The quote button was glitching on me so I went and just copied him... it failed. Badly. Onto other topics, my friend managed to get whitelisted to Krawll's server, so I will try to get him to convince kra... know what I won't >.> He'd only succeed in preventing krawll from doing it again.
IN OTHER TOPICS! I seriously hope that v6 is as awesome as it looks (can't see how it won't be!) I just got my computer back yesterday, and am uber excited to see what happened while I was gone!
Thats ok. From the comments on the video it seems enough people understand that things werent exactly as they explained.
Its cool you got your computer back Just in time for the big release!
In the end I wasted an enormous amount of time trying to balance spacing of letters in my new font, only to discover that there is no delicate means of adjusting the values in the font 'default.properties'. The letters 'e' and 'o' are causing the most problem. Just a .001 difference in the spacing value from 4.999 to 5.0 is enough to jump from the letter 'o' touching other letters, to there being a massive space.
It's difficult to space the letters out, without having to go back through all my guis increasing all the spacing of the brass name labels. Very frustrating when everything looked fine in 1.2.5 (eg. see the beginning of taster vid 1 as proof).
Everything is as legible as I can make it, but it's not entirely satisfactory when seen on the page of the new book, so I might have to look at trying out another smaller font, but that would mean losing the current clarity of signs at a distance.
I still couldn't decide whether to risk making 'items' x64 in scale for both the x64 and the x32 packs. So I kept the x32 items in the x32 pack for now, but some of the icons are unsatisfactory downscaled x64 versions. I would sincerely just like to work on one pack which would be x64 in scale, but still containing my x32 terrain textures and convert each of those as and when appropriate. It's getting very time consuming and tedious trying to make sure both pack sizes are complete and working...especially with all the animations etc.
MediaFire needed a lot of coaxing past my ISP and to be honest I nearly just gave up at the nth attempt. After more than two years and hundreds...yes, many hundreds of hours of work freely shared on a game I love dearly, it's probably time for me to have a good rest and do something else, I'm not sure working on a texture pack for so long is worth all the hassle.
Oh well...having got the gripes out of the way, here's the update folks.
Glimmar's Steampunk v6 for MC 1.3 - MASSIVE NEW UPDATE! Bursting with new animated guis, villagers & textures + sample vids
If your set up will stand the strain, you really should go with the x64 version of my pack for aesthetics, but x32 is no less complete and is largely exactly the same from a terrain perspective.
This pack requires the latest version of 'MCPATCHER'MC Patcher link.
Why do you absolutely need MC Patcher?...click the spoiler:
All HD texture packs require MC Patcher to fix graphical glitches and to make use of HD custom animations, random mobs, villagers and plants. Please see the v6 changelog below.
Optifine will mostly do the same, but as I don't use that patcher myself, I can't say for sure what the results would be. What you see here is made using Minecraft 12W26a and MC Patcher 2.3.7_02. I believe the latest version of MC Patcher allows editing of day and nighttime sky textures, but that's for another day for me.
To repeat- Don't forget to use the latest version of MC Patcher if you want to see all the new animations, random mobs, new villagers, hundreds of new random plants, custom colours and animated lava, water, fire and portal. It is also absolutely necessary to fix things like fire on bricks and gold blocks, water in the nether, compass and more...these glitches are not caused by this pack, but are common to all HD texture packs of greater than 16x pixels!
Downloads
Please note: you do not have to register with Rapidshare. Click on the middle 'green' button with the downward pointing animated arrow above it, for a pain free download.
At the risk of repeating myself, the 64x WIP version greatly improves on the quality of animated textures for some blocks, items, lava, fire, water and portal, etc. If your computer is powerful enough, I encourage you to try this version of the pack over the 32x.
Glimmar's Steampunk v6 for Minecraft 1.3 Taster Vids & Pics
Taster Vid 4:
FINAL 'Part 4' of a series of movie teasers, showing what's in version 6 of 'Glimmar's Steampunk' (UberGaffer is my youtube alter ego). Vids 1,2 and 3 are below, along with more pics and an up to date (1st Aug 2012) Changelog of all the new things featured in the taster movies...enjoy!
Further Info:
This episode gives a preview of my new and animated guis and a round up of other hi-rez stuff which I've been working on this past couple of months. You will need MC Patcher to activate all the animations featured.
Animated textures, such as those seen in my new guis and the villager automaton skins, items and terrain features are exactly as depicted in the movie (aside from standard video transitions of course).
Featuring:
all new animated Steampunk guis
animated ores (animated gold and redstone ores courtesy of Lady Eternity and Proudfoot)
enderchest
trip switch levers
tripwire
hi-res items - emeralds, diamonds, redstone, lapis lazuli, eye of ender
hi-rez particles
animated automaton 'children'
emerald and new cast-ironwork sponge blocks
animated iron golems
Taster Vid 3:
Taster Vid 2:
Taster Vid 1 Please watch all the vids in as high a resolution as possible.
Music and Sound credits are at the end of the movies and in the Youtube info of each video
Wall of v.6 pics...
Current WIP Changelog at 1st August 2012 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.
For those who like their lava a dangerously acidic shade of green, etc. I simply haven't had time to update the alternate green coloured world components (located in the 'alternative textures' folder in the pack). So those specific Item and Terrain sheets will still need updating for use with MC 1.3...sorry about that.
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. 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!
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.
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. And re-doing again everytime I have to re-space the font!
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. I don't personally use Optifine and so cannot testify to it's effects.
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. Further experimentation will take place when I have the time.
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, therefore 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. 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!
New 'butcher2' - female.
New 'butcher3' - brass automaton appropriately garbed carrying hunk of meat and cleaver hand attachment.
Added all new human 'farmer' - male. Victorian west country 'smock' and flat cap style. This is my homage to my love of hobbits.
New 'farmer2' - male Middle Eastern style, which given the cosmopolitan nature of most Steampunk worlds and the presence of villages in deserts, should work quite well.
New 'farmer3' - brass automaton appropriately garbed with open straw hat, leather belt and knife and sickle hand attachment.
New 'farmer4' - sort of male Eastern European in style, but ambiguous country worker or eastern gentleman.
New 'farmer5' - sort of Northern English 'land girl' a little quirky in dress sense, but ready to get stuck in around the farm!
Added all new 'librarian' - brass automaton library assistant, who fetches and carries books from the archives - sporting a handy brass/bronze writing quill behind his left ear.
New 'librarian2' - female Oxford graduate style for that essential studious look. Has a slightly religious feel about the finished costume.
New 'librarian3' - male Oxford graduate style.
Added all new 'priest' - a medical brass automaton complete with white gown, hat, stethoscope and ominous looking retro syringe. I affectionately called him 'Jabber the Nut'. I will still add more typical 'priest' style of villagers in the future, but couldn't resist starting from a retro sci-fi angle for some chilling, yet humorous scenarios.
New 'priest2' - male cap and gowned surgeon/dentist or scientist with retro goggles that should look appropriate for any Victorian/Edwardian industrial complex.
New 'priest3' - variation of male cap and gowned surgeon/ scientist.
New 'priest4' - another surgeon/scientist variation.
New 'priest5' - not wishing to raise issues of steriotypical roles, but this one's a blue robed nurse/surgeon/scientist type with face mask. I must also point out that my feelings towards medical personal is fairly ambivalent, despite numerous family medical emergencies this past year. It's just that Dr Death and the Mad Scientist theme's seem very much a part of Steampunk and retro-science fiction and I couldn't resist making something along those lines available for my theme-texture pack.
Added all new 'smith' - brass automaton with hammer hand attachment and leather utility belt complete with hacksaw and screwdriver.
New 'smith2' - A blacksmith/engineer type with a thriving sky pirate business on the side!
IT'S UP!!! Glad to see you got everything working (more or less). I sure hope the font issue doesn't drive you too crazy. Feel free to take your time, and take some time off. You've probably worked yourself crazy working on this update.
EDIT: Regarding the review mentioned earlier, the makers of the review has responded to my comment about the fact that there are placeholder texture (i.e. some of the mobs, such as pigmen), and they have stated that they will make a note of this in the description. They do seem interested in possibly re-reviewing it, but not for a while, but that still would like to interview Glimmer.
Thank you so much for all your hard work Glimmar! Take as long as a rest as you please and enjoy yourself, you deserve it
Dont let the spacing of the letters get to you. I know stuff like that can be annoying but you've done so much more that you should be proud of. I will definitely enjoy this new version to the max.
Glimmar, I absolutely love the alt grass textures. They really surprised me when I started playing with the pack. Still exploring the pack, but it is freaking awesome
And on the review, they definitely want an interview, having specifically mentioned such. mcKrawll replied to me saying he would look into the color problem, but as ksheep said they prob wont rereview for awhile (or at least not a full one).
Epic texture pack! It one of my favorite packs, the other one being Inspiration by TobiwanK3nobi. I can see you've put a lot of effort into it, and from personal experience, I know it is not easy to make one. If you don't mind me asking, about how much time did you put into this pack?
Ok, help. I'd like some of the art from one file and some from another file. Is there an easy way to mix/match these or am I stuck with one or the other? I don't think texmix will do it.
Ok, help. I'd like some of the art from one file and some from another file. Is there an easy way to mix/match these or am I stuck with one or the other? I don't think texmix will do it.
What exactly are you trying to do? If your trying to mix and match art files then using copy / paste in any image editor will do (simply copy the art you like from one image and paste it into the appropriate place in to the other image).
What exactly are you trying to do? If your trying to mix and match art files then using copy / paste in any image editor will do (simply copy the art you like from one image and paste it into the appropriate place in to the other image).
Ok, that's kinda what I thought. I'll play with it and see. Thanks
Hey Glimmar/Jester/Anyone else who textures, I have been wondering what program you use to make your textures. I have wanted to take a try at it myself, but I don't like the idea of doing in in a program like gimp unless I am missing some huge thing that makes it easier to edit pixel by pixel. So, what programs do you all use?
Hey Glimmar/Jester/Anyone else who textures, I have been wondering what program you use to make your textures. I have wanted to take a try at it myself, but I don't like the idea of doing in in a program like gimp unless I am missing some huge thing that makes it easier to edit pixel by pixel. So, what programs do you all use?
I use Photoshop, but both GIMP and Paint.net are good free ones. I believe that GIMP is what Glim uses (although I may be wrong). Just don't use Microsoft Paint, as it doesn't allow for transparencies.
I use Photoshop, but both GIMP and Paint.net are good free ones. I believe that GIMP is what Glim uses (although I may be wrong). Just don't use Microsoft Paint, as it doesn't allow for transparencies.
Photoshop is a bit advanced if your'e just starting off, I recommend Paint.net
I use Photoshop, but both GIMP and Paint.net are good free ones. I believe that GIMP is what Glim uses (although I may be wrong). Just don't use Microsoft Paint, as it doesn't allow for transparencies.
I use phtoshop as well, but Ive been think about switching. The only reason is that it is incredibly hard to edit pixel by pixel, like with Gimp or Paint.net. The minimum brush size with Photoshop CS3 is 2 x 2 pixels and it gets very annoying at times.
I dont know, I will probably stick with Photoshop because Ive used it for a while and its hard for me to switch between programs
I use phtoshop as well, but Ive been think about switching. The only reason is that it is incredibly hard to edit pixel by pixel, like with Gimp or Paint.net. The minimum brush size with Photoshop CS3 is 2 x 2 pixels and it gets very annoying at times.
I dont know, I will probably stick with Photoshop because Ive used it for a while and its hard for me to switch between programs
This is a good suggestion. The only reason i started with Photoshop was because I had taken classes with it, its hard to learn from scratch.
Also Photoshop is VERY expensive. Gimp and Paint.net are free
I started texturing minecraft with Paint.net, but I use Photoshop on stuff like my art like the one below (insert down arrow here)
Know what, I just failed so incredibly badly. I am used to the setup of gimp because I have used it for other purposes, but the one thing I have never used: that darn pencil tool. As it turns out, it is EXACTLY what I wanted >.> I thank you all for your input, but I think I will stick to gimp now that I have discovered my fail >.> Gimp pencil + size 1 = no chance of coloring adjacent pixels
BTW, Jester, maybe make the pic twice as big and scale it down afterward? Or look for an equivalent of the pencil ._.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Thats ok. From the comments on the video it seems enough people understand that things werent exactly as they explained.
Its cool you got your computer back
Just finished watching, and yeah, they were kinda harsh. Really should mention that v6 is soon to be out and that a LOT of changes are being made.
Yeah I posted about that as soon as I realized they were using v5. Its kinda disappointing thy made that review so close to the release date of v6
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumIn the end I wasted an enormous amount of time trying to balance spacing of letters in my new font, only to discover that there is no delicate means of adjusting the values in the font 'default.properties'. The letters 'e' and 'o' are causing the most problem. Just a .001 difference in the spacing value from 4.999 to 5.0 is enough to jump from the letter 'o' touching other letters, to there being a massive space.
It's difficult to space the letters out, without having to go back through all my guis increasing all the spacing of the brass name labels. Very frustrating when everything looked fine in 1.2.5 (eg. see the beginning of taster vid 1 as proof).
Everything is as legible as I can make it, but it's not entirely satisfactory when seen on the page of the new book, so I might have to look at trying out another smaller font, but that would mean losing the current clarity of signs at a distance.
I still couldn't decide whether to risk making 'items' x64 in scale for both the x64 and the x32 packs. So I kept the x32 items in the x32 pack for now, but some of the icons are unsatisfactory downscaled x64 versions. I would sincerely just like to work on one pack which would be x64 in scale, but still containing my x32 terrain textures and convert each of those as and when appropriate. It's getting very time consuming and tedious trying to make sure both pack sizes are complete and working...especially with all the animations etc.
MediaFire needed a lot of coaxing past my ISP and to be honest I nearly just gave up at the nth attempt. After more than two years and hundreds...yes, many hundreds of hours of work freely shared on a game I love dearly, it's probably time for me to have a good rest and do something else, I'm not sure working on a texture pack for so long is worth all the hassle.
Oh well...having got the gripes out of the way, here's the update folks.
Glimmar's Steampunk v6 for MC 1.3 - MASSIVE NEW UPDATE!
Bursting with new animated guis, villagers & textures + sample vids
If your set up will stand the strain, you really should go with the x64 version of my pack for aesthetics, but x32 is no less complete and is largely exactly the same from a terrain perspective.
This pack requires the latest version of 'MCPATCHER' MC Patcher link.
Why do you absolutely need MC Patcher?...click the spoiler:
All HD texture packs require MC Patcher to fix graphical glitches and to make use of HD custom animations, random mobs, villagers and plants. Please see the v6 changelog below.
Optifine will mostly do the same, but as I don't use that patcher myself, I can't say for sure what the results would be. What you see here is made using Minecraft 12W26a and MC Patcher 2.3.7_02. I believe the latest version of MC Patcher allows editing of day and nighttime sky textures, but that's for another day for me.
To repeat- Don't forget to use the latest version of MC Patcher if you want to see all the new animations, random mobs, new villagers, hundreds of new random plants, custom colours and animated lava, water, fire and portal. It is also absolutely necessary to fix things like fire on bricks and gold blocks, water in the nether, compass and more...these glitches are not caused by this pack, but are common to all HD texture packs of greater than 16x pixels!
Downloads
Please note: you do not have to register with Rapidshare. Click on the middle 'green' button with the downward pointing animated arrow above it, for a pain free download.
Download at MediaFire: Glimmar's Steampunk v6 x32
Download at RapidShare: Glimmar's Steampunk v6 x32 (click on the middle green button)
Download at MediaFire: Glimmar's Steampunk v6 x64 WIP
Download at RapidShare: Glimmar's Steampunk v6 x64 WIP (click on the middle green button)
At the risk of repeating myself, the 64x WIP version greatly improves on the quality of animated textures for some blocks, items, lava, fire, water and portal, etc. If your computer is powerful enough, I encourage you to try this version of the pack over the 32x.
Glimmar's Steampunk v6 for Minecraft 1.3 Taster Vids & Pics
Taster Vid 4:
FINAL 'Part 4' of a series of movie teasers, showing what's in version 6 of 'Glimmar's Steampunk' (UberGaffer is my youtube alter ego). Vids 1,2 and 3 are below, along with more pics and an up to date (1st Aug 2012) Changelog of all the new things featured in the taster movies...enjoy!
Further Info:
This episode gives a preview of my new and animated guis and a round up of other hi-rez stuff which I've been working on this past couple of months. You will need MC Patcher to activate all the animations featured.
Animated textures, such as those seen in my new guis and the villager automaton skins, items and terrain features are exactly as depicted in the movie (aside from standard video transitions of course).
Featuring:
all new animated Steampunk guis
animated ores (animated gold and redstone ores courtesy of Lady Eternity and Proudfoot)
enderchest
trip switch levers
tripwire
hi-res items - emeralds, diamonds, redstone, lapis lazuli, eye of ender
hi-rez particles
animated automaton 'children'
emerald and new cast-ironwork sponge blocks
animated iron golems
Taster Vid 3:
Taster Vid 2:
Taster Vid 1
Please watch all the vids in as high a resolution as possible.
Music and Sound credits are at the end of the movies and in the Youtube info of each video
Wall of v.6 pics...
Current WIP Changelog at 1st August 2012
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.
For those who like their lava a dangerously acidic shade of green, etc. I simply haven't had time to update the alternate green coloured world components (located in the 'alternative textures' folder in the pack). So those specific Item and Terrain sheets will still need updating for use with MC 1.3...sorry about that.
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. 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!
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.
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. And re-doing again everytime I have to re-space the font!
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. I don't personally use Optifine and so cannot testify to it's effects.
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. Further experimentation will take place when I have the time.
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, therefore 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. 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!
New 'butcher2' - female.
New 'butcher3' - brass automaton appropriately garbed carrying hunk of meat and cleaver hand attachment.
Added all new human 'farmer' - male. Victorian west country 'smock' and flat cap style. This is my homage to my love of hobbits.
New 'farmer2' - male Middle Eastern style, which given the cosmopolitan nature of most Steampunk worlds and the presence of villages in deserts, should work quite well.
New 'farmer3' - brass automaton appropriately garbed with open straw hat, leather belt and knife and sickle hand attachment.
New 'farmer4' - sort of male Eastern European in style, but ambiguous country worker or eastern gentleman.
New 'farmer5' - sort of Northern English 'land girl' a little quirky in dress sense, but ready to get stuck in around the farm!
Added all new 'librarian' - brass automaton library assistant, who fetches and carries books from the archives - sporting a handy brass/bronze writing quill behind his left ear.
New 'librarian2' - female Oxford graduate style for that essential studious look. Has a slightly religious feel about the finished costume.
New 'librarian3' - male Oxford graduate style.
Added all new 'priest' - a medical brass automaton complete with white gown, hat, stethoscope and ominous looking retro syringe. I affectionately called him 'Jabber the Nut'. I will still add more typical 'priest' style of villagers in the future, but couldn't resist starting from a retro sci-fi angle for some chilling, yet humorous scenarios.
New 'priest2' - male cap and gowned surgeon/dentist or scientist with retro goggles that should look appropriate for any Victorian/Edwardian industrial complex.
New 'priest3' - variation of male cap and gowned surgeon/ scientist.
New 'priest4' - another surgeon/scientist variation.
New 'priest5' - not wishing to raise issues of steriotypical roles, but this one's a blue robed nurse/surgeon/scientist type with face mask. I must also point out that my feelings towards medical personal is fairly ambivalent, despite numerous family medical emergencies this past year. It's just that Dr Death and the Mad Scientist theme's seem very much a part of Steampunk and retro-science fiction and I couldn't resist making something along those lines available for my theme-texture pack.
Added all new 'smith' - brass automaton with hammer hand attachment and leather utility belt complete with hacksaw and screwdriver.
New 'smith2' - A blacksmith/engineer type with a thriving sky pirate business on the side!
New 'smith3' - a female variation of 'smith2'.
Added a new basic 'villager' brass automaton.
EDIT: Regarding the review mentioned earlier, the makers of the review has responded to my comment about the fact that there are placeholder texture (i.e. some of the mobs, such as pigmen), and they have stated that they will make a note of this in the description. They do seem interested in possibly re-reviewing it, but not for a while, but that still would like to interview Glimmer.
Thank you so much for all your hard work Glimmar! Take as long as a rest as you please and enjoy yourself, you deserve it
Dont let the spacing of the letters get to you. I know stuff like that can be annoying but you've done so much more that you should be proud of. I will definitely enjoy this new version to the max.
Thanks again Glimmar
And on the review, they definitely want an interview, having specifically mentioned such. mcKrawll replied to me saying he would look into the color problem, but as ksheep said they prob wont rereview for awhile (or at least not a full one).
What exactly are you trying to do? If your trying to mix and match art files then using copy / paste in any image editor will do (simply copy the art you like from one image and paste it into the appropriate place in to the other image).
Ok, that's kinda what I thought. I'll play with it and see. Thanks
I use Photoshop, but both GIMP and Paint.net are good free ones. I believe that GIMP is what Glim uses (although I may be wrong). Just don't use Microsoft Paint, as it doesn't allow for transparencies.
Photoshop is a bit advanced if your'e just starting off, I recommend Paint.net
I use phtoshop as well, but Ive been think about switching. The only reason is that it is incredibly hard to edit pixel by pixel, like with Gimp or Paint.net. The minimum brush size with Photoshop CS3 is 2 x 2 pixels and it gets very annoying at times.
I dont know, I will probably stick with Photoshop because Ive used it for a while and its hard for me to switch between programs
This is a good suggestion. The only reason i started with Photoshop was because I had taken classes with it, its hard to learn from scratch.
Also Photoshop is VERY expensive. Gimp and Paint.net are free
I started texturing minecraft with Paint.net, but I use Photoshop on stuff like my art like the one below (insert down arrow here)
BTW, Jester, maybe make the pic twice as big and scale it down afterward? Or look for an equivalent of the pencil ._.