) MCPatcher allows CTM files for other textures (which, I believe, is how Glimmar is making the random textures) without the file for bookshelves, glass, etc (which, for some reason, Optifine requires…). Those are some of those differences in implementation I mentioned earlier.
Some of the textures I developed for Thaumcraft 2 are actually Dokucraft hybrids. Can I submit them as a joint contribution?
The only items created using this method are:
- Crucible of Eyes
- Thaumium reinforced tank
- Quaesitum
In the picture above, the texture in question is the Thaumium reinforced tank, in the middle. You can see that it uses the same graphics as that of the vis conduits (the rest of the stuff you see are actually my own, crafted using either methods similar to those of the Steampunk pack or by mixing or creating firsthand Doku-styled elements).
Concerning Botany, A Farmer & His Ender Chest
Glimmar's Steampunk Update v6 Taster 2
Part 2 of a series of movie teasers showing Glimmar's Steampunk v6 (remember, 'UberGaffer' is my youtube alter ego).
This episode gives a taste of the random CTM plant life I've been working on this past month, my animated ender chest, animated ores, etc., and one of my farmer villagers...more humans to show in the next episode, including my new animated automaton villager helpers.
The sound samples in this movie do not represent in-game sounds using my texture pack... this is a movie and appropriately atmospheric sounds have been used to enhance your viewing pleasure.
Animated textures, such as guis, skins, items and terrain features are exactly as depicted in the movie (aside from standard video transitions of course). 'MC Patcher' is necessary to activate animations and CTM features like my many and varied random plants.
Further Info:
Featuring, all new:
32 random CTM grass textures and new base grass
10 random CTM tall grass textures
16 random CTM standard foliage textures
4 random CTM jungle foliage textures
7 random CTM rose red bushes
7 random CTM rose yellow bushes
11 random CTM fern plants
5 random CTM poisonous mushrooms
11 random CTM edible mushrooms and new base version
11 random CTM lilypad textures
12 random CTM desert plants
new cocoa pod stages
animated paddle-less steampunk boat
animated Eye of Ender item
animated dark cast iron enderchest
container (chest) gui
human male farmer villager...one of many variations!
animated diamond ore
animated emerald ore
iron ore
coal ore
steampunk bed
animated Redstone Ore (courtesy of Lady Eternity and Proudfoot)
animated Gold Ore (courtesy of Lady Eternity and Proudfoot)
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumI've read about this problem in passing on some other texture pack threads, but rather unhelpfully can't remember reading what the solution was.
It sounds like the problem is more extreme than the slightly annoying spacing problem I was getting with my own new font a few updates into the snapshots. The lettering was still entirely legible, with spacing just slightly out and I've fixed that now for my next update.
The HD font called 'Berylium', that's currently in version 5, is by nuin and a number of packs including John Smith's use it. It should work perfectly well if your using Minecraft 1.2.5, MC Patcher and TMI. The only thing that worries me, is whether or not the very latest version of MC patcher is the best version for 1.2.5. MC Patcher has been steadily updated to work with each snapshot version and I wonder if something has broken with regard to fonts when the latest version is used with MC 1.2.5. That's a longshot, because there will be many people downloading the latest MC Patcher to use with 1.2.5 and I don't see a major outcry about font problems.
I don't know whether it's possible to get hold of the version of MC Patcher that came out for MC 1.2.5, but that might sort the problem. Unless it is down to some other factor we don't know about.
All I can say is that as far as I know, you're the first person who's reported the problem with my pack, but it really should work ok. I use TMI all the time now, so I'm sure it's nothing to do with that.
Sorry I haven't got a simple solution to hand, frightmare44.
Then you'll love all the costumes I've made for the villagers in my next update! Many thanks, korwenz and welcome to the forums.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumI guess most of the problems folk are having with fonts (myself included, but only with the later snapshots) are probably related to individual setups. As I said 1.2.5, MC Patcher and my version 5 should be fine.
Lol! I can't face switching work to armour just yet!
The good news is that I've accumulated a lot of useful gadgety and costumey textures over the past couple of months, so when I've had a little break I should fairly easily be able to come up with a final solution to the armour. If it didn't mean delaying things even further, I'd also wanted to change the sheep, cow, etc, amongst other things, but I'd never ever get this long awaited update out...ever! There's probably more than enough to have plenty of fun discovering what's new.
The problem is that now that I've got into making villagers, they've become incredibly addictive and I think I'm reliving my 'Action Man' days making up accessories and outfits. Not that I'm suggesting I had Action Man Days! For those outside the UK, you'll have to google 'Action Man', to understand the appeal of making villager outfits, but here's an Action Man image link: http://www.vectis.co.uk/AuctionImages/122/1812_l.jpg .
Here's the link to my post on the BTW forums (has download): http://www.sargunster.com/btwforum/viewtopic.php?f=12&t=3993
I was rewatching you preview video for V6 and I realized that some dusts are being eliminated and replaced with new textures. Is it possible for you to include a version of the items.png in the alts that keeps these in the pack? The reason I ask is because I use some of those dusts and if any of my mods were to update with more dust (or perhaps something else I use that has been replaced and just don't know it yet) I would still like access to it. Unfourtanetly I cannot true my own system to save files (for a very long and complicated reason that I do not care to explain..... mixed with a bit of lazy) and having a good source would make my day
In short, can you have an alt item.png with the old items (from before V6)?
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumWell, 'tis a mystery indeed. Apart from .properties files for MC Patcher custom colors and the .properties file for the font, the rest of the pack is just made up of textures. If you get the chance, keep us posted when my new update is launched...if you've still got the patience to try it.
Incidentally, have you tried deleting the font file in my pack so it just uses Minecraft's default? It'll muck up some of the gui titles, but at least you can check if the default font is also effected.
You're a whirlwind of activity, lol! At least my alt textures are being put to good use, and sometime in the future I look forward to using what you've put together.
Absolutely. It might not happen immediately, but I never throw anything away and usually always drop stuff onto the alt sheets if I make something new, but I've never really thought about any old items before. When I get a chance, I'll have a search back through my hard drive. There won't be much, to be honest, as I don't tend to make many item variations...it's more a case of,"Right, that'll do!" and I just go with the first rendition of whatever's needed.
If I miss anything that you've seen before, and I've forgotten to include it, just give me a gentle prod.
****************************************
...by the way, has anyone used the latest version of mcedit (MCEdit-stable33-64bit-win32-setup) with the latest MC snapshot? Does it work? I have a lot of buildings from older versions of my Newglim world which I want to import back into my current iteration. Something I'm looking forward to doing if possible when I'm finished with my mammoth update.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumThanks!
Look out for many more animations in my next update and welcome to the forums.
Ok so im not the only one exp. the problem with the font my "i" is like this when in a word Mi necraft and its really annoying
*Bows head* Thank you very much Glimmar! Anything you can find in terms of items is good
-
View User Profile
-
View Posts
-
Send Message
Retired Staffby which i mean i might be using your textures as reference a bit because i can't seem to make small gears look good otherwise
Also, one question, how do you make torches and glowstone emit colored light? ive tried asking the TAU, tried looking it on minecraft wiki, tried messing with lightmaps manually, reading through color.properties, etc. ive not figured it out. your pack is one of maybe 4 ive seen that actually uses colored lights. how do you manage it? i get the feeling i went right past whatever mechanism it might be, and simply missed it.
1.3 has a target release date of August 1st. (just so you know and can be prepared!)
Perhaps you could design it for optifine, as well as MCPatcher, possibly even creating a separate OptiFine version, if necessary. I do get the points of all sides of this, and I think that both HD fixes would probably be the best solution. The release candidate will be released a week prior to the actual release, and will most likely be identical to the actual release. (this will give you time to make any updates for MCPatcher and get started on the OptiFine edition/compatibility, should you so choose.) I use optifine, so I would definitely support the decision to include optifine or both, but it is understandable if it would be too much effort to completely redesign the entire texture pack simply to match up with a different HD fix.
I'm pretty sure that Optifine uses a very similar structure for most of it's features, so that TPs are compatible between the two. The main breakdown is that Optifine doesn't have all the features of MCPatcher, and some of the features were poorly implemented (like the above-mentioned CTM forcing the use of CTM books and glass).
I was more thinking along the lines of makeshift fixes for the CTM glass and bookshelves. (btw, I have no idea what CTM is, can somebody explain it to me?)
Thanks. I found the link to the original mod, though, and I think that it is an interesting idea.
Yes, the Connected Textures Mod, which makes certain textures more seamless when placed in next to each other. Also, I believe that Glimmar is using it to randomize textures (although I'm not entirely sure how that's supposed to work, I'll have to see it in action come next update).
It should be noted that one of the users has made a stand-in replacement for Optifine users, and Glimmar will be including it standard in the next update. The reason he didn't have something in before is A ) MCPatcher doesn't force standard textures if CTM is on and there is no file, and B ) MCPatcher allows CTM files for other textures (which, I believe, is how Glimmar is making the random textures) without the file for bookshelves, glass, etc (which, for some reason, Optifine requires…). Those are some of those differences in implementation I mentioned earlier.
Some of the textures I developed for Thaumcraft 2 are actually Dokucraft hybrids. Can I submit them as a joint contribution?
The only items created using this method are:
- Crucible of Eyes
- Thaumium reinforced tank
- Quaesitum
In the picture above, the texture in question is the Thaumium reinforced tank, in the middle. You can see that it uses the same graphics as that of the vis conduits (the rest of the stuff you see are actually my own, crafted using either methods similar to those of the Steampunk pack or by mixing or creating firsthand Doku-styled elements).
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumGlimmar's Steampunk Update v6 Taster 2
Part 2 of a series of movie teasers showing Glimmar's Steampunk v6 (remember, 'UberGaffer' is my youtube alter ego).
This episode gives a taste of the random CTM plant life I've been working on this past month, my animated ender chest, animated ores, etc., and one of my farmer villagers...more humans to show in the next episode, including my new animated automaton villager helpers.
The sound samples in this movie do not represent in-game sounds using my texture pack... this is a movie and appropriately atmospheric sounds have been used to enhance your viewing pleasure.
Animated textures, such as guis, skins, items and terrain features are exactly as depicted in the movie (aside from standard video transitions of course). 'MC Patcher' is necessary to activate animations and CTM features like my many and varied random plants.
Further Info:
Featuring, all new:
32 random CTM grass textures and new base grass
10 random CTM tall grass textures
16 random CTM standard foliage textures
4 random CTM jungle foliage textures
7 random CTM rose red bushes
7 random CTM rose yellow bushes
11 random CTM fern plants
5 random CTM poisonous mushrooms
11 random CTM edible mushrooms and new base version
11 random CTM lilypad textures
12 random CTM desert plants
new cocoa pod stages
animated paddle-less steampunk boat
animated Eye of Ender item
animated dark cast iron enderchest
container (chest) gui
human male farmer villager...one of many variations!
animated diamond ore
animated emerald ore
iron ore
coal ore
steampunk bed
animated Redstone Ore (courtesy of Lady Eternity and Proudfoot)
animated Gold Ore (courtesy of Lady Eternity and Proudfoot)
music credits:
Queen of the Delta.mp3, Behold the Machine, Vernian Process
http://www.vernianprocess.com/
81459_murcielago123_cirque.wav
http://www.freesound.org/people/murcielago123/sounds/81459/
VoxMachina_vbr.mp3
http://archive.org/details/Michiboux_75
Sound Sample credits:
12900__swelk__4machineloop03.wav
http://www.freesound.org/people/swelk/sounds/12900/
40158__sagetyrtle__crash Audio Extracted Audio Extracted.wav
http://www.freesound.org/people/sagetyrtle/sounds/40158/
48980__lunardrive__metal-door-slam-soundsmith.wav
http://www.freesound.org/people/Lunardrive/sounds/48980/
71569__microscopia__1905-regina-table-model-disc-music-box.wav
http://www.freesound.org/people/Microscopia/sounds/71569/
Sewing Machine 2 by Teto Yasha - SoundBible.com-2092031798.mp3
http://soundbible.com/1541-Sewing-Machine-2.html
wind_up_pedalling_water_turtle_toy.mp3
http://www.pdsounds.org/sounds/wound_up_toy_pedalling
104548__yasser__highvoltage.wav
http://www.freesound.org/people/yasser/sounds/104548/#comments
61845__lukeirl__a-loose-nail-on-the-niger-riverboat-s-engine
http://www.freesound.org/people/LukeIRL/sounds/61845/
STE-025.mp3 by Natalie
http://www.pdsounds.org/sounds/clock_ticking
Next vid soon!