Thanks for the update Glimmar! So, birch is becoming more like wood, less like tin....
I suppose that I can try using the oak, or maybe light grey wool, but I liked the look of the birch. Ah, well. At least you caught me before I was too far along. If there had been suitable mountains nearby I would have added an aqueduct as well.
I have completely destroyed two Netherholds so far, just to pillage their bricks.... Deserts have been robbed of their sand, dungeons and a stronghold of their mossy and crack'd stones. I am an ecological and archaeological disaster! Fitting in with the 19th Century feel quite well.
The new textures look good, but I will miss the old Birch. I will also miss the wood tile look of the spruce - I used it for the floors in my sanitorium and other posh looking locales.
I admit that I prefer playing in survival mode - the chance of several days work goin' *BOOM!* because I didn't notice a creeper adds a bit of risk.
Man i cant wait to see what you can do with bats, And if anyone could help me get better skys to work i would love the help, All it does is make the sky white for me.
Please redo all of the animal skins. I mean, they look cool and all, but I was hoping for the animals to actually be animals but with robotic things on them (robotic eyepatches, robotic legs, etc.). Other than that this texture pack is AWESOME.
I take your point about the animals. As the pack is more than two years old now, there's a long history associated with the mobs. The original idea being that the nasty mobs are automaton left over from a race of humans long since descended into the Nether, into legend and beyond. It is not known what happened to this great civilisation of inventors, except that at night their twisted creations ascend from the bowels of the earth, even crossing over from the nether and plaguing the land in their search for who knows what. It is certain, however, that though invented by humans as servants, they are now mostly hostile to those humans who still remain above ground.
The robot chicken was a gift from a user long ago and I kind of like the idea of clockwork chickens roaming the land, as did many others. It was always my original intention to make all the natural surface animals 'biological', but as so many other texture artists have made excellent versions, I thought it would be nice to extend the theme of created, self-replicating creatures roaming the land by way of offering something different to the mix.
You also have to bear in mind that with Minecraft's theme of blocky critters, hard edged machinery lends itself extremely well to that format, whereas it doesn't sit very comfortably with me to see many soft rounded animals stretched over the hard-edged framework of a block.
However, your suggestion of animals with steampunk prosthetic attachments has been mooted a few times before and it's most definitely an idea I like. I've mulled over the possibilities myself many times, but as yet just haven't had time to develop things further in that area. You can thank Mojang and MC Patcher for that...too many awesome possibilities and not enough time to realize a fraction of them!
Glad you mostly like the pack though, and thank you for saying. After years of work, very often in isolation, every artist needs some encouragement to maintain the drive to create new stuff. I will still continue to work on improving my texture pack, not because I want to produce the best and most popular pack, but because I'm still very much inspired by Minecraft as a creative medium and I love seeing how I can improve on the range of building possibilities. It's nice to share stuff though and I do read and listen to suggestions, some of which I try to implement, but selfishly if it doesn't fit my 'world view', I'm probably not going to change things to try and make the pack more popular. If I did that I think I'd be creating things for the wrong reasons. But the icing on the cake is when folk like yourself say they like 'something' about it.
We all have different tastes though, but like SunWukong says, it's not too difficult to remix for your own purposes, more especially mobs, as they can just be swapped in and out... just being mindful of those which might have animations attached to them with their associated 'properties' files.
...Also, good job on the picture frames, Mr Glimmar! I wonder if I'd ever get to see my coins proudly framed up for all and sundry to see myself
Many thanks, Sun.
Haha, you'll have fun with the frames. Aside from being able to display your excellent coins and all the other 'picture' uses folk will put them to. Multiplayer world shopkeepers have never had it so good by way of using picture frames to advertise their products. I think just as another building element it's yet another awesome addition. Check out the wall of pics below to see what I mean:
Thanks for the update Glimmar! So, birch is becoming more like wood, less like tin....
Probably more ambiguous than that really. See the pics below. Depending on where it's used, it can look like brass, or wood or even sandstone. At least that's what I'm hoping. I had been thinking about adorning it with rivets, but that would have limited it's uses and appearance to the world of metal.
I suppose that I can try using the oak, or maybe light grey wool, but I liked the look of the birch. Ah, well. At least you caught me before I was too far along. If there had been suitable mountains nearby I would have added an aqueduct as well.
You're probably going to hate me by the time the 1.4 update comes out, because if you check out the pics again below, I've used one of the grey wool blocks (and I think it's the light grey one) to make CTM stone head blocks. If you didn't like those it would be pretty easy for you to take out the specific CTM 'properties' file associated with that block and drop in an edited 'terrain.png' file. Sorry, mate.
I have completely destroyed two Netherholds so far, just to pillage their bricks.... Deserts have been robbed of their sand, dungeons and a stronghold of their mossy and crack'd stones. I am an ecological and archaeological disaster! Fitting in with the 19th Century feel quite well.
The new textures look good, but I will miss the old Birch. I will also miss the wood tile look of the spruce - I used it for the floors in my sanitorium and other posh looking locales.
I admit that I prefer playing in survival mode - the chance of several days work goin' *BOOM!* because I didn't notice a creeper adds a bit of risk.
The Auld Grump
My first year of Minecraft was spent pillaging the overworld and then the Nether, infact my city was based around my great railway terminus with nether portals, so that I could raid and transport as much nether material out to the fringes of my city. My son still won't forgive me that I turned to the dark side of 'creative' building, so that I could both texture and at least still realize some of my flights of architectural fancy (there simply wasn't time to do both though). It's a hard life!
Man Glimmar, once again I can't wait for the next update! I really like how you have redone the wood textures, especially the birch!
Thanks, mate.
Hope you like the pics below.
There's still a long way to go and my intention to update on a more regular basis has gone to pot, simply because I work so chaotically (some things are interrelated though), flitting between different areas of the new 1.4 stuff (Mojang really did add and change a lot of stuff). I may still not get everything done in time, but I'm doing my best.
Current Working Changelog at 9th October 2012 Glimmar's Steampunk v8 for Minecraft v1.4.x
If your machine will stand it, there is definitely even more reason to choose the x64 pack. Most of the new terrain textures included in this update have been made first at x64 scale and do look much finer in the x64 pack, than the scaled down x32 versions. I'm still intending adding more x64 terrain blocks and items in the future, as time allows and as the fancy takes me...so keep checking in!
If you've only just returned to Glimmar's Steampunk after some time away, you should check out my earlier changelogs. There have been a heck of a lot of changes!
Most of the changes needed for the MC 1.4 Update have first been made at 64x scale. When they're all finished I will go back and where necessary downscale to 32x versions. This is only necessary for the 32x terrain.png sheet (but adds a lot of work to scale down all the ctm blocks to 32x ) as mostly everything else I'm adding to both versions of the pack will be at 64x scale (eg. gui's mobs, villagers, paintings, particles and items, etc).
If I haven't totally upgraded all the new particles, items and terrain textures, etc. I have temporarily used vanilla textures as placeholders so the pack still works. However, check out the rest of my changelog below to see what I've managed to update besides new CTM and animation textures:
All new 'pack.png' file for the MC texture pack selection menu.
Fixed the garbled font spacing that seems to happen to my large letter font everytime MC and MC Patcher are updated.
Have decided for the sake of my sanity to upscale all new item textures to x64 in both my 32 and x64 pack. As time allows I will go back over the rest of the items and upscale.
Whilst slowly upgrading all items to x64, I am considering changing a number of items from an isometric angle to a more horizontal or vertical position. After playing around with the new picture frames, I've found isometric items to be less useful when used as decorative wall mounted jewellry and gold, etc. Whereas if items are more vertically/horizontally placed, they look more like inset precious stones, buttons, etc. useful as wall decorations for palaces and such, or as fake buttons and gadgets for labs and factories, etc.
Scaled the kz.png art file up to 1024x1024 in both the 64 and 32x packs to increase the resolution and detail of all the paintings over time. Like the items sheet this is to preserve my sanity. As far as I know, this should not adversely effect 32x users.
Added a new 64x64 animated painting of a rotating brass (or rusted iron) flywheel, fixed on a riveted cast iron plate.
Added a new 128x128 animated painting of a large flywheel assembly/steam engine. Quite a complicated little machine, which I might not get chance to completely finish. This occupies the new MC 1.4 painting slot.
Darkened the current x32 Iron Bar texture.
Edited the Emerald block to remove some patterning.
All new basic Stone Bricks (normal, cracked and mossy). Lightened and brought more in line with Stone.
Added many new random CTM Stone Brick textures:
## Stone Bricks
## Cracked Stone Bricks
## Mossy Stone Bricks
## as many variations as I can do before MC 1.4 is released.
Added a new vertical CTM Chiseled Stone Brick (consisting of top middle and base sections ) which can be used for making classical stone columns of varying height and thickness. The 'slab' top part of the Chiseled Stone is made up of a randomly generated single stone slab.
Consisting of:
4 unique textures for the sides.
## random stone slab textures for greater variety on the top and bottom of the column, which can also be used as floor slabs for greater variety when used with the Stone Bricks.
Using one of the grey wool blocks I've added a new Random CTM Carved 'Head' Stone consisting of:
## Stone Heads
for greater variety on the top and bottom of the head design, ## random stone slab textures with faded arcane designs have been carved into the surface. These can also be used as floor slabs for greater variety when used with the Stone Bricks.
## as many variations as I can do before MC 1.4 is released.
The Stone Heads are completely random, as are the designs on top and bottom and they represent the now vanished race of 'Inventors' who built the civilisation which resulted in all the rogue and benign mechanical wizardry in the texture pack. Although you can't determine what 'head' stone designs you will get when placed, they still provide a powerful tool for creating mysterious carvings in the landscape, central features on buildings or strange floor and ceiling designs. Using these and a little imagination, it will enable you to create many atmospheric ancient arcane mysteries in your builds, but you have to work within the limits of randomness. I'll add more if given the chance.
Added new official (meaning made by me) zombie (the old zombie kindly created by Vondell way back at the beginning, is now zombie10 and activated by MC Patcher's Randommobs option). The new zombie is based on a broken, 'turned rogue' villager automaton, just to make life more difficult once again.
Added a new Villager Golem (no.5). Similar to Golem4, but with the addition of a large animated flywheel on his back. Couldn't let the animated painting of the small flywheel go to waste, could I?
Changed the resolution of the Pumpkin Diving Helm pumpkinblur.png from 512x512 to 1024x1024 partly so that it matched my attempts at a 64x pack, but also so that I could squeeze some animation onto it. However, my attempts at animation failed, as MC patcher doesn't seem to animate things on that particular .png file. So unless MC Patcher makes it possible by the time of the offical MC 1.4 update, you're only going to see a new 'stationary' counter on the inside of the Diving Helm. No point in adding further detail until it becomes possible to animate this texture.
Added the all new Glimmar Beacon gui. Suitably animated too... as one would expect. Spent an inordinate amount of time on this, which curtailed my efforts to add more random ctm textures to plants, stone, cobble, etc. Hope I can get this properly finished in time.
Added new cloth armor layers for dye purposes, which required more editing than I initially thought necessary. Took the opportunity to improve on the awful goggles I'd left in there. Not entirely sure how my 'blacksmith/adventurer' cloth armour will actually look in various colors...haven't had chance to try that out. With all the extensive MC and MC Patcher changes this time around, there really hasn't been time to work on improving the rest of the armor side of things either... sorry! It takes me a long time to remember where everything fits together in things like armor and mobs, especially when editing so many different parts of the pack in one go!
Edited the particles.png sheet in the following way:
- added a broken heart texture.
- added a postive sign texture in the form of a glowing riveted brass disc.
- added a Mr Angry Man face. Though I don't think this is currently being used.
- reduced the size of the water drops to a more realistic scale.
- reduced the size and thickness of the 'magic/potion' effect spirals. I was finding them too large and annoying when under the influence!
Added new 'picture frame' background to terrain.png sheet. This new feature of Minecraft 1.4 meant that my old Birch Wood Planks were not compatible as a Picture Frame texture, so decided to take the opportunity to make the following sweeping changes to all the wood plank blocks including higher res 64x versions:
Changed the Oak Wood Planks to a more natural lighter colour (still darker than most other texture packs to stay in keeping with the theme). Not a perfect job of upscaling, but a start none-the-less.
Changed the Spruce Wood Plank from square panels to dark rough-cut verticle boards based on the old birch wood plank texture.
Changed the Birch Wood Plank from those weathered grey verticle boards closer to a birch color and made it into a square panel, making it ideal for the new picture frame texture and making it ambiguous enough that it can pass for a brass panel look or even a sandstone variant when used with sandstone blocks. Can't decide if I want to introduce CTM features to any of the wood blocks.
Upscaled to 64x and changed the colour and detail of the Jungle Wood Planks.
Due to the change of Oak Wood Planks I edited the following:
Upscaled the detail somewhat and edited the tone and shading on my 'chemist drawer' bookshelves, but for some reason the changes weren't showing up in-game, fastidiously remaining as the old 32x texture. After much wasted time, found it was to do with MC Patcher's CTM 'Bookshelves' option. This option needed switching off to see the new 64x edited version in my game. You might not have this problem, but if the oak planks on top look darker than the drawers and the detail on the drawers is still 32x then turn the CTM Bookshelves option off in MC Patcher and see if that helps. I'm intending adding 'random' CTM features to this block at some stage, but work like that can be pretty time consuming to get right.
Replaced oak planks on the piston blocks and increased the detail of the brass 'suction' rings on the sticky pistons. Still needs more work upgrading things like the iron frames and rivets.
Added CTM 64x fence textures.
Added a new 64x and separate 32x plant pot texture. Another of those annoyingly difficult textures to get just right because of the way Mojang uses the texture both inside and outside the pot, in particular how it wraps around the rim. If there's time, I may make some random ctm variations of the pot (not variations of color though, or you won't be able to use 'em for chimneys or other constructions which use multiple pots as part of their design), just simple emblems or decorations on the side.
Added the new Beacon block texture. Using an old alternative texture as semi-permanent stand-in for now. Not liking the current rotating 'jerking' block inside the beacon, I've opted for a solid design so that it can also be used as an alternative ornate 'lamp' light source. The colour and design also work perfectly well for the beam it emits, even though the texture I made is over a year old now! Then Mojang came and changed the design again! I didn't like the change again, but it's growing on me now.
Added a new Beacon 'Beam' texture that matches the look and colour of my Beacon block. Currently not animated (if that's even possible, then I will try to add a verticle motion to the particles), but Mojangs built in rotation works ok for now. Then Mojang came and ruined another perfectly ok texture, but I can live with it!
Added all new 'arrow' textures to the 'items' folder.
Added all new 32x 'Controller' block. Spent a ridiculous amount of time on animating this... which is amusing, considering that it won't be seen in survival. However, you'll get more use out of it as another brass 'gizmo' in creative mode. If/when Mojang sort the placement orientation out, then I will probably make sides different from front and back using CTM. Wasted even more time making a 64x Controller block which was taking even longer and not fitting in at all well with the style of the furnace, craftbench, etc. I might return to that again sometime, but trying to update two packs now with unique animations and ctm with everything that Mojang and MC Patcher is throwing into the mix, is nigh on impossible.
New Potato and Carrot Plant growth stage textures.
Edited the Ploughed Dirt Block.
Edited the wheat growth stages a fair bit, but still intend to upgrade to 64x and add CTM random variation.
Edited the pumpkin and watermelon stems, but still only 32x.
Started work on the new Bat mob.
I like bats (we have them residing in our loft/attic/belfry and they sometimes get lost in the house. Incredibly acrobatic in flight and totally silent...well ours are only the size of your little finger) so my first variation will definately be furry and cute. Best little mob so far in my opinion (I say that every time!) due to the fantastic behaviour Mojang have programmed in and because outside in the open air they even look like birds! And that adds a whole lot of life to a Minecraft scene.
There's probably a lot of other stuff I've forgotten to jot down here, and a lot of other stuff I'd do if I had more time... improving, animating, ctm'ing, building and vid'ing.
Everything above is subject to change.
For those who like their lava a dangerously acidic shade of green, etc. I still haven't had time to update the alternate green coloured world components (located in the 'alternative textures' folder in the pack).
A Few GS v8 Taster Pics
Head Stones and Birchwood blocks with Sandstone blocks
'Inventor' Temple decorated with Head Stones
'Inventor' Pumping Station Facade
Some random Cracked and Mossy Stone Bricks
Pot Plants and random Mossy Stone Bricks
My new Potato and Carrot Plants
Plant Pots or chimney pots?
Versatile brass-like Picture Frames
New Picture portals on my Nautilus sub
Upgraded some of the Paintings to 64x Scale
New Beacon blocks make great alternative lamps or lights
Man i cant wait to see what you can do with bats, And if anyone could help me get better skys to work i would love the help, All it does is make the sky white for me.
I'm a bit out of it, but I've seen this glitch reported in many other texture pack threads. Have I already asked if it's due to Optifine? Have you tried another texture pack like John Smiths which has hi-rez Better Skies files included.
The Better Skies .png file I made is very high res, Hunter, so that may have something to do with it. Here's a Better Skies 'glimmarstarfield.png' file which is half the size to see if that helps. Just drag and drop this image to your desktop, make sure it's called 'glimmarstarfield' and drop it in the 'sky0' folder in the 'terrain' folder of the texture pack .zip file. If it works you might not get the same twinkle effect with the stars, but it should look better than vanilla.
I always thought this pack was extremely detailed for just 32x32 but with the recent switch you've been making to 64x64 its incredible just how much more detail there is! Really loving the new wood still too :). One question, for the chiseled stone and carved heads, do stone bricks/grey wool just randomly pick a texture when placed or does it have to be placed in a certain way?
Looking good great!
I really wish I had more time to just sit and build with your pack.
(Curse me for having my own packs to update along with other projects.)
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
I always thought this pack was extremely detailed for just 32x32 but with the recent switch you've been making to 64x64 its incredible just how much more detail there is! Really loving the new wood still too . One question, for the chiseled stone and carved heads, do stone bricks/grey wool just randomly pick a texture when placed or does it have to be placed in a certain way?
Glad you like, Jester. More to show in a vid, if I get time... priority is to get as much finished first before MC updates for Halloween.
Well the chiseled stone is used for the column CTM texture and that has a set base, middle and top section and it's not random. Place just one chiseled stone block and you get part of the top block and part of the base combined. Place two blocks and you get top and bottom column textures with the middle portion of the column showing up. As you add more chiseled stone blocks on, the middle section texture just keeps expanding. So columns of any height or width can be created and they'll always look the same.
The 'Head Stone' block however is totally random and is made up from the light grey wool block... sorry any heavy users of that block! Every time you use that particular wool block now you will get a random carved head on each side face of the stone with a unique random slab on the top and bottom. These top and bottom faces (when I get round to it!) will have random arcane stone sigils carved in to them. Used sparingly round your world, as decoration on facades or fallen ruins or as strange carvings on the floor and ceilings of temples and halls, etc. adds a lot more atmosphere and mystery to various locations. Or at least that's the idea. It might turn out to be a failed idea, but it fits my particular world view very well.
Haha! Just typing this about the heads, as given me another idea for other random ctm blocks, but only for those willing to give up a few more shades of wool!
Looking good great!
I really wish I had more time to just sit and build with your pack.
(Curse me for having my own packs to update along with other projects.)
Lol! I wish I had time to just sit and build with my pack too! And yours and other texture packs.
It's something of a curse creating a texture pack, as you well know... I've only got the one (albeit split now into two resolutions) but you've got bazillions if I remember right! I'm definitely looking forward to seeing what you come up with when you update. I'm not the best at cruising the Texture Pack Section these days, so I rather hope you'll post a reminder for me here or send a PM.
When you mentioned the possibility of more biological animals with steampunk prosthesis, have you ever thought of doing the Mooshroom this way?
The way the eyes look on mooshroom retextures such as Misa's and Sphax' (Reverse coloured) lends the possibilty that mooshrooms are controlled by the mushrooms that have taken it over.
This might be a great idea for the Mooshrooms being controlled by the machinery on it's back. Maybe the machinery could be a sort of mechanical mushroom growing thing that uses the cow as a living battery. A great idea for an animated mob too.
Nice one, Deepblue. I like the idea behind that, and I believe MC Patcher now allows for more individual editing of the Mooshroom, so those quirky toadstools on the back can be got rid of.
I shall try to hold this thought or something similar in mind when I get round to making new cows, but I'm getting a bit overwhelmed with too many other possibilities by kahr's genius and Mojangs myriad changes at the mo'.
Lol, I just came out of a little MC session testing some textures out near my little mansion, where I was being slightly mugged by two mooshrooms, when I read your post. You're not by any chance remotely controlling my mooshrooms are you?
Lol! I wish I had time to just sit and build with my pack too! And yours and other texture packs.
It's something of a curse creating a texture pack, as you well know... I've only got the one (albeit split now into two resolutions) but you've got bazillions if I remember right! I'm definitely looking forward to seeing what you come up with when you update. I'm not the best at cruising the Texture Pack Section these days, so I rather hope you'll post a reminder for me here or send a PM.
I've actually got my core packs updated for 1.3 (just in time for 1.4 )
Click the image in my sig and it will take you to my thread that links all my 'finished' packs.
I've also put my packs up on Curse so if you happen to have the Curse client (Found Here), that's an easy way to keep my packs updated. Or you could go to the curse site for me (Me on Curse) or me on the Bukkit side of things. (Me on Bukkit)
Speaking of Bukkit, I know you have had some issues finding a good file host. You might want to consider putting your files up on Bukkit. It gives you some nice features like being able to keep older versions of your files available when you add new versions. That and if/when the Curse client supports packs over 16x, your pack would become available through it. (Since the Curse stuff pulls from the Bukkit site.)
If you manage to find the time to check it out and are interested, the main site for texture packs on Bukkit is here and a write up of how to setup projects so that they get approved the first time is here. (Everything submitted to the site gets reviewed but the turn around time on that seems to be less than 24 hours based on my own experiences.)
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
I've actually got my core packs updated for 1.3 (just in time for 1.4 )
Click the image in my sig and it will take you to my thread that links all my 'finished' packs.
I've also put my packs up on Curse so if you happen to have the Curse client (Found Here), that's an easy way to keep my packs updated. Or you could go to the curse site for me (Me on Curse) or me on the Bukkit side of things. (Me on Bukkit)
Speaking of Bukkit, I know you have had some issues finding a good file host. You might want to consider putting your files up on Bukkit. It gives you some nice features like being able to keep older versions of your files available when you add new versions. That and if/when the Curse client supports packs over 16x, your pack would become available through it. (Since the Curse stuff pulls from the Bukkit site.)
If you manage to find the time to check it out and are interested, the main site for texture packs on Bukkit is here and a write up of how to setup projects so that they get approved the first time is here. (Everything submitted to the site gets reviewed but the turn around time on that seems to be less than 24 hours based on my own experiences.)
And all looking mighty fine, sir.
It was a walk down memory lane for me, because a few of those packs pre-date mine by a long shot and were among the first I ever tried. Ee-up... those were the days.
From a cursory glance (no pun intended) at some other packs on Curse it seems possible to upload HD packs now. Is that the case? I thought it was only for 16x packs.
Didn't know Bukkit had a texture pack section of it's own. Oh... I got round my ISP's dislike of all things MediaFire and it's been working fine since... fortunately, because too many inconveniences like that make the effort of maintaining the pack unbearable. Just discovered Photobucket too, which is a dream. Imageshack has served my purposes very well over the past year and half, but I've reached my free limit so any new pics uploaded meant I needed to delete something else. Photobucket doesn't seem to have any restrictions at all and I like the system it employs so far. So two niggles no longer niggling!
....errImean. Thank you for testing, I'll make sure they're improved for next time so they don't mug you at all.
That's right.....it was just an experiment.....*cough*
Hahaha! I shall be suspicious of Mooshrooms forever after now.
Lol! Also re-read my post and had to laugh at my use of 'slightly' mugged. Nonsensical really! 'gently mugged' might have sounded better, but then I thought:
"Yes, I was gently mugged, officer!"
"Oh really, sir? Mmmm... That'll be the 'Feather Boa Gang' then!"
...I shall tiptoe back to my padded cell now!
(where all MC texture artists reside, if they're honest)
Here's a challenge! Make this a texture pack for Tekkit! There's alot more machines, so it would look alot cooler then normal tekkit, and I think you would get alot more downloads.
Here's a challenge! Make this a texture pack for Tekkit! There's alot more machines, so it would look alot cooler then normal tekkit, and I think you would get alot more downloads.
Hmmm, Anvils are coming.... I also like the fact that Picture Frame + Watch = Wall Clock. I can't wait to see how that works with the Steampunk set.
Very nice Nautilus - Makes me want to do something similar yet different. (To serve as a house.) Biggest change, I think, will be to make a combined glass and glowstone 'eye' for the bridge. (Yeah, I liked the Disney Nautilus.)
My pump/water plant looks somewhat similar to yours. Mostly sandstone, some nice large fountains in front. And a series of cascades from the facade. Then behind the graceful facade is the manky inner workings cracked stone, mossy stone, and piped.
Come think, a couple of 'pipe' textures would be nice, both a block for a single large pipe and one that looks like a bundle of pipes. Not sure what blocks could be sacrificed for that though.
Here's a challenge! Make this a texture pack for Tekkit! There's alot more machines, so it would look alot cooler then normal tekkit, and I think you would get alot more downloads.
Been suggested many times, skaterboi88. It takes a lot of my free time just keeping up maintenance on the pack itself. I'd love to work full time on making textures for all those marvelous techy type mods out there. The truth is, I don't even have time to try them out for myself, and very little time to build anything new in my own world.
I am reliant on very kind and supportive users/friends like ksheep and others who have given up their time to mold my textures to fit all sorts of mods.
As ksheep has already said ...have a look further down in my OP. Apologies for the sheer size of stuff to wade through back there, but just like the best 'junk' shops, you have to put a little bit of effort into searching for the good stuff. Yes, I agree it needs a good tidy up...needs a lot of work on presentation, but I can either do that or work on new stuff for the next update. I've only got so much free time, and my wife is already standing behind me with the rolling pin (don't know how regional that image is)!
Hmmm, Anvils are coming.... I also like the fact that Picture Frame + Watch = Wall Clock. I can't wait to see how that works with the Steampunk set.
Very nice Nautilus - Makes me want to do something similar yet different. (To serve as a house.) Biggest change, I think, will be to make a combined glass and glowstone 'eye' for the bridge. (Yeah, I liked the Disney Nautilus.)
My pump/water plant looks somewhat similar to yours. Mostly sandstone, some nice large fountains in front. And a series of cascades from the facade. Then behind the graceful facade is the manky inner workings cracked stone, mossy stone, and piped.
Come think, a couple of 'pipe' textures would be nice, both a block for a single large pipe and one that looks like a bundle of pipes. Not sure what blocks could be sacrificed for that though.
The Auld Grump
You've prompted me to show some more pics, Auld Grump.
I made a stab at an anvil last night, but like a lot of MC textures, the same texture gets wrapped around many surfaces, so it's not possible to add lots of detail, etc. Also I experimented on the picture frames pretty early on with the watch and it was the 32x resolution on items in picture frames that prompted me to work towards making all items in both 32 and 64x packs the same 64x quality. The compass and watch among many other things need a lot of upgrading now, but it won't all get done for this next update. Still haven't done the new 'spuds', carrots and other things and haven't a clue what I'm going to do for the anvil gui (probably just something simple to start with).
Any suggestions for a steampunk whither, anyone?
Here are a few more GS v8 MC 1.4 pics:
Low res WIP pic of the animated Beacon Gui. Obviously icons and such need a lot of work (these are just vanilla) to fit the illuminated buttons:
Anvil WIP, stages:
Anvil, creative attempts.
Little furry bat:
Difficult to get pics, as like real bats they never stay still when you get close:
Anything animated on blocks or items also animates in the picture frames, so fantastic for things like my animated eye of ender as wall valves, etc. But not so good for low res things like my current watch.
As previously mentioned, I'm not sure how ready I'll be on the day MC gets updated to 1.4, by way of completed mobs, etc. but I'll try and get the pack to a working state, so that blocks and items don't look out of place.
Oh well, if there's no interest in the above pics, I don't need to fret too much about getting things ready for the 1.4 update. Suits me... more time to build and experiment. Yay!
As previously mentioned, I'm not sure how ready I'll be on the day MC gets updated to 1.4, by way of completed mobs, etc. but I'll try and get the pack to a working state, so that blocks and items don't look out of place.
Lovin the work Glimmar, especially the beacon GUI and anvil.
Honestly I think the anvil is pretty good where it is, especially considering the whole wrapping issue, probably could leave it as is till the 1.4 release and return to it much later if it really bugs you
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Thanks for the update Glimmar! So, birch is becoming more like wood, less like tin....
I suppose that I can try using the oak, or maybe light grey wool, but I liked the look of the birch. Ah, well. At least you caught me before I was too far along.
I have completely destroyed two Netherholds so far, just to pillage their bricks.... Deserts have been robbed of their sand, dungeons and a stronghold of their mossy and crack'd stones. I am an ecological and archaeological disaster! Fitting in with the 19th Century feel quite well.
The new textures look good, but I will miss the old Birch. I will also miss the wood tile look of the spruce - I used it for the floors in my sanitorium and other posh looking locales.
I admit that I prefer playing in survival mode - the chance of several days work goin' *BOOM!* because I didn't notice a creeper adds a bit of risk.
The Auld Grump
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Curse PremiumI take your point about the animals. As the pack is more than two years old now, there's a long history associated with the mobs. The original idea being that the nasty mobs are automaton left over from a race of humans long since descended into the Nether, into legend and beyond. It is not known what happened to this great civilisation of inventors, except that at night their twisted creations ascend from the bowels of the earth, even crossing over from the nether and plaguing the land in their search for who knows what. It is certain, however, that though invented by humans as servants, they are now mostly hostile to those humans who still remain above ground.
The robot chicken was a gift from a user long ago and I kind of like the idea of clockwork chickens roaming the land, as did many others. It was always my original intention to make all the natural surface animals 'biological', but as so many other texture artists have made excellent versions, I thought it would be nice to extend the theme of created, self-replicating creatures roaming the land by way of offering something different to the mix.
You also have to bear in mind that with Minecraft's theme of blocky critters, hard edged machinery lends itself extremely well to that format, whereas it doesn't sit very comfortably with me to see many soft rounded animals stretched over the hard-edged framework of a block.
However, your suggestion of animals with steampunk prosthetic attachments has been mooted a few times before and it's most definitely an idea I like. I've mulled over the possibilities myself many times, but as yet just haven't had time to develop things further in that area. You can thank Mojang and MC Patcher for that...too many awesome possibilities and not enough time to realize a fraction of them!
Glad you mostly like the pack though, and thank you for saying. After years of work, very often in isolation, every artist needs some encouragement to maintain the drive to create new stuff. I will still continue to work on improving my texture pack, not because I want to produce the best and most popular pack, but because I'm still very much inspired by Minecraft as a creative medium and I love seeing how I can improve on the range of building possibilities. It's nice to share stuff though and I do read and listen to suggestions, some of which I try to implement, but selfishly if it doesn't fit my 'world view', I'm probably not going to change things to try and make the pack more popular. If I did that I think I'd be creating things for the wrong reasons. But the icing on the cake is when folk like yourself say they like 'something' about it.
We all have different tastes though, but like SunWukong says, it's not too difficult to remix for your own purposes, more especially mobs, as they can just be swapped in and out... just being mindful of those which might have animations attached to them with their associated 'properties' files.
Many thanks, Sun.
Haha, you'll have fun with the frames. Aside from being able to display your excellent coins and all the other 'picture' uses folk will put them to. Multiplayer world shopkeepers have never had it so good by way of using picture frames to advertise their products. I think just as another building element it's yet another awesome addition. Check out the wall of pics below to see what I mean:
Probably more ambiguous than that really. See the pics below. Depending on where it's used, it can look like brass, or wood or even sandstone. At least that's what I'm hoping. I had been thinking about adorning it with rivets, but that would have limited it's uses and appearance to the world of metal.
You're probably going to hate me by the time the 1.4 update comes out, because if you check out the pics again below, I've used one of the grey wool blocks (and I think it's the light grey one) to make CTM stone head blocks. If you didn't like those it would be pretty easy for you to take out the specific CTM 'properties' file associated with that block and drop in an edited 'terrain.png' file. Sorry, mate.
My first year of Minecraft was spent pillaging the overworld and then the Nether, infact my city was based around my great railway terminus with nether portals, so that I could raid and transport as much nether material out to the fringes of my city. My son still won't forgive me that I turned to the dark side of 'creative' building, so that I could both texture and at least still realize some of my flights of architectural fancy (there simply wasn't time to do both though). It's a hard life!
Thanks, mate.
Hope you like the pics below.
There's still a long way to go and my intention to update on a more regular basis has gone to pot, simply because I work so chaotically (some things are interrelated though), flitting between different areas of the new 1.4 stuff (Mojang really did add and change a lot of stuff). I may still not get everything done in time, but I'm doing my best.
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Current Working Changelog at 9th October 2012
Glimmar's Steampunk v8 for Minecraft v1.4.x
If your machine will stand it, there is definitely even more reason to choose the x64 pack. Most of the new terrain textures included in this update have been made first at x64 scale and do look much finer in the x64 pack, than the scaled down x32 versions. I'm still intending adding more x64 terrain blocks and items in the future, as time allows and as the fancy takes me...so keep checking in!
If you've only just returned to Glimmar's Steampunk after some time away, you should check out my earlier changelogs. There have been a heck of a lot of changes!
Most of the changes needed for the MC 1.4 Update have first been made at 64x scale. When they're all finished I will go back and where necessary downscale to 32x versions. This is only necessary for the 32x terrain.png sheet (but adds a lot of work to scale down all the ctm blocks to 32x ) as mostly everything else I'm adding to both versions of the pack will be at 64x scale (eg. gui's mobs, villagers, paintings, particles and items, etc).
If I haven't totally upgraded all the new particles, items and terrain textures, etc. I have temporarily used vanilla textures as placeholders so the pack still works. However, check out the rest of my changelog below to see what I've managed to update besides new CTM and animation textures:
All new 'pack.png' file for the MC texture pack selection menu.
Fixed the garbled font spacing that seems to happen to my large letter font everytime MC and MC Patcher are updated.
Have decided for the sake of my sanity to upscale all new item textures to x64 in both my 32 and x64 pack. As time allows I will go back over the rest of the items and upscale.
Whilst slowly upgrading all items to x64, I am considering changing a number of items from an isometric angle to a more horizontal or vertical position. After playing around with the new picture frames, I've found isometric items to be less useful when used as decorative wall mounted jewellry and gold, etc. Whereas if items are more vertically/horizontally placed, they look more like inset precious stones, buttons, etc. useful as wall decorations for palaces and such, or as fake buttons and gadgets for labs and factories, etc.
Scaled the kz.png art file up to 1024x1024 in both the 64 and 32x packs to increase the resolution and detail of all the paintings over time. Like the items sheet this is to preserve my sanity. As far as I know, this should not adversely effect 32x users.
Added a new 64x64 animated painting of a rotating brass (or rusted iron) flywheel, fixed on a riveted cast iron plate.
Added a new 128x128 animated painting of a large flywheel assembly/steam engine. Quite a complicated little machine, which I might not get chance to completely finish. This occupies the new MC 1.4 painting slot.
Darkened the current x32 Iron Bar texture.
Edited the Emerald block to remove some patterning.
All new basic Stone Bricks (normal, cracked and mossy). Lightened and brought more in line with Stone.
Added many new random CTM Stone Brick textures:
## Stone Bricks
## Cracked Stone Bricks
## Mossy Stone Bricks
## as many variations as I can do before MC 1.4 is released.
Added a new vertical CTM Chiseled Stone Brick (consisting of top middle and base sections ) which can be used for making classical stone columns of varying height and thickness. The 'slab' top part of the Chiseled Stone is made up of a randomly generated single stone slab.
Consisting of:
4 unique textures for the sides.
## random stone slab textures for greater variety on the top and bottom of the column, which can also be used as floor slabs for greater variety when used with the Stone Bricks.
Using one of the grey wool blocks I've added a new Random CTM Carved 'Head' Stone consisting of:
## Stone Heads
for greater variety on the top and bottom of the head design, ## random stone slab textures with faded arcane designs have been carved into the surface. These can also be used as floor slabs for greater variety when used with the Stone Bricks.
## as many variations as I can do before MC 1.4 is released.
The Stone Heads are completely random, as are the designs on top and bottom and they represent the now vanished race of 'Inventors' who built the civilisation which resulted in all the rogue and benign mechanical wizardry in the texture pack. Although you can't determine what 'head' stone designs you will get when placed, they still provide a powerful tool for creating mysterious carvings in the landscape, central features on buildings or strange floor and ceiling designs. Using these and a little imagination, it will enable you to create many atmospheric ancient arcane mysteries in your builds, but you have to work within the limits of randomness. I'll add more if given the chance.
Added new official (meaning made by me) zombie (the old zombie kindly created by Vondell way back at the beginning, is now zombie10 and activated by MC Patcher's Randommobs option). The new zombie is based on a broken, 'turned rogue' villager automaton, just to make life more difficult once again.
Added a new Villager Golem (no.5). Similar to Golem4, but with the addition of a large animated flywheel on his back. Couldn't let the animated painting of the small flywheel go to waste, could I?
Changed the resolution of the Pumpkin Diving Helm pumpkinblur.png from 512x512 to 1024x1024 partly so that it matched my attempts at a 64x pack, but also so that I could squeeze some animation onto it. However, my attempts at animation failed, as MC patcher doesn't seem to animate things on that particular .png file. So unless MC Patcher makes it possible by the time of the offical MC 1.4 update, you're only going to see a new 'stationary' counter on the inside of the Diving Helm.
Added the all new Glimmar Beacon gui. Suitably animated too... as one would expect.
Added new cloth armor layers for dye purposes, which required more editing than I initially thought necessary. Took the opportunity to improve on the awful goggles I'd left in there. Not entirely sure how my 'blacksmith/adventurer' cloth armour will actually look in various colors...haven't had chance to try that out. With all the extensive MC and MC Patcher changes this time around, there really hasn't been time to work on improving the rest of the armor side of things either... sorry! It takes me a long time to remember where everything fits together in things like armor and mobs, especially when editing so many different parts of the pack in one go!
Edited the particles.png sheet in the following way:
- added a broken heart texture.
- added a postive sign texture in the form of a glowing riveted brass disc.
- added a Mr Angry Man face. Though I don't think this is currently being used.
- reduced the size of the water drops to a more realistic scale.
- reduced the size and thickness of the 'magic/potion' effect spirals. I was finding them too large and annoying when under the influence!
Added new 'picture frame' background to terrain.png sheet. This new feature of Minecraft 1.4 meant that my old Birch Wood Planks were not compatible as a Picture Frame texture, so decided to take the opportunity to make the following sweeping changes to all the wood plank blocks including higher res 64x versions:
Changed the Oak Wood Planks to a more natural lighter colour (still darker than most other texture packs to stay in keeping with the theme). Not a perfect job of upscaling, but a start none-the-less.
Changed the Spruce Wood Plank from square panels to dark rough-cut verticle boards based on the old birch wood plank texture.
Changed the Birch Wood Plank from those weathered grey verticle boards closer to a birch color and made it into a square panel, making it ideal for the new picture frame texture and making it ambiguous enough that it can pass for a brass panel look or even a sandstone variant when used with sandstone blocks. Can't decide if I want to introduce CTM features to any of the wood blocks.
Upscaled to 64x and changed the colour and detail of the Jungle Wood Planks.
Due to the change of Oak Wood Planks I edited the following:
Upscaled the detail somewhat and edited the tone and shading on my 'chemist drawer' bookshelves, but for some reason the changes weren't showing up in-game, fastidiously remaining as the old 32x texture. After much wasted time, found it was to do with MC Patcher's CTM 'Bookshelves' option. This option needed switching off to see the new 64x edited version in my game. You might not have this problem, but if the oak planks on top look darker than the drawers and the detail on the drawers is still 32x then turn the CTM Bookshelves option off in MC Patcher and see if that helps. I'm intending adding 'random' CTM features to this block at some stage, but work like that can be pretty time consuming to get right.
Replaced oak planks on the piston blocks and increased the detail of the brass 'suction' rings on the sticky pistons. Still needs more work upgrading things like the iron frames and rivets.
Added CTM 64x fence textures.
Added a new 64x and separate 32x plant pot texture. Another of those annoyingly difficult textures to get just right because of the way Mojang uses the texture both inside and outside the pot, in particular how it wraps around the rim. If there's time, I may make some random ctm variations of the pot (not variations of color though, or you won't be able to use 'em for chimneys or other constructions which use multiple pots as part of their design), just simple emblems or decorations on the side.
Added the new Beacon block texture. Using an old alternative texture as semi-permanent stand-in for now. Not liking the current rotating 'jerking' block inside the beacon, I've opted for a solid design so that it can also be used as an alternative ornate 'lamp' light source. The colour and design also work perfectly well for the beam it emits, even though the texture I made is over a year old now! Then Mojang came and changed the design again! I didn't like the change again, but it's growing on me now.
Added a new Beacon 'Beam' texture that matches the look and colour of my Beacon block. Currently not animated (if that's even possible, then I will try to add a verticle motion to the particles), but Mojangs built in rotation works ok for now. Then Mojang came and ruined another perfectly ok texture, but I can live with it!
Added all new 'arrow' textures to the 'items' folder.
Added all new 32x 'Controller' block. Spent a ridiculous amount of time on animating this... which is amusing, considering that it won't be seen in survival. However, you'll get more use out of it as another brass 'gizmo' in creative mode. If/when Mojang sort the placement orientation out, then I will probably make sides different from front and back using CTM. Wasted even more time making a 64x Controller block which was taking even longer and not fitting in at all well with the style of the furnace, craftbench, etc. I might return to that again sometime, but trying to update two packs now with unique animations and ctm with everything that Mojang and MC Patcher is throwing into the mix, is nigh on impossible.
New Potato and Carrot Plant growth stage textures.
Edited the Ploughed Dirt Block.
Edited the wheat growth stages a fair bit, but still intend to upgrade to 64x and add CTM random variation.
Edited the pumpkin and watermelon stems, but still only 32x.
Started work on the new Bat mob.
I like bats (we have them residing in our loft/attic/belfry and they sometimes get lost in the house. Incredibly acrobatic in flight and totally silent...well ours are only the size of your little finger) so my first variation will definately be furry and cute. Best little mob so far in my opinion (I say that every time!) due to the fantastic behaviour Mojang have programmed in and because outside in the open air they even look like birds! And that adds a whole lot of life to a Minecraft scene.
There's probably a lot of other stuff I've forgotten to jot down here, and a lot of other stuff I'd do if I had more time... improving, animating, ctm'ing, building and vid'ing.
Everything above is subject to change.
For those who like their lava a dangerously acidic shade of green, etc. I still haven't had time to update the alternate green coloured world components (located in the 'alternative textures' folder in the pack).
A Few GS v8 Taster Pics
Head Stones and Birchwood blocks with Sandstone blocks
'Inventor' Temple decorated with Head Stones
'Inventor' Pumping Station Facade
Some random Cracked and Mossy Stone Bricks
Pot Plants and random Mossy Stone Bricks
My new Potato and Carrot Plants
Plant Pots or chimney pots?
Versatile brass-like Picture Frames
New Picture portals on my Nautilus sub
Upgraded some of the Paintings to 64x Scale
New Beacon blocks make great alternative lamps or lights
Activated Beacon block
MORE GS v.8 MC 1.4 PICS ON THE NEXT PAGE.
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Curse PremiumI'm a bit out of it, but I've seen this glitch reported in many other texture pack threads. Have I already asked if it's due to Optifine? Have you tried another texture pack like John Smiths which has hi-rez Better Skies files included.
The Better Skies .png file I made is very high res, Hunter, so that may have something to do with it. Here's a Better Skies 'glimmarstarfield.png' file which is half the size to see if that helps. Just drag and drop this image to your desktop, make sure it's called 'glimmarstarfield' and drop it in the 'sky0' folder in the 'terrain' folder of the texture pack .zip file. If it works you might not get the same twinkle effect with the stars, but it should look better than vanilla.
Haha! Mostly made up of my incredibly boring rants!
I always thought this pack was extremely detailed for just 32x32 but with the recent switch you've been making to 64x64 its incredible just how much more detail there is! Really loving the new wood still too :). One question, for the chiseled stone and carved heads, do stone bricks/grey wool just randomly pick a texture when placed or does it have to be placed in a certain way?
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Curse Premiumgoodgreat!I really wish I had more time to just sit and build with your pack.
(Curse me for having my own packs to update along with other projects.)
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Curse PremiumGlad you like, Jester.
Well the chiseled stone is used for the column CTM texture and that has a set base, middle and top section and it's not random. Place just one chiseled stone block and you get part of the top block and part of the base combined. Place two blocks and you get top and bottom column textures with the middle portion of the column showing up. As you add more chiseled stone blocks on, the middle section texture just keeps expanding. So columns of any height or width can be created and they'll always look the same.
The 'Head Stone' block however is totally random and is made up from the light grey wool block... sorry any heavy users of that block!
Haha! Just typing this about the heads, as given me another idea for other random ctm blocks, but only for those willing to give up a few more shades of wool!
Lol! I wish I had time to just sit and build with my pack too! And yours and other texture packs.
It's something of a curse creating a texture pack, as you well know... I've only got the one (albeit split now into two resolutions) but you've got bazillions if I remember right!
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Curse PremiumNice one, Deepblue.
I shall try to hold this thought or something similar in mind when I get round to making new cows, but I'm getting a bit overwhelmed with too many other possibilities by kahr's genius and Mojangs myriad changes at the mo'.
Lol, I just came out of a little MC session testing some textures out near my little mansion, where I was being slightly mugged by two mooshrooms, when I read your post. You're not by any chance remotely controlling my mooshrooms are you?
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Curse PremiumClick the image in my sig and it will take you to my thread that links all my 'finished' packs.
I've also put my packs up on Curse so if you happen to have the Curse client (Found Here), that's an easy way to keep my packs updated. Or you could go to the curse site for me (Me on Curse) or me on the Bukkit side of things. (Me on Bukkit)
Speaking of Bukkit, I know you have had some issues finding a good file host. You might want to consider putting your files up on Bukkit. It gives you some nice features like being able to keep older versions of your files available when you add new versions. That and if/when the Curse client supports packs over 16x, your pack would become available through it. (Since the Curse stuff pulls from the Bukkit site.)
If you manage to find the time to check it out and are interested, the main site for texture packs on Bukkit is here and a write up of how to setup projects so that they get approved the first time is here. (Everything submitted to the site gets reviewed but the turn around time on that seems to be less than 24 hours based on my own experiences.)
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Curse PremiumAnd all looking mighty fine, sir.
It was a walk down memory lane for me, because a few of those packs pre-date mine by a long shot and were among the first I ever tried.
From a cursory glance (no pun intended) at some other packs on Curse it seems possible to upload HD packs now. Is that the case? I thought it was only for 16x packs.
Didn't know Bukkit had a texture pack section of it's own. Oh... I got round my ISP's dislike of all things MediaFire and it's been working fine since... fortunately, because too many inconveniences like that make the effort of maintaining the pack unbearable. Just discovered Photobucket too, which is a dream. Imageshack has served my purposes very well over the past year and half, but I've reached my free limit so any new pics uploaded meant I needed to delete something else. Photobucket doesn't seem to have any restrictions at all and I like the system it employs so far. So two niggles no longer niggling!
So now I take it yer updating everything to 1.4?
Hahaha! I shall be suspicious of Mooshrooms forever after now.
Lol! Also re-read my post and had to laugh at my use of 'slightly' mugged. Nonsensical really! 'gently mugged' might have sounded better, but then I thought:
"Yes, I was gently mugged, officer!"
"Oh really, sir? Mmmm... That'll be the 'Feather Boa Gang' then!"
...I shall tiptoe back to my padded cell now!
(where all MC texture artists reside, if they're honest)
Thank you... =)
*Points to mod support section of first post.
Very nice Nautilus - Makes me want to do something similar yet different. (To serve as a house.) Biggest change, I think, will be to make a combined glass and glowstone 'eye' for the bridge. (Yeah, I liked the Disney Nautilus.)
My pump/water plant looks somewhat similar to yours. Mostly sandstone, some nice large fountains in front. And a series of cascades from the facade. Then behind the graceful facade is the manky inner workings cracked stone, mossy stone, and piped.
Come think, a couple of 'pipe' textures would be nice, both a block for a single large pipe and one that looks like a bundle of pipes. Not sure what blocks could be sacrificed for that though.
The Auld Grump
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Curse PremiumAh! Thanks, mate... my pleasure.
Been suggested many times, skaterboi88. It takes a lot of my free time just keeping up maintenance on the pack itself. I'd love to work full time on making textures for all those marvelous techy type mods out there. The truth is, I don't even have time to try them out for myself, and very little time to build anything new in my own world.
I am reliant on very kind and supportive users/friends like ksheep and others who have given up their time to mold my textures to fit all sorts of mods.
As ksheep has already said ...have a look further down in my OP. Apologies for the sheer size of stuff to wade through back there, but just like the best 'junk' shops, you have to put a little bit of effort into searching for the good stuff. Yes, I agree it needs a good tidy up...needs a lot of work on presentation, but I can either do that or work on new stuff for the next update. I've only got so much free time, and my wife is already standing behind me with the rolling pin (don't know how regional that image is)!
You've prompted me to show some more pics, Auld Grump.
I made a stab at an anvil last night, but like a lot of MC textures, the same texture gets wrapped around many surfaces, so it's not possible to add lots of detail, etc. Also I experimented on the picture frames pretty early on with the watch and it was the 32x resolution on items in picture frames that prompted me to work towards making all items in both 32 and 64x packs the same 64x quality. The compass and watch among many other things need a lot of upgrading now, but it won't all get done for this next update. Still haven't done the new 'spuds', carrots and other things and haven't a clue what I'm going to do for the anvil gui (probably just something simple to start with).
Any suggestions for a steampunk whither, anyone?
Here are a few more GS v8 MC 1.4 pics:
Low res WIP pic of the animated Beacon Gui. Obviously icons and such need a lot of work (these are just vanilla) to fit the illuminated buttons:
Anvil WIP, stages:
Anvil, creative attempts.
Little furry bat:
Difficult to get pics, as like real bats they never stay still when you get close:
Anything animated on blocks or items also animates in the picture frames, so fantastic for things like my animated eye of ender as wall valves, etc. But not so good for low res things like my current watch.
As previously mentioned, I'm not sure how ready I'll be on the day MC gets updated to 1.4, by way of completed mobs, etc. but I'll try and get the pack to a working state, so that blocks and items don't look out of place.
MORE PICS ON NEXT PAGE
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Curse PremiumLooking good so far. Nice bat.
Honestly I think the anvil is pretty good where it is, especially considering the whole wrapping issue, probably could leave it as is till the 1.4 release and return to it much later if it really bugs you