Thanks for all the pics, guys. Helps me get through the wee small hours trying to bend those little pixel things to my will.
No, no, thank you, good chap.
Without your industry we would have nothing to present.
Now working on the Belcher Mortuary and Crematorium - a Mansart style building, with cells hidden in the cellar, kept dark to encourage monster spawnings.... Harould Belcher is not a nice man....
So... I've been neglecting working on my textures for something that might be relevant to your interests.
I basically gave up doing my own UI elements and switched to using QT which has made things a fair bit easier to manage. I've still got a ways to go yet before I have an alpha version of this version ready for people to poke but I don't have any plans for the weekend so we will see how it goes.
Once I do get to apha, I may be looking for help with creating the model file that it uses for it's previews. Right now, anything I don't have a model defined for just gets displayed as a cube with the entire texture image mapped to it's faces. Looks kinda odd seeing a zombie like that. I'll put more info in my texmix thread when I get to that point.
As for CTM, that's going to be a future version. I want to get the basic functionality I had from before done before I move onto new features.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
Ah okay, sounds good, I'll wait and see on the 64x items though should look great. Don't worry about not releasing an update immediately after 1.4, I'm sure I speak for many people in saying that I don't usually update Minecraft as soon as a new version is out, I wait a few days for 'essential' mods to be updated. V8 will be great and I'm looking forward to seeing what you do with the new blocks, items and mobs.
Glad you like the avatar, just a little idea I had that ended up working quite well!
It's nice when people are reasonable, thanks stylo. Most people round here usually are. It must be that steampunk fans are generally good mannered sorts or something...lol!
I don't know if it's been done before...probably has, though not in the same charming way you've done it with your avatar, but you could offer a nice service making little portraits of favorite characters in that antique style. Better still, if they were the size of one of the in-game paintings, then folk could hang 'em on the wall in their worlds too.
By the way, I should have welcomed you to the forums. Welcome to the forums, stylo.
glimmer i was wondering if maybe u could if ur not to busy and ik ur famous and all with ur texture pack but was wondering do u think u could make a(me) beacon beam like the one on page 470 but like a royal purple beam ? if u cant its cool i understand i just know ur a really good texture artist and i was just curious if u could. love your work and hope u have a splendid day
That's not an unreasonable request, alphaquberg. It would be very, very easy to fulfill, by anyone really.
If I've time and can remember, I'll bung it up here after I release. The Beacon beam is only a tiny little 64x64 .png texture. So it would be possible to make a whole bunch of different colored 'beam.png' files for the alternative textures folder in my pack. You'd easily be able to pick a favorite and drop it in the 'misc' folder and then away you go.
The color I chose was obviously to compliment the colour I thought best for the beacon. I had dallied with purple and blue beams, but coloring the beacon block the same didn't quite look right. Again it would be possible to match up a whole bunch of different coloured beacon blocks to go with the beams, but they'd be a little more difficult to do as simply editing one colour has a profound effect on the other colours in the block.
Perhaps some other kind soul might be able to do the work, then I can concentrate on finishing the wither and ctm blocks, etc... after I do my emergency release (sounds vaguely military or medical that last phrase!), 'update', I mean.
Without your industry we would have nothing to present.
Now working on the Belcher Mortuary and Crematorium - a Mansart style building, with cells hidden in the cellar, kept dark to encourage monster spawnings.... Harould Belcher is not a nice man....
The Auld Grump
Still... as mentioned before it's nice to see how things are being used and nice to see the thread ticking over when I have a break. I like the little descriptions you give with the builds, Auld Grump.
So... I've been neglecting working on my textures for something that might be relevant to your interests.
I basically gave up doing my own UI elements and switched to using QT which has made things a fair bit easier to manage. I've still got a ways to go yet before I have an alpha version of this version ready for people to poke but I don't have any plans for the weekend so we will see how it goes.
Once I do get to apha, I may be looking for help with creating the model file that it uses for it's previews. Right now, anything I don't have a model defined for just gets displayed as a cube with the entire texture image mapped to it's faces. Looks kinda odd seeing a zombie like that. I'll put more info in my texmix thread when I get to that point.
As for CTM, that's going to be a future version. I want to get the basic functionality I had from before done before I move onto new features.
That is looking so scrumptiously awesome, mate!
Am I understanding correctly that it will be possible to spin mobs around as well as cubes to see what they look like with a different skin on. If so, that would be pretty awesome. Just from a texture artist's viewpoint, being able to check how things look without firing up the game would be very convenient. If I've read too much into it, then just looking at blocks in the round would still be majorly brilliant, especially as a desktop editor rather than over-complicated online repository. I could never quite get my head around the customizer, even though I still think the idea was brilliant, the effort required to upload and maintain things was off-putting for the likes of me.
Many thanks for your efforts, The_Fool76. Really looking forward to seeing how things turn out, but take it easy and steady as she goes.
********************************************
Well I sorted the repair/anvil gui out to better than it was before and tried it out on the pre-release and was very excited to hear the new sounds Jeb has attached to it's use...fantastically atmospheric hammer on metal sound! I hope this is the direction they will go in with all the guis.
Talking of sound effects, the new minecart sounds are amazing...at last!!! The difference it makes after years of silence. Though it bugged out on me, because when I jumped out the cart the sound carried on in the area I'd jumped out to, but as it was a 'wind' sorta noise it still sounded pleasantly atmospheric.
Right, back to work again. Thanks for the company, folks.
Update screenshot. Decided the tower needed an airship:
Building it was interesting. One of the things I have trouble with while building using texture packs with non-conventional textures - like the pumpkin texture, for example - is figuring out where and how to use them. For the propellers on the ship I went with a piston connected on one end to a dispenser that held the blades, and an iron block with an active lever and powered minecart track. I think that looking over some of the builds here has helped me get an eye for things that I might not have originally thought as being aesthetically pleasing.
The boiler room at the top of the tower is turning out nicely as well. In this build I have turned to ender portals as power sockets, with ender eyes as a power source due to their electric animation. There is an adminium rock that was drilled into (don't ask how) and it turns out to be an infinite source of lava! So the lava is guided into vats that convert the heat into electricity and stores that in the ender eyes, which you can then retrieve by pulling a lever above any of the eight dispensers in the room (2 dispensers accompany each lava vat).
If I have to leave with a final remark, it would be thanks for the interesting and diverse textures. They certainly give builders a good deal of range while still allowing for use in survival.
Am I understanding correctly that it will be possible to spin mobs around as well as cubes to see what they look like with a different skin on. If so, that would be pretty awesome. Just from a texture artist's viewpoint, being able to check how things look without firing up the game would be very convenient.
*Makes a note to add a 'reload texture' feature*
Yes, yes you would. The biggest obstacle to that will be getting all the creature models defined. I may have to see about poking Wayuki for her models as I think she has done a number of the creatures up in 3dsMax and I might be able to convert/import them. (Or beg pathetically for her (or anyone really) to do the definitions for me.)
In case anyone is wondering why I can't read the models out of the minecraft.jar, it's because the powers that be (Notch) decided to bake the model data into the code rather than having it as a separate data file.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
Yes, yes you would. The biggest obstacle to that will be getting all the creature models defined. I may have to see about poking Wayuki for her models as I think she has done a number of the creatures up in 3dsMax and I might be able to convert/import them. (Or beg pathetically for her (or anyone really) to do the definitions for me.)
It is not difficult to create a mob mesh - the harder part of it is in unwrapping the mesh. Even something simple as a spider can take as many as 3 hours to make.
This texture pack was uploaded on Planet Minecraft just wondering if it was stolen.
As far as I know, Glimmar has only uploaded his pack here. Any and all versions of it posted on PM were not uploaded with his permission.
EDIT: Looking around PM, I have found two copies uploaded by different people. This one was uploaded a month ago, and other users have already confronted him for stealing it This one was uploaded earlier today, and the uploader is claiming that "its not stolen evry body its my dads hes jobbing with the owner of this texture and hes gived me to uploade it so dont think it stolen" [sic] and "its okay u can edit 3it if u want to" [sic]
FURTHER EDIT: Looks like the uploader of the second one is deleting any comments about the pack not being his.
Sigh, just shows how some kids these days don't have the manners nor any concept of what's theirs and what others on the internet. Should we all file a complaint against those two? On another note, Glimmar, in regards to the armor, are you going to go for a retro futurisitic style (i.e. Steam powered armor/ flight suits) or something a bit more historical (Industrial era military uniforms)?
Edit: It seems the second poster also stole Soratex Fanever, we should report him before he manages to start posting adfly links.
Yes, yes you would. The biggest obstacle to that will be getting all the creature models defined. I may have to see about poking Wayuki for her models as I think she has done a number of the creatures up in 3dsMax and I might be able to convert/import them. (Or beg pathetically for her (or anyone really) to do the definitions for me.)
In case anyone is wondering why I can't read the models out of the minecraft.jar, it's because the powers that be (Notch) decided to bake the model data into the code rather than having it as a separate data file.
Wonderful stuff indeed. I am genuinely excited as trying to get my head around skinning stuff is often my worst nightmare and I have absolutely no experience of using 3d programmes, otherwise I would have set up some kind of mob rig system long ago to test things out. I do it the pedantic way by hopping in and out of MC! Sad I know!
It is not difficult to create a mob mesh - the harder part of it is in unwrapping the mesh. Even something simple as a spider can take as many as 3 hours to make.
Exactly, that's why I gave up trying to understand Blender years ago...though I drool over it occasionally.
This texture pack was uploaded on Planet Minecraft just wondering if it was stolen.
It certainly was, and I am indebted to you for letting me know.
I keep meaning to upload the pack there, exactly to avoid situations like that, but until I do, it remains exclusive to the Minecraft Forums. All my energies go into making new stuff and I hate the distractions of silly people trying it on.
Thanks again TrueGamer97. Planet Minecraft have always usually been pretty quick at dealing with misdemeanors like that but I'm a bit concerned about it at the moment. I've just tried to report it and leave a comment, but couldn't for some reason. Will try again later when I've rage calmed.
As far as I know, Glimmar has only uploaded his pack here. Any and all versions of it posted on PM were not uploaded with his permission.
EDIT: Looking around PM, I have found two copies uploaded by different people. This one was uploaded a month ago, and other users have already confronted him for stealing it This one was uploaded earlier today, and the uploader is claiming that "its not stolen evry body its my dads hes jobbing with the owner of this texture and hes gived me to uploade it so dont think it stolen" [sic] and "its okay u can edit 3it if u want to" [sic]
FURTHER EDIT: Looks like the uploader of the second one is deleting any comments about the pack not being his.
I've put an official statement in my OP regarding the fact that my pack is currently only officially available here on The Minecraft Forums. Thanks for checking it out, ksheep.
As usual it's a really annoying distraction, especially as I have very little time to work on my update and that gets frittered away on silly little thieves. It's doubly annoying when I can't vent my frustration by leaving a comment on their pages. I've reported both, but am a little disappointed in Planet Minecraft that the one whose had his illegal offering available for over a month, still hasn't been taken down!
Would be grateful if anyone here could keep an eye on what happens over there, then I can get my head back to the matter of updating stuff. Though with very little incentive to work at the mo'
Sigh, just shows how some kids these days don't have the manners nor any concept of what's theirs and what others on the internet. Should we all file a complaint against those two? On another note, Glimmar, in regards to the armor, are you going to go for a retro futurisitic style (i.e. Steam powered armor/ flight suits) or something a bit more historical (Industrial era military uniforms)?
Not sure what I might do about the armor yet, not quite on my radar again at the moment, but probably the retro futuristic look appeals more.
As regards the b*%!^*& thieving little &*$%+!!!squeaks! I generally like to be polite and firm with folk nicking my stuff, as they're usually kids out to impress, but with the amount of work I've been putting in to this next update, along with many sleepless nights and loss of my own leisure time for weeks, I'd probably say something inappropriate over there, so probably a good thing I'm currently blocked.
Any time I have to spend chasing up miscreants like those on Planet Minecraft, is time lost on new stuff, so as long as things are polite, I'm very grateful when others look out for me. It's alright when admin state it's the business of the owner of the work to make claims, etc., but with the rate that stuff gets nicked, It'd be a full time job policing things, and I didn't come here to freely offer my work, for that added responsibility! I might as well walk away and just tease everyone with vids of new things that are no longer available, as worry about getting any more material stolen!
There is nothing worse, being dog tired after working yourself silly to provide new stuff, than to see it so easily stolen. A bigger disincentive to carry on there could not be!
I'm off to do something else for a while and think over stuff.
Sorry to whinge, but I'm only human.
Just for the record:
THIS PACK IS PRESENTLY ONLY EXCLUSIVE TO THE 'MINECRAFT FORUMS' HERE. DO NOT MIRROR ON OTHER WEBSITES.
I am annoyed that a spate of thefts have taken place on other sites with excuses that I have given permission for them to distribute the pack through them. This is not the case. Glimmar's Steampunk is, and always has been, only officially available on 'minecraftforum.net'.
Make vids, show pics, credit me and link back to my thread here, but DO NOT redistribute my pack or my work, link directly to my downloads or claim the work as your own. See my licence for more boring details.
this is totally awesome! I love the GUI(which i have trouble on) and the villagers. the animations work well. i just like the other cake in the default. why would you eat gears and pipes? overall very cool!
this is totally awesome! I love the GUI(which i have trouble on) and the villagers. the animations work well. i just like the other cake in the default. why would you eat gears and pipes? overall very cool!
Oh, the gears and pipes? They are to fix up any prosthetic limbs and mechanical headgear that may have been damaged during your day in the mines.
The Meaning of Life, the Universe, and Everything.
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Jungalist81
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Hey steampunk fans and Glimmar himself!
I just wanted to share you guys a small photo gallery using Glimmar texture pack on my server: Sky Eden. Sky Eden is a steampunk server inspired by Glimmar pack!
I just wanted to share you guys a small photo gallery using Glimmar texture pack on my server: Sky Eden. Sky Eden is a steampunk server inspired by Glimmar pack!
That's okay Glimmar, take some rest, don't rush it. I think everyone here appreciates the patience you have put into this pack, and we should return the patience. The update could be a few days late anyway as Mojang will be doing bug fixes. But just take it slow, don't stress out over the rats and release quality work that your known for .
Btw, Junglaist, that avatar pic is from Rise of Legends, correct?
Exactly, that's why I gave up trying to understand Blender years ago...though I drool over it occasionally.
Well, you know full well that for me unwrapping is a way of life. Thankfully, I am reaching the end for producing the naval component for a submod called the "Azure Dragons" modpack.
Speaking of which, do look at your PMs and contact ksheep, as I am temporarily off creating Millenaire support. I will however be working on some components for Forestry, though - but only a few parts, that is.
this is totally awesome! I love the GUI(which i have trouble on) and the villagers. the animations work well. i just like the other cake in the default. why would you eat gears and pipes? overall very cool!
Glad you like, scienceman567. Always brings a smile back to my face when I get an encouraging comment.
This is getting to be a very old pack now and reasons for certain strange items and blocks being included is lost in the mists of time, but ksheep always comes to my rescue with an accurate explanation.
Also you may not be familiar with the fact that I tend to try to make each block as useful as possible for constructing epic steampunk technology in creative mode. A typical cake seemed a bit ordinary when it was first introduced, when as something 'clockwork and 'techy' it could easily be used in so many other ways. Check out my long and boring 'apology' here for why I make certain textures so strange:
Put your reading glasses and thinking cap on and sit comfortably down in your favorite armchair by the fire and listen to me going on and onand onand on..... zzzzzzz
Why Such Strange Textures, Mr Glimmar?
For any newcomers or generally puzzled passers-by, here are my reasons for certain unusual decisions I made about the textures in Glimmar's Steampunk.
My philosophy for a game with limited blocks, but infinite building potential, is to make as many of the blocks as adaptable or multi-tasking as possible for my own steampunk world. However, I have still designed them to retain some purposeful mystery, I certainly don't want them to appear ridiculous. Remember, many of my blocks were designed at a time (way back in 2010) when we had far fewer blocks or mods to play around with. At the same time I'm motivated more by building epic architecture and grungy Victorian sci-fi constructions than your typical medieval fantasy survival style type of gameplay.
So if something in Glimmar's Steampunk looks a little weird and you find yourself asking what on earth was this guy 'on' when he decided on this or that for a texture, try instead to ask yourself what other uses you can put things like pumpkins, beds, musicplayers, clockwork cakes in their 'normal' traditional form, when compared to my more gadgety alternatives. In most other packs a cake can only be a cake, a jukebox can only be a jukebox, etc.
My steampunk bed for example can be: a time machine for jumping forwards in time, a medical contraption, a torture device, a bed for creating a Frankenstein creature with redstone wires radiating out from it and anything else you care to invent with your imagination!
I want to create things for my world that look interesting and are as adaptable as possible. As far as I'm concerned, and this is of course only my opinion (everyone is entitled to theirs), real bed-like beds in Minecraft are a 'one use only' item...if it looks like a bed, you can't combine it with other blocks to make something else it wasn't intended for. My bed allows you to be far more imaginative, bearing in mind the theme.
To reiterate...for me this theme is about making each item, whether block or special (like the bed or cake) do far more than originally intended. And while we're on the subject of making things more useful please don't make the mistake of thinking I like sticking cogs and pipes on everything just for the sake of it...that's not real steampunk...that's just 'decoration'. Real steampunk for me has to look like it has a function... like it's doing something useful... albeit using the technological components from bygone ages. And besides, my adaptable component bed will soon be animated...try finding a valid reason for animating a bed-like bed.
As regards my Steampunk cake... it can be used as a pretend music player, controls on the bridge of a Steampunk vessel, a weird unusual device in a mad scientist's laboratory, etc, etc. and now with the advent of animated functionality, I can make it even more of a useful prop. Yes, there's nothing stopping you animating a standard cake, but unlike a machine, it's going to look pretty strange with rotating cherries on top!! Funny for a while, I grant you, but not something you can seriously use in your plans to create a 'world dominating death machine of destruction'.
Now, the pumpkin, being the only 'helmet' block we can wear with an editable HUD, was just too good an opportunity not to use it for something like a primitive space/diving helmet for building underwater bases, etc. Back then, when the pumpkin first came out in the 'Halloween Update', there was an excellent 'diving' mod by dougbenham that made use of the pumpkin for just this purpose and it worked beautifully in my opinion. Sadly the mod was never supported after further Minecraft updates. Other underwater diving mods just haven't been as well suited to the period nature of a diving helm since.
Further, the pumpkin is another useful source of light in the game, one that can be used underwater and, unlike the glowstones, can actually be moved around...so, perfect for illuminating underwater bases from the outside. I've not tested other glowing blocks in that environment yet!
Making a diving helm texture also second as a lantern texture with pipes around it, that fits my newly animated redstone pipes, made it much more useful in this theme than ever a natural looking pumpkin could have been. They also make excellent Victorian railway lanterns, street lights, directional looking airship spots, underwater beacons, etc., etc!
My lantern/diving helm might look strange in the landscape, unless you consider it from the point of view of this theme...Victorian Industrial Steampunk. Then it's purpose in the landscape can be anything from vents for some underground complex, equipment left behind by some failed expedition, or anything you want to put your imagination to. One thing for sure, you should be able to put them to more use alongside my other weird and multi-functional blocks than ever you could with a simple Halloween pumpkin!
As often repeated, this idea of 'multifunctionality' underpins my approach to all the blocks in Glimmar's Steampunk...even the humble dirt block. I could make it look more like real dirt/soil, but then I'd lose it's use as another 'architectural' building block, in this case something like red sandstone. Stone, cobble, gravel, even dirtgrass are purposefully designed to be useable in as many other ways than their naturally occurring states, so by necessity seem more plain than some other packs.
The 'multifunctionality' of blocks is the reason why glass is the way it is...once the only block that can second as wrought ironwork scaffolding as well as a window... now we have iron bars and I've made those as utilitarian as possible too and don't intend making the glass any the less multi-tasking.
'Individual' blocks like the furnace, craftbench, bed, etc. can have more imaginative detail applied for use as gizmos, especially so now with animated versions. However, for me they must still have as many other uses as possible in a Steampunk world besides their normal Minecraft function. Therefore, furnaces can second as 'vents', etc, and craftbenches can also be 'control stations'.
My 'paintings' in the art folder haven't escaped my peculiar view of Minecraft's possibilities either, hence lots of gadgets, pipes and chains...you can just do a lot more with functional looking things than a nice looking painting that looks a bit strange if you repeat it all over your world, and this is coming from someone who is a landscape painter in real life. However, the paintings do need some major updating to be more useful. The wheels were never as useful as I thought they would be, but with MC Patcher's animation facility they now are. Check out the few paintings I have animated and start using them imaginatively on your constructs.
My other imperative is to try to make the textures work as well as possible when seen from a distance, as would be needed for epic builds. This is what I aspire to with Minecraft, rather than 'spelunking cottage style adventuring' - hence my long term adherence to 32x32, and as far as is humanly possible (with my humble skills)...'good tiling'. I'm intrigued by the extra detail that 64x scale allows for such things as animation, ctm and use that scale frequently for things like guis and mobs and recently have started to introduce it into the terrain in a 64x pack, but I think it has to be used carefully to avoid over-pixelation.
If you are trying my pack for the first time, try not to compare it unfavourably with the normal look of Minecraft, as this is after all a 'steampunk' theme pack, not a medieval or modern day realistic texture pack and I've always tried to remain faithful to my original ideas without getting too silly by sticking cogs and pipes on absolutely everything.
Don't forget, I make it clear in my blurb at the top of my thread, that this theme pack is intended for building epic constructions in an industrialised Steampunk world and not designed as the best 'front-end' for role-playing fantasy adventure.
Having said all the above, it would be entirely possible now to have a normal looking Victorian cake in the main pack, and have an alternative animated clockwork version that could just be easily dropped into the 'anim' folder by any who want to exploit it for other uses. What's the general consensus on this, folks?
That's okay Glimmar, take some rest, don't rush it. I think everyone here appreciates the patience you have put into this pack, and we should return the patience. The update could be a few days late anyway as Mojang will be doing bug fixes. But just take it slow, don't stress out over the rats and release quality work that your known for .
Btw, Junglaist, that avatar pic is from Rise of Legends, correct?
Thanks for the support, mate.
I always start reminiscing when I hear someone mention Rise of Legends. It had wonderful artwork and still one of the best CGI intros of any game, and considering it's age that movie still stands up by comparison to this day.
Well, you know full well that for me unwrapping is a way of life. Thankfully, I am reaching the end for producing the naval component for a submod called the "Azure Dragons" modpack.
Speaking of which, do look at your PMs and contact ksheep, as I am temporarily off creating Millenaire support. I will however be working on some components for Forestry, though - but only a few parts, that is.
I PM'd you, Sun. I get very lax over my PM's at update time, so you have my abject apologies.
[edit]
I hope ksheep is able to pick your work up sometime and include in the 'modpack'. I'm very dependent on his service in this respect, even more so at this time, but I know he's mad busy with college work.
Are you familiar with the F3+T in a folder-based TP trick?
That's how I test all of my textures. Save directly to the texture pack being used in-game, then use F3+T to reload the texture pack. Your changes will appear without needing to reload the game.
I'm aware that it's possible using MC Patcher to edit stuff and see changes whilst ingame. I'm just incredibly slow to change long-standing habits and get very edgy around Update time that I don't do anything out of the ordinary and mess things up. However, I'm going to try that shortcut...F3+t...is that correct? Many thanks, Shoeboxama, but if everything disappears down the pan, I'm going to blame you!
On the subject of my stolen texture pack on Planet Minecraft, I just checked and both pages have been removed, so I'm very grateful to the person there who acted so quickly on my complaint. Thanks to them my confidence in their general integrity and goodwill towards genuine artists is strengthened. I guess they were just waiting for me to lodge a complaint, so I'm also very grateful to everyone for checking up and looking out for me, thank you. Please let me know if you see something popping up again there and I'll try to be quicker to complain.
I do indeed intend opening up a presence on PM, and have been saying as much for quite some time, however when I do, I will make it perfectly clear that it is an 'official' offering with a link back here, including a clear statement in my OP. I'm guessing if I don't, some kind well-meaning member might cry 'thief' and get it terminated, and I will only have myself to blame.
Be sure to use it on a folder based TP. Animations and randomobs will not refresh. If textures become clear, that's because they weren't reloaded correctly, and usually means your minecraft instance ran low on memory. That usually doesn't happen to me until I've refreshed 30-40 times. It's a vanilla feature, so it works on MCPatcher, Optifine and Forge.
Last thing, MCPatcher's CTM does not work at all on folder based texture packs. It might've been fixed in more recent versions, though, I'm not sure.
Righto!
So we're talking about vanilla Minecraft having this feature, rather than the MC Patcher facility for editing whilst still in game? So long as I don't lose everything, I shall have a good experiment after updating. Little changes to one's routine like that can make an enormous difference in time. Thanks again.
It is not difficult to create a mob mesh - the harder part of it is in unwrapping the mesh. Even something simple as a spider can take as many as 3 hours to make.
Yea, just about all the info I need to do the model is in the texture for it. MC has a standard way it maps the image to the rectangular blocks that make up the models. Mostly it's just tedious.
To give you some idea of what I'm working with, here is the creeper definition I did so I could have at least one creature model to test with.
## Creeper ##
[MODEL_START]
[NAME]Creeper
[TRANSPARENT]YES
[TEXTURE_MODE]PIXEL
[TEXTURE_SIZE]{64,32}
[TEXTURE_LIST_START]
## Head ##
{8,0} # 0: Top Left Top
{16,0} # 1: Top Right Top - Top Left Bottom
{24,0} # 2: Top Right Bottom
{0,8} # 3: Top Left Left
{8,8} # 4: Top Right Left - Top Left Front - Bottom Left Top
{16,8} # 5: Top Right Front - Top Left Right - Bottom Right Top - Bottom Left Bottom
{24,8} # 6: Top Right Right - Top Left Back - Bottom Right Bottom
{32,8} # 7: Top Right Back
{0,16} # 8: Bottom Left Left
{8,16} # 9: Bottom Right Left - Bottom Left Front
{16,16} # 10: Bottom Right Front - Bottom Left Right
{24,16} # 11: Bottom Right Right - Bottom Left Back
{32,16} # 12: Bottom Right Back
## Body ##
{20,16} # 13: Top Left Top
{28,16} # 14: Top Right Top - Top Left Bottom
{36,16} # 15: Top Right Bottom
{16,20} # 16: Top Left Left
{20,20} # 17: Top Right Left - Top Left Front - Bottom Left Top
{28,20} # 18: Top Right Front - Top Left Right - Bottom Right Top - Bottom Left Bottom
{32,20} # 19: Top Right Right - Top Left Back
{36,20} # 20: Bottom Right Bottom
{40,20} # 21: Top Right Back
{16,32} # 22: Bottom Left Left
{20,32} # 23: Bottom Right Left - Bottom Left Front
{28,32} # 24: Bottom Right Front - Bottom Left Right
{32,32} # 25: Bottom Right Right - Bottom Left Back
{40,32} # 26: Bottom Right Back
## Foot ##
{4,16} # 27: Top Left Top
{8,16} # 28: Top Right Top - Top Left Bottom
{12,16} # 29: Top Right Bottom
{0,20} # 30: Top Left Left
{4,20} # 31: Top Right Left - Top Left Front - Bottom Left Top
{8,20} # 32: Top Right Front - Top Left Right - Bottom Right Top - Bottom Left Bottom
{12,20} # 33: Top Right Right - Top Left Back - Bottom Right Bottom
{16,20} # 34: Top Right Back
{0,26} # 35: Bottom Left Left
{4,26} # 36: Bottom Right Left - Bottom Left Front
{8,26} # 27: Bottom Right Front - Bottom Left Right
{12,26} # 28: Bottom Right Right - Bottom Left Back
{16,26} # 29: Bottom Right Back
[TEXTURE_LIST_END]
[UNIT_SIZE]<0.125> # Sets a unit to be one 'pixel' in size
[FACES_QUAD_START]
## Head ##
#Left#
{T:3}
<-4,12,-4>
{T:8}
<-4,4,-4>
{T:9}
<-4,4,4>
{T:4}
<-4,12,4>
#Front#
{T:4}
<-4,12,4>
{T:9}
<-4,4,4>
{T:10}
<4,4,4>
{T:5}
<4,12,4>
#Right#
{T:5}
<4,12,4>
{T:10}
<4,4,4>
{T:11}
<4,4,-4>
{T:6}
<4,12,-4>
#Back#
{T:6}
<4,12,-4>
{T:11}
<4,4,-4>
{T:12}
<-4,4,-4>
{T:7}
<-4,12,-4>
#Top#
{T:0}
<-4,12,-4>
{T:4}
<-4,12,4>
{T:5}
<4,12,4>
{T:1}
<4,12,-4>
#Bottom# - bottom texture gets flipped along x
{T:2}
<-4,4,4>
{T:6}
<-4,4,-4>
{T:5}
<4,4,-4>
{T:1}
<4,4,4>
## Body ##
#Left#
{T:16}
<-4,4,-2>
{T:22}
<-4,-8,-2>
{T:23}
<-4,-8,2>
{T:17}
<-4,4,2>
#Front#
{T:17}
<-4,4,2>
{T:23}
<-4,-8,2>
{T:24}
<4,-8,2>
{T:18}
<4,4,2>
#Right#
{T:18}
<4,4,2>
{T:24}
<4,-8,2>
{T:25}
<4,-8,-2>
{T:19}
<4,4,-2>
#Back#
{T:19}
<4,4,-2>
{T:25}
<4,-8,-2>
{T:26}
<-4,-8,-2>
{T:21}
<-4,4,-2>
#Top#
{T:13}
<-4,4,-2>
{T:17}
<-4,4,2>
{T:18}
<4,4,2>
{T:14}
<4,4,-2>
#bottom# - bottom texture gets flipped along x
{T:15}
<-4,-8,2>
{T:20}
<-4,-8,-2>
{T:18}
<4,-8,-2>
{T:14}
<4,-8,2>
## Feet ##
## Front Left Foot ##
#Left#
{T:30}
<-4,-8,2>
{T:35}
<-4,-14,2>
{T:36}
<-4,-14,6>
{T:31}
<-4,-8,6>
#Front#
{T:31}
<-4,-8,6>
{T:36}
<-4,-14,6>
{T:37}
<0,-14,6>
{T:32}
<0,-8,6>
#Right#
{T:32}
<0,-8,6>
{T:37}
<0,-14,6>
{T:38}
<0,-14,2>
{T:33}
<0,-8,2>
#Back#
{T:33}
<0,-8,2>
{T:38}
<0,-14,2>
{T:39}
<-4,-14,2>
{T:34}
<-4,-8,2>
#Top#
{T:27}
<-4,-8,2>
{T:31}
<-4,-8,6>
{T:32}
<0,-8,6>
{T:28}
<0,-8,2>
#Bottom#
{T:29}
<-4,-14,6>
{T:33}
<-4,-14,2>
{T:32}
<0,-14,2>
{T:28}
<0,-14,6>
## Front Right Foot ## - This is the same as the left foot but shifted right 4 units
#Left#
{T:30}
<0,-8,2>
{T:35}
<0,-14,2>
{T:36}
<0,-14,6>
{T:31}
<0,-8,6>
#Front#
{T:31}
<0,-8,6>
{T:36}
<0,-14,6>
{T:37}
<4,-14,6>
{T:32}
<4,-8,6>
#Right#
{T:32}
<4,-8,6>
{T:37}
<4,-14,6>
{T:38}
<4,-14,2>
{T:33}
<4,-8,2>
#Back#
{T:33}
<4,-8,2>
{T:38}
<4,-14,2>
{T:39}
<0,-14,2>
{T:34}
<0,-8,2>
#Top#
{T:27}
<0,-8,2>
{T:31}
<0,-8,6>
{T:32}
<4,-8,6>
{T:28}
<4,-8,2>
#Bottom#
{T:29}
<0,-14,6>
{T:33}
<0,-14,2>
{T:32}
<4,-14,2>
{T:28}
<4,-14,6>
## Back Left Foot ## - Same as Front left but shifted back 8
#Left#
{T:30}
<-4,-8,-6>
{T:35}
<-4,-14,-6>
{T:36}
<-4,-14,-2>
{T:31}
<-4,-8,-2>
#Front#
{T:31}
<-4,-8,-2>
{T:36}
<-4,-14,-2>
{T:37}
<0,-14,-2>
{T:32}
<0,-8,-2>
#Right#
{T:32}
<0,-8,-2>
{T:37}
<0,-14,-2>
{T:38}
<0,-14,-6>
{T:33}
<0,-8,-6>
#Back#
{T:33}
<0,-8,-6>
{T:38}
<0,-14,-6>
{T:39}
<-4,-14,-6>
{T:34}
<-4,-8,-6>
#Top#
{T:27}
<-4,-8,-6>
{T:31}
<-4,-8,-2>
{T:32}
<0,-8,-2>
{T:28}
<0,-8,-6>
#Bottom#
{T:29}
<-4,-14,-2>
{T:33}
<-4,-14,-6>
{T:32}
<0,-14,-6>
{T:28}
<0,-14,-2>
## Back Right Foot ## - Same as back left but shifted right 4
#Left#
{T:30}
<0,-8,-6>
{T:35}
<0,-14,-6>
{T:36}
<0,-14,-2>
{T:31}
<0,-8,-2>
#Front#
{T:31}
<0,-8,-2>
{T:36}
<0,-14,-2>
{T:37}
<4,-14,-2>
{T:32}
<4,-8,-2>
#Right#
{T:32}
<4,-8,-2>
{T:37}
<4,-14,-2>
{T:38}
<4,-14,-6>
{T:33}
<4,-8,-6>
#Back#
{T:33}
<4,-8,-6>
{T:38}
<4,-14,-6>
{T:39}
<0,-14,-6>
{T:34}
<0,-8,-6>
#Top#
{T:27}
<0,-8,-6>
{T:31}
<0,-8,-2>
{T:32}
<4,-8,-2>
{T:28}
<4,-8,-6>
#Bottom#
{T:29}
<0,-14,-2>
{T:33}
<0,-14,-6>
{T:32}
<4,-14,-6>
{T:28}
<4,-14,-2>
[FACES_END]
[MODEL_END]
The actual model file has documentation of what all that means in a comment block in the header. I'm not quite sadistic enough to make people figure it out on their own if they want to extend the list of supported objects for mods and the like.
This is what that turns into in the program:
With the time I spent on it this weekend, I've nearly finished with the coding. The big things I have left on my list are creating help documentation and filling out the data files. I'd like to at least list all the objects in the game even if I don't have models defined for them yet.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
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Without your industry we would have nothing to present.
Now working on the Belcher Mortuary and Crematorium - a Mansart style building, with cells hidden in the cellar, kept dark to encourage monster spawnings.... Harould Belcher is not a nice man....
The Auld Grump
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Curse PremiumI basically gave up doing my own UI elements and switched to using QT which has made things a fair bit easier to manage. I've still got a ways to go yet before I have an alpha version of this version ready for people to poke but I don't have any plans for the weekend so we will see how it goes.
Once I do get to apha, I may be looking for help with creating the model file that it uses for it's previews. Right now, anything I don't have a model defined for just gets displayed as a cube with the entire texture image mapped to it's faces. Looks kinda odd seeing a zombie like that.
As for CTM, that's going to be a future version. I want to get the basic functionality I had from before done before I move onto new features.
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Curse PremiumIt's nice when people are reasonable, thanks stylo.
I don't know if it's been done before...probably has, though not in the same charming way you've done it with your avatar, but you could offer a nice service making little portraits of favorite characters in that antique style. Better still, if they were the size of one of the in-game paintings, then folk could hang 'em on the wall in their worlds too.
By the way, I should have welcomed you to the forums. Welcome to the forums, stylo.
That's not an unreasonable request, alphaquberg. It would be very, very easy to fulfill, by anyone really.
If I've time and can remember, I'll bung it up here after I release. The Beacon beam is only a tiny little 64x64 .png texture. So it would be possible to make a whole bunch of different colored 'beam.png' files for the alternative textures folder in my pack. You'd easily be able to pick a favorite and drop it in the 'misc' folder and then away you go.
The color I chose was obviously to compliment the colour I thought best for the beacon. I had dallied with purple and blue beams, but coloring the beacon block the same didn't quite look right. Again it would be possible to match up a whole bunch of different coloured beacon blocks to go with the beams, but they'd be a little more difficult to do as simply editing one colour has a profound effect on the other colours in the block.
Perhaps some other kind soul might be able to do the work, then I can concentrate on finishing the wither and ctm blocks, etc... after I do my emergency release (sounds vaguely military or medical that last phrase!), 'update', I mean.
Still... as mentioned before it's nice to see how things are being used and nice to see the thread ticking over when I have a break. I like the little descriptions you give with the builds, Auld Grump.
That is looking so scrumptiously awesome, mate!
Am I understanding correctly that it will be possible to spin mobs around as well as cubes to see what they look like with a different skin on. If so, that would be pretty awesome. Just from a texture artist's viewpoint, being able to check how things look without firing up the game would be very convenient. If I've read too much into it, then just looking at blocks in the round would still be majorly brilliant, especially as a desktop editor rather than over-complicated online repository. I could never quite get my head around the customizer, even though I still think the idea was brilliant, the effort required to upload and maintain things was off-putting for the likes of me.
Many thanks for your efforts, The_Fool76. Really looking forward to seeing how things turn out, but take it easy and steady as she goes.
********************************************
Well I sorted the repair/anvil gui out to better than it was before and tried it out on the pre-release and was very excited to hear the new sounds Jeb has attached to it's use...fantastically atmospheric hammer on metal sound! I hope this is the direction they will go in with all the guis.
Talking of sound effects, the new minecart sounds are amazing...at last!!! The difference it makes after years of silence. Though it bugged out on me, because when I jumped out the cart the sound carried on in the area I'd jumped out to, but as it was a 'wind' sorta noise it still sounded pleasantly atmospheric.
Right, back to work again. Thanks for the company, folks.
- 3 sets of coins,
- 2 sets of Japanese armour.
Please see your private messages for more details.
Building it was interesting. One of the things I have trouble with while building using texture packs with non-conventional textures - like the pumpkin texture, for example - is figuring out where and how to use them. For the propellers on the ship I went with a piston connected on one end to a dispenser that held the blades, and an iron block with an active lever and powered minecart track. I think that looking over some of the builds here has helped me get an eye for things that I might not have originally thought as being aesthetically pleasing.
The boiler room at the top of the tower is turning out nicely as well. In this build I have turned to ender portals as power sockets, with ender eyes as a power source due to their electric animation. There is an adminium rock that was drilled into (don't ask how) and it turns out to be an infinite source of lava! So the lava is guided into vats that convert the heat into electricity and stores that in the ender eyes, which you can then retrieve by pulling a lever above any of the eight dispensers in the room (2 dispensers accompany each lava vat).
If I have to leave with a final remark, it would be thanks for the interesting and diverse textures. They certainly give builders a good deal of range while still allowing for use in survival.
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Curse Premium*Makes a note to add a 'reload texture' feature*
Yes, yes you would.
In case anyone is wondering why I can't read the models out of the minecraft.jar, it's because the powers that be (Notch) decided to bake the model data into the code rather than having it as a separate data file.
It is not difficult to create a mob mesh - the harder part of it is in unwrapping the mesh. Even something simple as a spider can take as many as 3 hours to make.
As far as I know, Glimmar has only uploaded his pack here. Any and all versions of it posted on PM were not uploaded with his permission.
EDIT: Looking around PM, I have found two copies uploaded by different people.
This one was uploaded a month ago, and other users have already confronted him for stealing it
This one was uploaded earlier today, and the uploader is claiming that "its not stolen evry body its my dads hes jobbing with the owner of this texture and hes gived me to uploade it so dont think it stolen" [sic] and "its okay u can edit 3it if u want to" [sic]
FURTHER EDIT: Looks like the uploader of the second one is deleting any comments about the pack not being his.
Edit: It seems the second poster also stole Soratex Fanever, we should report him before he manages to start posting adfly links.
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Curse PremiumWonderful stuff indeed. I am genuinely excited as trying to get my head around skinning stuff is often my worst nightmare and I have absolutely no experience of using 3d programmes, otherwise I would have set up some kind of mob rig system long ago to test things out. I do it the pedantic way by hopping in and out of MC! Sad I know!
Exactly, that's why I gave up trying to understand Blender years ago...though I drool over it occasionally.
Ah! I'm sure the idea was already yours, but my pleasure anyway and the welcome.
It certainly was, and I am indebted to you for letting me know.
I keep meaning to upload the pack there, exactly to avoid situations like that, but until I do, it remains exclusive to the Minecraft Forums. All my energies go into making new stuff and I hate the distractions of silly people trying it on.
Thanks again TrueGamer97. Planet Minecraft have always usually been pretty quick at dealing with misdemeanors like that but I'm a bit concerned about it at the moment. I've just tried to report it and leave a comment, but couldn't for some reason. Will try again later when I've rage calmed.
I've put an official statement in my OP regarding the fact that my pack is currently only officially available here on The Minecraft Forums. Thanks for checking it out, ksheep.
As usual it's a really annoying distraction, especially as I have very little time to work on my update and that gets frittered away on silly little thieves. It's doubly annoying when I can't vent my frustration by leaving a comment on their pages. I've reported both, but am a little disappointed in Planet Minecraft that the one whose had his illegal offering available for over a month, still hasn't been taken down!
Would be grateful if anyone here could keep an eye on what happens over there, then I can get my head back to the matter of updating stuff. Though with very little incentive to work at the mo'
Not sure what I might do about the armor yet, not quite on my radar again at the moment, but probably the retro futuristic look appeals more.
As regards the b*%!^*& thieving little &*$%+!!!squeaks! I generally like to be polite and firm with folk nicking my stuff, as they're usually kids out to impress, but with the amount of work I've been putting in to this next update, along with many sleepless nights and loss of my own leisure time for weeks, I'd probably say something inappropriate over there, so probably a good thing I'm currently blocked.
Any time I have to spend chasing up miscreants like those on Planet Minecraft, is time lost on new stuff, so as long as things are polite, I'm very grateful when others look out for me. It's alright when admin state it's the business of the owner of the work to make claims, etc., but with the rate that stuff gets nicked, It'd be a full time job policing things, and I didn't come here to freely offer my work, for that added responsibility! I might as well walk away and just tease everyone with vids of new things that are no longer available, as worry about getting any more material stolen!
There is nothing worse, being dog tired after working yourself silly to provide new stuff, than to see it so easily stolen. A bigger disincentive to carry on there could not be!
I'm off to do something else for a while and think over stuff.
Sorry to whinge, but I'm only human.
Just for the record:
THIS PACK IS PRESENTLY ONLY EXCLUSIVE TO THE 'MINECRAFT FORUMS' HERE. DO NOT MIRROR ON OTHER WEBSITES.
I am annoyed that a spate of thefts have taken place on other sites with excuses that I have given permission for them to distribute the pack through them. This is not the case. Glimmar's Steampunk is, and always has been, only officially available on 'minecraftforum.net'.
Make vids, show pics, credit me and link back to my thread here, but DO NOT redistribute my pack or my work, link directly to my downloads or claim the work as your own. See my licence for more boring details.
Oh, the gears and pipes? They are to fix up any prosthetic limbs and mechanical headgear that may have been damaged during your day in the mines.
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Curse PremiumI just wanted to share you guys a small photo gallery using Glimmar texture pack on my server: Sky Eden. Sky Eden is a steampunk server inspired by Glimmar pack!
http://photobucket.com/SkyEden
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Curse PremiumAwesome imagination, Jungalist. I PM'd you.
You are most welcome to post any new pics here in future, as long as it lasts, as inspiration to others. Many thanks for sharing.
Btw, Junglaist, that avatar pic is from Rise of Legends, correct?
Well, you know full well that for me unwrapping is a way of life. Thankfully, I am reaching the end for producing the naval component for a submod called the "Azure Dragons" modpack.
Speaking of which, do look at your PMs and contact ksheep, as I am temporarily off creating Millenaire support. I will however be working on some components for Forestry, though - but only a few parts, that is.
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Curse PremiumGlad you like, scienceman567. Always brings a smile back to my face when I get an encouraging comment.
This is getting to be a very old pack now and reasons for certain strange items and blocks being included is lost in the mists of time, but ksheep always comes to my rescue with an accurate explanation.
Also you may not be familiar with the fact that I tend to try to make each block as useful as possible for constructing epic steampunk technology in creative mode. A typical cake seemed a bit ordinary when it was first introduced, when as something 'clockwork and 'techy' it could easily be used in so many other ways. Check out my long and boring 'apology' here for why I make certain textures so strange:
Put your reading glasses and thinking cap on and sit comfortably down in your favorite armchair by the fire and listen to me going on and on and on and on..... zzzzzzz
Why Such Strange Textures, Mr Glimmar?
For any newcomers or generally puzzled passers-by, here are my reasons for certain unusual decisions I made about the textures in Glimmar's Steampunk.
My philosophy for a game with limited blocks, but infinite building potential, is to make as many of the blocks as adaptable or multi-tasking as possible for my own steampunk world. However, I have still designed them to retain some purposeful mystery, I certainly don't want them to appear ridiculous. Remember, many of my blocks were designed at a time (way back in 2010) when we had far fewer blocks or mods to play around with. At the same time I'm motivated more by building epic architecture and grungy Victorian sci-fi constructions than your typical medieval fantasy survival style type of gameplay.
So if something in Glimmar's Steampunk looks a little weird and you find yourself asking what on earth was this guy 'on' when he decided on this or that for a texture, try instead to ask yourself what other uses you can put things like pumpkins, beds, musicplayers, clockwork cakes in their 'normal' traditional form, when compared to my more gadgety alternatives. In most other packs a cake can only be a cake, a jukebox can only be a jukebox, etc.
My steampunk bed for example can be: a time machine for jumping forwards in time, a medical contraption, a torture device, a bed for creating a Frankenstein creature with redstone wires radiating out from it and anything else you care to invent with your imagination!
I want to create things for my world that look interesting and are as adaptable as possible. As far as I'm concerned, and this is of course only my opinion (everyone is entitled to theirs), real bed-like beds in Minecraft are a 'one use only' item...if it looks like a bed, you can't combine it with other blocks to make something else it wasn't intended for. My bed allows you to be far more imaginative, bearing in mind the theme.
To reiterate...for me this theme is about making each item, whether block or special (like the bed or cake) do far more than originally intended. And while we're on the subject of making things more useful please don't make the mistake of thinking I like sticking cogs and pipes on everything just for the sake of it...that's not real steampunk...that's just 'decoration'. Real steampunk for me has to look like it has a function... like it's doing something useful... albeit using the technological components from bygone ages. And besides, my adaptable component bed will soon be animated...try finding a valid reason for animating a bed-like bed.
As regards my Steampunk cake... it can be used as a pretend music player, controls on the bridge of a Steampunk vessel, a weird unusual device in a mad scientist's laboratory, etc, etc. and now with the advent of animated functionality, I can make it even more of a useful prop. Yes, there's nothing stopping you animating a standard cake, but unlike a machine, it's going to look pretty strange with rotating cherries on top!! Funny for a while, I grant you, but not something you can seriously use in your plans to create a 'world dominating death machine of destruction'.
Now, the pumpkin, being the only 'helmet' block we can wear with an editable HUD, was just too good an opportunity not to use it for something like a primitive space/diving helmet for building underwater bases, etc. Back then, when the pumpkin first came out in the 'Halloween Update', there was an excellent 'diving' mod by dougbenham that made use of the pumpkin for just this purpose and it worked beautifully in my opinion. Sadly the mod was never supported after further Minecraft updates. Other underwater diving mods just haven't been as well suited to the period nature of a diving helm since.
Further, the pumpkin is another useful source of light in the game, one that can be used underwater and, unlike the glowstones, can actually be moved around...so, perfect for illuminating underwater bases from the outside. I've not tested other glowing blocks in that environment yet!
Making a diving helm texture also second as a lantern texture with pipes around it, that fits my newly animated redstone pipes, made it much more useful in this theme than ever a natural looking pumpkin could have been. They also make excellent Victorian railway lanterns, street lights, directional looking airship spots, underwater beacons, etc., etc!
My lantern/diving helm might look strange in the landscape, unless you consider it from the point of view of this theme...Victorian Industrial Steampunk. Then it's purpose in the landscape can be anything from vents for some underground complex, equipment left behind by some failed expedition, or anything you want to put your imagination to. One thing for sure, you should be able to put them to more use alongside my other weird and multi-functional blocks than ever you could with a simple Halloween pumpkin!
As often repeated, this idea of 'multifunctionality' underpins my approach to all the blocks in Glimmar's Steampunk...even the humble dirt block. I could make it look more like real dirt/soil, but then I'd lose it's use as another 'architectural' building block, in this case something like red sandstone. Stone, cobble, gravel, even dirtgrass are purposefully designed to be useable in as many other ways than their naturally occurring states, so by necessity seem more plain than some other packs.
The 'multifunctionality' of blocks is the reason why glass is the way it is...once the only block that can second as wrought ironwork scaffolding as well as a window... now we have iron bars and I've made those as utilitarian as possible too and don't intend making the glass any the less multi-tasking.
'Individual' blocks like the furnace, craftbench, bed, etc. can have more imaginative detail applied for use as gizmos, especially so now with animated versions. However, for me they must still have as many other uses as possible in a Steampunk world besides their normal Minecraft function. Therefore, furnaces can second as 'vents', etc, and craftbenches can also be 'control stations'.
My 'paintings' in the art folder haven't escaped my peculiar view of Minecraft's possibilities either, hence lots of gadgets, pipes and chains...you can just do a lot more with functional looking things than a nice looking painting that looks a bit strange if you repeat it all over your world, and this is coming from someone who is a landscape painter in real life. However, the paintings do need some major updating to be more useful. The wheels were never as useful as I thought they would be, but with MC Patcher's animation facility they now are. Check out the few paintings I have animated and start using them imaginatively on your constructs.
My other imperative is to try to make the textures work as well as possible when seen from a distance, as would be needed for epic builds. This is what I aspire to with Minecraft, rather than 'spelunking cottage style adventuring' - hence my long term adherence to 32x32, and as far as is humanly possible (with my humble skills)...'good tiling'. I'm intrigued by the extra detail that 64x scale allows for such things as animation, ctm and use that scale frequently for things like guis and mobs and recently have started to introduce it into the terrain in a 64x pack, but I think it has to be used carefully to avoid over-pixelation.
If you are trying my pack for the first time, try not to compare it unfavourably with the normal look of Minecraft, as this is after all a 'steampunk' theme pack, not a medieval or modern day realistic texture pack and I've always tried to remain faithful to my original ideas without getting too silly by sticking cogs and pipes on absolutely everything.
Don't forget, I make it clear in my blurb at the top of my thread, that this theme pack is intended for building epic constructions in an industrialised Steampunk world and not designed as the best 'front-end' for role-playing fantasy adventure.
Having said all the above, it would be entirely possible now to have a normal looking Victorian cake in the main pack, and have an alternative animated clockwork version that could just be easily dropped into the 'anim' folder by any who want to exploit it for other uses. What's the general consensus on this, folks?
Thanks, sheep. Your explanation is much better than mine.
Thanks for the support, mate.
I always start reminiscing when I hear someone mention Rise of Legends. It had wonderful artwork and still one of the best CGI intros of any game, and considering it's age that movie still stands up by comparison to this day.
I PM'd you, Sun. I get very lax over my PM's at update time, so you have my abject apologies.
[edit]
I hope ksheep is able to pick your work up sometime and include in the 'modpack'. I'm very dependent on his service in this respect, even more so at this time, but I know he's mad busy with college work.
I'm aware that it's possible using MC Patcher to edit stuff and see changes whilst ingame. I'm just incredibly slow to change long-standing habits and get very edgy around Update time that I don't do anything out of the ordinary and mess things up. However, I'm going to try that shortcut...F3+t...is that correct? Many thanks, Shoeboxama, but if everything disappears down the pan, I'm going to blame you!
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On the subject of my stolen texture pack on Planet Minecraft, I just checked and both pages have been removed, so I'm very grateful to the person there who acted so quickly on my complaint. Thanks to them my confidence in their general integrity and goodwill towards genuine artists is strengthened. I guess they were just waiting for me to lodge a complaint, so I'm also very grateful to everyone for checking up and looking out for me, thank you. Please let me know if you see something popping up again there and I'll try to be quicker to complain.
I do indeed intend opening up a presence on PM, and have been saying as much for quite some time, however when I do, I will make it perfectly clear that it is an 'official' offering with a link back here, including a clear statement in my OP. I'm guessing if I don't, some kind well-meaning member might cry 'thief' and get it terminated, and I will only have myself to blame.
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Curse PremiumRighto!
So we're talking about vanilla Minecraft having this feature, rather than the MC Patcher facility for editing whilst still in game? So long as I don't lose everything, I shall have a good experiment after updating.
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Curse PremiumTo give you some idea of what I'm working with, here is the creeper definition I did so I could have at least one creature model to test with.
## Creeper ## [MODEL_START] [NAME]Creeper [TRANSPARENT]YES [TEXTURE_MODE]PIXEL [TEXTURE_SIZE]{64,32} [TEXTURE_LIST_START] ## Head ## {8,0} # 0: Top Left Top {16,0} # 1: Top Right Top - Top Left Bottom {24,0} # 2: Top Right Bottom {0,8} # 3: Top Left Left {8,8} # 4: Top Right Left - Top Left Front - Bottom Left Top {16,8} # 5: Top Right Front - Top Left Right - Bottom Right Top - Bottom Left Bottom {24,8} # 6: Top Right Right - Top Left Back - Bottom Right Bottom {32,8} # 7: Top Right Back {0,16} # 8: Bottom Left Left {8,16} # 9: Bottom Right Left - Bottom Left Front {16,16} # 10: Bottom Right Front - Bottom Left Right {24,16} # 11: Bottom Right Right - Bottom Left Back {32,16} # 12: Bottom Right Back ## Body ## {20,16} # 13: Top Left Top {28,16} # 14: Top Right Top - Top Left Bottom {36,16} # 15: Top Right Bottom {16,20} # 16: Top Left Left {20,20} # 17: Top Right Left - Top Left Front - Bottom Left Top {28,20} # 18: Top Right Front - Top Left Right - Bottom Right Top - Bottom Left Bottom {32,20} # 19: Top Right Right - Top Left Back {36,20} # 20: Bottom Right Bottom {40,20} # 21: Top Right Back {16,32} # 22: Bottom Left Left {20,32} # 23: Bottom Right Left - Bottom Left Front {28,32} # 24: Bottom Right Front - Bottom Left Right {32,32} # 25: Bottom Right Right - Bottom Left Back {40,32} # 26: Bottom Right Back ## Foot ## {4,16} # 27: Top Left Top {8,16} # 28: Top Right Top - Top Left Bottom {12,16} # 29: Top Right Bottom {0,20} # 30: Top Left Left {4,20} # 31: Top Right Left - Top Left Front - Bottom Left Top {8,20} # 32: Top Right Front - Top Left Right - Bottom Right Top - Bottom Left Bottom {12,20} # 33: Top Right Right - Top Left Back - Bottom Right Bottom {16,20} # 34: Top Right Back {0,26} # 35: Bottom Left Left {4,26} # 36: Bottom Right Left - Bottom Left Front {8,26} # 27: Bottom Right Front - Bottom Left Right {12,26} # 28: Bottom Right Right - Bottom Left Back {16,26} # 29: Bottom Right Back [TEXTURE_LIST_END] [UNIT_SIZE]<0.125> # Sets a unit to be one 'pixel' in size [FACES_QUAD_START] ## Head ## #Left# {T:3} <-4,12,-4> {T:8} <-4,4,-4> {T:9} <-4,4,4> {T:4} <-4,12,4> #Front# {T:4} <-4,12,4> {T:9} <-4,4,4> {T:10} <4,4,4> {T:5} <4,12,4> #Right# {T:5} <4,12,4> {T:10} <4,4,4> {T:11} <4,4,-4> {T:6} <4,12,-4> #Back# {T:6} <4,12,-4> {T:11} <4,4,-4> {T:12} <-4,4,-4> {T:7} <-4,12,-4> #Top# {T:0} <-4,12,-4> {T:4} <-4,12,4> {T:5} <4,12,4> {T:1} <4,12,-4> #Bottom# - bottom texture gets flipped along x {T:2} <-4,4,4> {T:6} <-4,4,-4> {T:5} <4,4,-4> {T:1} <4,4,4> ## Body ## #Left# {T:16} <-4,4,-2> {T:22} <-4,-8,-2> {T:23} <-4,-8,2> {T:17} <-4,4,2> #Front# {T:17} <-4,4,2> {T:23} <-4,-8,2> {T:24} <4,-8,2> {T:18} <4,4,2> #Right# {T:18} <4,4,2> {T:24} <4,-8,2> {T:25} <4,-8,-2> {T:19} <4,4,-2> #Back# {T:19} <4,4,-2> {T:25} <4,-8,-2> {T:26} <-4,-8,-2> {T:21} <-4,4,-2> #Top# {T:13} <-4,4,-2> {T:17} <-4,4,2> {T:18} <4,4,2> {T:14} <4,4,-2> #bottom# - bottom texture gets flipped along x {T:15} <-4,-8,2> {T:20} <-4,-8,-2> {T:18} <4,-8,-2> {T:14} <4,-8,2> ## Feet ## ## Front Left Foot ## #Left# {T:30} <-4,-8,2> {T:35} <-4,-14,2> {T:36} <-4,-14,6> {T:31} <-4,-8,6> #Front# {T:31} <-4,-8,6> {T:36} <-4,-14,6> {T:37} <0,-14,6> {T:32} <0,-8,6> #Right# {T:32} <0,-8,6> {T:37} <0,-14,6> {T:38} <0,-14,2> {T:33} <0,-8,2> #Back# {T:33} <0,-8,2> {T:38} <0,-14,2> {T:39} <-4,-14,2> {T:34} <-4,-8,2> #Top# {T:27} <-4,-8,2> {T:31} <-4,-8,6> {T:32} <0,-8,6> {T:28} <0,-8,2> #Bottom# {T:29} <-4,-14,6> {T:33} <-4,-14,2> {T:32} <0,-14,2> {T:28} <0,-14,6> ## Front Right Foot ## - This is the same as the left foot but shifted right 4 units #Left# {T:30} <0,-8,2> {T:35} <0,-14,2> {T:36} <0,-14,6> {T:31} <0,-8,6> #Front# {T:31} <0,-8,6> {T:36} <0,-14,6> {T:37} <4,-14,6> {T:32} <4,-8,6> #Right# {T:32} <4,-8,6> {T:37} <4,-14,6> {T:38} <4,-14,2> {T:33} <4,-8,2> #Back# {T:33} <4,-8,2> {T:38} <4,-14,2> {T:39} <0,-14,2> {T:34} <0,-8,2> #Top# {T:27} <0,-8,2> {T:31} <0,-8,6> {T:32} <4,-8,6> {T:28} <4,-8,2> #Bottom# {T:29} <0,-14,6> {T:33} <0,-14,2> {T:32} <4,-14,2> {T:28} <4,-14,6> ## Back Left Foot ## - Same as Front left but shifted back 8 #Left# {T:30} <-4,-8,-6> {T:35} <-4,-14,-6> {T:36} <-4,-14,-2> {T:31} <-4,-8,-2> #Front# {T:31} <-4,-8,-2> {T:36} <-4,-14,-2> {T:37} <0,-14,-2> {T:32} <0,-8,-2> #Right# {T:32} <0,-8,-2> {T:37} <0,-14,-2> {T:38} <0,-14,-6> {T:33} <0,-8,-6> #Back# {T:33} <0,-8,-6> {T:38} <0,-14,-6> {T:39} <-4,-14,-6> {T:34} <-4,-8,-6> #Top# {T:27} <-4,-8,-6> {T:31} <-4,-8,-2> {T:32} <0,-8,-2> {T:28} <0,-8,-6> #Bottom# {T:29} <-4,-14,-2> {T:33} <-4,-14,-6> {T:32} <0,-14,-6> {T:28} <0,-14,-2> ## Back Right Foot ## - Same as back left but shifted right 4 #Left# {T:30} <0,-8,-6> {T:35} <0,-14,-6> {T:36} <0,-14,-2> {T:31} <0,-8,-2> #Front# {T:31} <0,-8,-2> {T:36} <0,-14,-2> {T:37} <4,-14,-2> {T:32} <4,-8,-2> #Right# {T:32} <4,-8,-2> {T:37} <4,-14,-2> {T:38} <4,-14,-6> {T:33} <4,-8,-6> #Back# {T:33} <4,-8,-6> {T:38} <4,-14,-6> {T:39} <0,-14,-6> {T:34} <0,-8,-6> #Top# {T:27} <0,-8,-6> {T:31} <0,-8,-2> {T:32} <4,-8,-2> {T:28} <4,-8,-6> #Bottom# {T:29} <0,-14,-2> {T:33} <0,-14,-6> {T:32} <4,-14,-6> {T:28} <4,-14,-2> [FACES_END] [MODEL_END]The actual model file has documentation of what all that means in a comment block in the header. I'm not quite sadistic enough to make people figure it out on their own if they want to extend the list of supported objects for mods and the like.This is what that turns into in the program:
With the time I spent on it this weekend, I've nearly finished with the coding. The big things I have left on my list are creating help documentation and filling out the data files. I'd like to at least list all the objects in the game even if I don't have models defined for them yet.