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!
Heh - I just wasn't online.
Very nice looking *CLANG!* anvils! I find the fact that you can drop the anvils on folks kind of Wile E. Coyote fun.
And those bats are adorable!
Perhaps a clockwork wither? I have not yet seen much of the wither au natural, but... perhaps something from War of the Worlds in appearance?
For possible inspiration, Reaper Miniatures has a clockwork/steampunk dragon coming out in March -
That rectangular box is not actually there - the parts were Photoshopped together rather than assembled, and there was a bit of an error. Fishman not included.
The Auld Grump
*EDIT* Just ran out of sandstone again... time to despoil another ecosystem....
Very nice looking *CLANG!* anvils! I find the fact that you can drop the anvils on folks kind of Wile E. Coyote fun.
And those bats are adorable!
Perhaps a clockwork wither? I have not yet seen much of the wither au natural, but... perhaps something from War of the Worlds in appearance?
For possible inspiration, Reaper Miniatures has a clockwork/steampunk dragon coming out in March -
That rectangular box is not actually there - the parts were Photoshopped together rather than assembled, and there was a bit of an error. Fishman not included.
The Auld Grump
*EDIT* Just ran out of sandstone again... time to despoil another ecosystem....
Wow. This makes me wish that all the in-game models had support for changes, something that texture pack artists could use. Example, some Packs have rounded chicken wings, that look weird because of the hole you can see in their wing... But a bit of tweaking of the model would produce a nice effect! Obviously a bit of knowledge would be required to do that sort of customizing, but it could be thought of as a third level of Texture packs!
Level 1: Changing textures
Level 2: Using MCPatcher to animate, connect, randomize, and enhance
Level 3: Changing models to suit textures, instead of vise-versa!
Sorry guys, just sulking in my isolation suit at the bottom of the sea!
Instead of getting on with important things like the rest of the items and making a stab at the wither and anvil gui, I had another fiddle with the beacon block after noticing the block in the middle isn't actually a proper cube. The top face is square, but the sides are taller than they are wide. So if you try to center things on the side the top is off center ...very frustrating!
So here's a 64x version. Slightly different shade of green ...I tried blue, but the shade I came up with didn't look quite right. I'd still like to try for an ethereal electric blue, though somehow it keeps coming out too modern looking. I also worked on another beacon beam texture, which I'm a lot happier with, as the last one pixelated way too much from a distance:
Anyways, I needs me beauty sleep, but thanks for the suggestions and for taking a look.
Hey Glimmar, been using your texture pack for a long time now. Just curious, since the advent of Pirate Speak in minecraft, why still a crossbow instead of a Musket for your bow? And why not setup a customizer?
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!
Oh, there is interest, I was just at the renaissance festival all day today. Had a good time, but unfortunately the clockmaker that does a lot of steampunk stuff was closed today
Anyway, really like the pics. Looks great, as usual. Can't wait to see what the finished product looks like.
Hey Glimmar, been using your texture pack for a long time now. Just curious, since the advent of Pirate Speak in minecraft, why still a crossbow instead of a Musket for your bow? And why not setup a customizer?
Like most things, I've always been busy in other areas of the pack and to be honest I've never even tried Pirate Speak, other than when my kids were tiny! As things never stay still with MC and MC Patcher and as there is still a good percentage of the pack I haven't even upgraded, it's always a case of tackling what seems most urgent. Something more 'muskety' would certainly be nice (Pirate Speak doesn't change sound effects too does it?), but I've only just upgraded the arrows to nice antiquated versions and it just didn't occur to me to have a go at a musket, sorry.
As regards the customizer side of things, I think that's a lost cause for this pack now. There are just too many CTM and animation features entwined in both packs, that on top of slowly upgrading the 64x pack, would be impossible to also make available for the customiser. I still live in hope that The_Fool76 or someone else (because I know he's pretty busy too) might make a downloadable editor that will at least allow folk to edit those terrain features not associated with animations or ctm.
I have to say that I find the customizer far more complicated to use than just opening up a zip pack and getting down a dirty with Gimp and a little cut and paste ...but I would say that.:P Everything else in a zip pack is mostly just a matter of dropping alternative skins in the right place. I admit though that the customiser's very real advantage is bringing together everyone's textures in one place. Though that still doesn't answer the problems of ctm and animation which my pack is heavily dependent on now, nor my lack of time ...sorry.
Glad you've gotten good use out of the pack though.
Oh, there is interest, I was just at the renaissance festival all day today. Had a good time, but unfortunately the clockmaker that does a lot of steampunk stuff was closed today
Anyway, really like the pics. Looks great, as usual. Can't wait to see what the finished product looks like.
Ah, I was just fooling around earlier. You are very lucky to have the sorts of festivals, etc. that you do, I'm certainly not so aware of them here in the UK (not that my wife would let me go to such things!). But then again we're lucky to have so many car-boot sales, antique and junk shops for those nice Victorian trinkets.
Thank you Glimmar, and I have already gotten down and dirty with gimp to change a few textures (The bow to Tilos Brass gun ), but something that is muskety from you would be nice considering your style. For the customiser, I can understand the logic behind it being a lost cause, however I was a bit curious. Thanks again Glimmar, and good job on this unique pack.
Thank you Glimmar, and I have already gotten down and dirty with gimp to change a few textures (The bow to Tilos Brass gun ), but something that is muskety from you would be nice considering your style. For the customiser, I can understand the logic behind it being a lost cause, however I was a bit curious. Thanks again Glimmar, and good job on this unique pack.
No problem.
I'm very pleased you're having a go yourself with Gimp, LordcrusaderLee. I know not everyone wants, or can do things for themselves, but I definitely approve of anyone having a go and not just saying they can't.
As you've asked so nicely about the musket, I'm now quite curious to see what can be done with it, but I'll probably wait until after the update, unless I suddenly find myself with a lot of free time. Then at least my new arrows can be shot in anger a few times before they get changed to musket balls.
Remember boys and girls - check your watches before leaving the nicely lit interior of your latest project, because losing a third of the facade of you building, including the cascade and fountains, is not a happy occurrence.
Left my water works through the front door and *BOOM!* A creeper dropped (literally) right in front of me, leaving no place to escape.
I was armored, but the sandstone facade of my aquifer? Not so much.
Remember boys and girls - check your watches before leaving the nicely lit interior of your latest project, because losing a third of the facade of you building, including the cascade and fountains, is not a happy occurrence.
Left my water works through the front door and *BOOM!* A creeper dropped (literally) right in front of me, leaving no place to escape.
I was armored, but the sandstone facade of my aquifer? Not so much.
The Auld Grump
As you probably know by now, I play mostly on creative, but there are times when I have to switch survival back on to test out new skins and such. However, being the absent minded sort, I often forget to switch back and still come a cropper at the hands (except they don't have hands!) of those flipp'n rolling time bombs. Usually nothing more than craters, but I do have some buildings largely made up of sand blocks and they look pretty messy after Mr Creeper comes a-knocking.
I still live in hope that The_Fool76 or someone else (because I know he's pretty busy too) might make a downloadable editor that will at least allow folk to edit those terrain features not associated with animations or ctm.
Life keeps conspiring against me on that front. If it's not a weekend spent out of town helping someone move, it's my server's power supply deciding to melt down. Thankfully the hard drive seems to have survived but I won't know if the motherbord/memory/CPU are intact till I get a new power supply hooked up.
I would dearly love to update (and possibly even re-write) my mixer to support CTM though. That seems like something a good texture mixer should do.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
Life keeps conspiring against me on that front. If it's not a weekend spent out of town helping someone move, it's my server's power supply deciding to melt down. Thankfully the hard drive seems to have survived but I won't know if the motherbord/memory/CPU are intact till I get a new power supply hooked up.
I would dearly love to update (and possibly even re-write) my mixer to support CTM though. That seems like something a good texture mixer should do.
No-one understands better than I the foibles of real life responsibilities. I didn't mean to put you under any sort of pressure, even just by suggesting something. I fall into the trap that everyone is collectively caught up in with MC's open nature... wishing and dreaming of everything under the sun and not remembering how much time and effort that might cost someone.
I'm panicking too much that MC will be updated in just over a week and I am well and truly miles away from updating all the new things. Things like whithers, witches and whatnots will just have to wait. Like you, too much on in real life to be able to get down and concentrate on anything just now.
As you probably know by now, I play mostly on creative, but there are times when I have to switch survival back on to test out new skins and such. However, being the absent minded sort, I often forget to switch back and still come a cropper at the hands (except they don't have hands!) of those flipp'n rolling time bombs. Usually nothing more than craters, but I do have some buildings largely made up of sand blocks and they look pretty messy after Mr Creeper comes a-knocking.
My sympathies, mate. You're a braver man than I.
The annoying part is that I forgot to take a screenshot for quite a while (I do that specifically for use in the event of creeper.) The only shot I had was this - Waterworks by YeAuldGrump, on Flickr
Four days before the explosion. You will notice the complete absence of the cascade and the freakin' interior of the building!
Most of the interior was not much damaged, but the facade was pretty much gone - the entry was right in the center....
Losing the chiseled stone hurt - I have only found one Jungle temple so far. That was a sizable chunk of my supply.
The Auld Grump
*EDIT* That gap in the lower left is the path to the entry. There was a door framed by an artificial waterfall when the facade was complete. Now, it is a hole in the ground....
Hey Glimmer. Just wondering if you could test something, though obviously only when you have the time. I would, and have a bit, but I have no access to a computer to continue testing.
If you don't think you have the time, could you point me towards other texture artists that use most of the features of CTM in their pack?
Is there a way to use the CTM randomizing feature on items?
The annoying part is that I forgot to take a screenshot for quite a while (I do that specifically for use in the event of creeper.) The only shot I had was this -
*SNIP*
Four days before the explosion. You will notice the complete absence of the cascade and the freakin' interior of the building!
Most of the interior was not much damaged, but the facade was pretty much gone - the entry was right in the center....
Losing the chiseled stone hurt - I have only found one Jungle temple so far. That was a sizable chunk of my supply.
The Auld Grump
*EDIT* That gap in the lower left is the path to the entry. There was a door framed by an artificial waterfall when the facade was complete. Now, it is a hole in the ground....
Here's a suggestion: Train a bunch of cats and have them stand guard in front of the entrances of your buildings.
No-one understands better than I the foibles of real life responsibilities. I didn't mean to put you under any sort of pressure, even just by suggesting something. I fall into the trap that everyone is collectively caught up in with MC's open nature... wishing and dreaming of everything under the sun and not remembering how much time and effort that might cost someone.
On the other hand, for social losers like me, that can be a true godsend. "Opportunities multiply even as they are seized."
I think, what he meant was to snag yourself a whole bag of cats, then right-click them and arrange them around your building so that creepers won't think of crossing their paths. But as you know what they say: happy herding cats. Strangely, in my Millenaire village (this was a Hindi one) the whole place is crawling with ocelots. I have no idea what to make of it.
Added a few more features to the range of stone building blocks. Greater variety of stone slab tops, both engraved and plain with a range of conditions from smooth to badly cracked. Still requires more stone heads to make that feature work as intended, only 3 at present as they require more effort.
Remember from my previous notes that Chiseled Stone is now converted to ctm columns with 32 random plain and cracked slab faces to top and bottom, whilst light grey wool has been converted to random Stone Heads with random sigil carved slab tops and bottoms (currently only 8 variations). Used creatively in floors and ceilings or on tops of columns, set into walls, facades, etc. (I'm sure you'll soon think of other uses) they can be rather atmospheric in suggesting a long vanished civilisation.
I still need to finish of a greater variety of smooth cracked and mossy stone bricks, for the effect to work well...there's currently about 8 variations of each.
Then they all need scaling effectively down to 32x.
It's for this reason that I'm putting on hold further work on my Witch and Whither textures. By the way, the Witch will probably be a mad professor type of character with wild hair (perhaps the last remaining descendents of the great scientists who disappeared into the nether and beyond), who hates being disturbed in his research. Plenty of scope for variety in the long run. I also intend making some automaton style 'Witches' too.
I'm still hoping to get a generic zombie villager made in time, but if it doesn't make it, I'll be following up as fast as I can so that there aren't horrendous glaring figures stalking around that don't fit in with the style or detail.
Anyways, here's the wall of 'stone' pics for all those who like their stone (eventually I'll work on cobble, sandstone and brick, etc. to add more ctm variety).
The annoying part is that I forgot to take a screenshot for quite a while (I do that specifically for use in the event of creeper.) The only shot I had was this -
Four days before the explosion. You will notice the complete absence of the cascade and the freakin' interior of the building!
Most of the interior was not much damaged, but the facade was pretty much gone - the entry was right in the center....
Losing the chiseled stone hurt - I have only found one Jungle temple so far. That was a sizable chunk of my supply.
The Auld Grump
*EDIT* That gap in the lower left is the path to the entry. There was a door framed by an artificial waterfall when the facade was complete. Now, it is a hole in the ground....
I like the stone building in the background. Commiserations again on losing the chiseled stone.
Hey Glimmer. Just wondering if you could test something, though obviously only when you have the time. I would, and have a bit, but I have no access to a computer to continue testing.
If you don't think you have the time, could you point me towards other texture artists that use most of the features of CTM in their pack?
Is there a way to use the CTM randomizing feature on items?
Didn't think it was possible, but tried a quick experiment with 4 different apples and I can confirm it doesn't work. Sorry, mate.
Very nice looking *CLANG!* anvils!
I find the fact that you can drop the anvils on folks kind of Wile E. Coyote fun.
And those bats are adorable!
Perhaps a clockwork wither? I have not yet seen much of the wither au natural, but... perhaps something from War of the Worlds in appearance?
For possible inspiration, Reaper Miniatures has a clockwork/steampunk dragon coming out in March -
That rectangular box is not actually there - the parts were Photoshopped together rather than assembled, and there was a bit of an error. Fishman not included.
The Auld Grump
*EDIT* Just ran out of sandstone again... time to despoil another ecosystem....
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Curse PremiumWow. This makes me wish that all the in-game models had support for changes, something that texture pack artists could use. Example, some Packs have rounded chicken wings, that look weird because of the hole you can see in their wing... But a bit of tweaking of the model would produce a nice effect! Obviously a bit of knowledge would be required to do that sort of customizing, but it could be thought of as a third level of Texture packs!
Level 1: Changing textures
Level 2: Using MCPatcher to animate, connect, randomize, and enhance
Level 3: Changing models to suit textures, instead of vise-versa!
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Curse PremiumInstead of getting on with important things like the rest of the items and making a stab at the wither and anvil gui, I had another fiddle with the beacon block after noticing the block in the middle isn't actually a proper cube. The top face is square, but the sides are taller than they are wide. So if you try to center things on the side the top is off center ...very frustrating!
So here's a 64x version. Slightly different shade of green ...I tried blue, but the shade I came up with didn't look quite right. I'd still like to try for an ethereal electric blue, though somehow it keeps coming out too modern looking. I also worked on another beacon beam texture, which I'm a lot happier with, as the last one pixelated way too much from a distance:
Anyways, I needs me beauty sleep, but thanks for the suggestions and for taking a look.
Oh, there is interest, I was just at the renaissance festival all day today. Had a good time, but unfortunately the clockmaker that does a lot of steampunk stuff was closed today
Anyway, really like the pics. Looks great, as usual. Can't wait to see what the finished product looks like.
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Curse PremiumLike most things, I've always been busy in other areas of the pack and to be honest I've never even tried Pirate Speak, other than when my kids were tiny!
As regards the customizer side of things, I think that's a lost cause for this pack now. There are just too many CTM and animation features entwined in both packs, that on top of slowly upgrading the 64x pack, would be impossible to also make available for the customiser. I still live in hope that The_Fool76 or someone else (because I know he's pretty busy too) might make a downloadable editor that will at least allow folk to edit those terrain features not associated with animations or ctm.
I have to say that I find the customizer far more complicated to use than just opening up a zip pack and getting down a dirty with Gimp and a little cut and paste ...but I would say that.:P Everything else in a zip pack is mostly just a matter of dropping alternative skins in the right place. I admit though that the customiser's very real advantage is bringing together everyone's textures in one place. Though that still doesn't answer the problems of ctm and animation which my pack is heavily dependent on now, nor my lack of time ...sorry.
Glad you've gotten good use out of the pack though.
Ah, I was just fooling around earlier. You are very lucky to have the sorts of festivals, etc. that you do, I'm certainly not so aware of them here in the UK (not that my wife would let me go to such things!). But then again we're lucky to have so many car-boot sales, antique and junk shops for those nice Victorian trinkets.
Thanks, mate.
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Curse PremiumNo problem.
I'm very pleased you're having a go yourself with Gimp, LordcrusaderLee. I know not everyone wants, or can do things for themselves, but I definitely approve of anyone having a go and not just saying they can't.
As you've asked so nicely about the musket, I'm now quite curious to see what can be done with it, but I'll probably wait until after the update, unless I suddenly find myself with a lot of free time. Then at least my new arrows can be shot in anger a few times before they get changed to musket balls.
Many thanks for the encouragement too.
Left my water works through the front door and *BOOM!* A creeper dropped (literally) right in front of me, leaving no place to escape.
I was armored, but the sandstone facade of my aquifer? Not so much.
The Auld Grump
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Curse PremiumAs you probably know by now, I play mostly on creative, but there are times when I have to switch survival back on to test out new skins and such. However, being the absent minded sort, I often forget to switch back and still come a cropper at the hands (except they don't have hands!) of those flipp'n rolling time bombs.
My sympathies, mate. You're a braver man than I.
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Curse PremiumI would dearly love to update (and possibly even re-write) my mixer to support CTM though. That seems like something a good texture mixer should do.
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Curse PremiumNo-one understands better than I the foibles of real life responsibilities. I didn't mean to put you under any sort of pressure, even just by suggesting something. I fall into the trap that everyone is collectively caught up in with MC's open nature... wishing and dreaming of everything under the sun and not remembering how much time and effort that might cost someone.
I'm panicking too much that MC will be updated in just over a week and I am well and truly miles away from updating all the new things. Things like whithers, witches and whatnots will just have to wait. Like you, too much on in real life to be able to get down and concentrate on anything just now.
Waterworks by YeAuldGrump, on Flickr
Four days before the explosion. You will notice the complete absence of the cascade and the freakin' interior of the building!
Most of the interior was not much damaged, but the facade was pretty much gone - the entry was right in the center....
Losing the chiseled stone hurt - I have only found one Jungle temple so far. That was a sizable chunk of my supply.
The Auld Grump
*EDIT* That gap in the lower left is the path to the entry. There was a door framed by an artificial waterfall when the facade was complete. Now, it is a hole in the ground....
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Curse PremiumIf you don't think you have the time, could you point me towards other texture artists that use most of the features of CTM in their pack?
Is there a way to use the CTM randomizing feature on items?
Here's a suggestion: Train a bunch of cats and have them stand guard in front of the entrances of your buildings.
On the other hand, for social losers like me, that can be a true godsend. "Opportunities multiply even as they are seized."
The Auld Grump, as long as they don't LOL....
I think, what he meant was to snag yourself a whole bag of cats, then right-click them and arrange them around your building so that creepers won't think of crossing their paths. But as you know what they say: happy herding cats. Strangely, in my Millenaire village (this was a Hindi one) the whole place is crawling with ocelots. I have no idea what to make of it.
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Curse PremiumRemember from my previous notes that Chiseled Stone is now converted to ctm columns with 32 random plain and cracked slab faces to top and bottom, whilst light grey wool has been converted to random Stone Heads with random sigil carved slab tops and bottoms (currently only 8 variations). Used creatively in floors and ceilings or on tops of columns, set into walls, facades, etc. (I'm sure you'll soon think of other uses) they can be rather atmospheric in suggesting a long vanished civilisation.
I still need to finish of a greater variety of smooth cracked and mossy stone bricks, for the effect to work well...there's currently about 8 variations of each.
Then they all need scaling effectively down to 32x.
It's for this reason that I'm putting on hold further work on my Witch and Whither textures. By the way, the Witch will probably be a mad professor type of character with wild hair (perhaps the last remaining descendents of the great scientists who disappeared into the nether and beyond), who hates being disturbed in his research. Plenty of scope for variety in the long run. I also intend making some automaton style 'Witches' too.
I'm still hoping to get a generic zombie villager made in time, but if it doesn't make it, I'll be following up as fast as I can so that there aren't horrendous glaring figures stalking around that don't fit in with the style or detail.
Anyways, here's the wall of 'stone' pics for all those who like their stone (eventually I'll work on cobble, sandstone and brick, etc. to add more ctm variety).
Wall of Pics:
MORE PICS ON page 475
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Curse PremiumI like the stone building in the background. Commiserations again on losing the chiseled stone.
Didn't think it was possible, but tried a quick experiment with 4 different apples and I can confirm it doesn't work. Sorry, mate.
Lol!