Looking at Sky Eden almost tempts me to play with Creative - but I am having fun with Survival.
Still haven't finished the main building for Belcher's Mortuary, but here is what the crematorium itself looks like - Belcher's Crematorium by YeAuldGrump, on Flickr
Yes, it's been built into the game ever since 1.2.5. It's kinda impossible to lose anything, unless you're as messy as I am. Just extract all the files in your .zip and place them in a folder instead. Save directly to it! Here in Gimp all I need to do is CTRL-E (export) then refocus on MC and give it F3+T. CTRL+S and the .xcf is safe out in my desktop folder.
Haha, I bet I can beat you on the messy front. My desktop and hard-drive are about as close as it comes to the PC equivalent of a junk shop!
So where does MC Patcher's facility for ingame heading fit into this? Does it enable one to work in a typical zipped pack in a normal game?
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.
You're a star, mate. I can't wait to try it out.
However even if you said it was ready now I'd still have to wait until after the weekend as this particular update of mine is making me tear my hair out. I might not need to think hard what to make the wither...I'll just look in the mirror and take inspiration for a self portrait.
One of the things I've always liked about any good game is the ability to be able to rotate objects and see how they look from every angle. I'm just concerned you may have a massive job ahead of you with all the mob skins. Will you also be including things like the boat and minecart? Now I've heard the fantastic sounds associated with the minecart, I have a hankering to eventually upscale and animate my present cart design. Don't know if you've had a chance to listen to the minecart yet, but it immediately reminded me of visits to fair ground ghost trains and theme park rollercoasters...and that was only above ground. Can't wait to hear 'em underground in a mine system.
The smoke from those stacks should be dirty as all heck.
The Auld Grump, who used to live not all that far from a veterinarian's crematorium - much smaller, and still filthy.
Your pics and descriptions almost make me want to try survival again, especially with Minecraft 1.4...most definitely the best update so far...just not sure I can do it justice (but I'm trying!). But for me, it's the little things that make the biggest difference, such as the new sounds, plant pots, picture frames and those little bats (again the sounds are perfect!). You can definately quote me as being a great fan of the new sounds! And of everyone at Mojang who has worked on this update.
Again, my apologies that my little offering of an update will be delayed. I can assure you I haven't been wasting any time...I've probably been a little over-ambitious working on the stone and wood at the same time as a major update and I am notoriously slow and critical of the things I get my teeth into. So I'm no speed-freak when it comes to art, but there will be a few nice little animated gadgets and gizmos to play with.
No worries! They're adding quite a bit in the way of new textures, so I can imagine that it would take a while to get everything done for a pack like this.
The crematorium has claimed its first victim - an Enderman materialized in the combustion chamber.... Sometimes they are not too careful about where they *BAMF!* - I have had two teleport into the fountains in the Water Palace.
I managed to get my mixer done to a point where I'll be ready to test it on people have people test it but that will have to wait till after 1.4.1 as I've put off updating my textures long enough.
Speaking of which, figured I'd share this teaser shot from my Haunted pack. It's vaguely Victorian and it might provide some inspiration for dealing with the new leather armor that can be dyed. (The blue bits are where the dye shows up.)
Hello there good chap. Have you seen my latest test subject?
He seems to have left his skull behind when he escaped from my lab and I'm a tad bit concerned for his health as a result.
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Tis far better to be a witty fool than a foolish wit.
No worries! They're adding quite a bit in the way of new textures, so I can imagine that it would take a while to get everything done for a pack like this.
Thanks, Duffman.
You are indeed correct about all the new stuff, but I do tend to spend rather a long time testing stuff. My latest guis are probably way over the top for detail and effort, but appropriate for this theme. Though the number of animations involved will probably melt down most computers!!
The crematorium has claimed its first victim - an Enderman materialized in the combustion chamber.... Sometimes they are not too careful about where they *BAMF!* - I have had two teleport into the fountains in the Water Palace.
The Auld Gump
I have no end of trouble with Endermen...my own fault really! In building with sand (using supports, etc) in various projects, I often find them collapsed when I've had to switch mobs back on for editing purposes. If I catch one in the act, they usually get a good beating!
I managed to get my mixer done to a point where I'll be ready to test it on people have people test it but that will have to wait till after 1.4.1 as I've put off updating my textures long enough.
Speaking of which, figured I'd share this teaser shot from my Haunted pack. It's vaguely Victorian and it might provide some inspiration for dealing with the new leather armor that can be dyed. (The blue bits are where the dye shows up.)
Hello there good chap. Have you seen my latest test subject?
He seems to have left his skull behind when he escaped from my lab and I'm a tad bit concerned for his health as a result.
Haha! I think I'd be a bit concerned to get my head back all flat-packed like that!
Love it! I've only done a cursory edit on my leather armor, so that it's at least dye-able, however I think there's much room for improvement, but it needs some thought put in for which I don't have time at the mo'.
Good luck with the updating and have fun with all the new stuff. I certainly need the luck, but at least it's still fun!
*************************************************
Here's another unashamed teaser pic of my Beacon gui. It's all finished now, and a 'still' pic doesn't do it justice at all, but I'm planning on a short 'update v.8 vid' before releasing my update, so you'll see it in all it's glory. I'm planning on updating the potion effect symbols to something more 'Victorian' in style, but the smaller, darker vanilla symbols will serve as a good introduction to what's what when operating the Beacon.
By the way, the vids are my quickest and easiest way of at least having some time stamped protection on my work and have the added bonus of giving potential future users a quick way of seeing what's in the pack. A quick dip into my pack (in a survival game) doesn't do it justice, so the vids go that little bit further. I apologise if that delays release somewhat, but go complain to all those little tikes that love to prey on the work of others for self gain.
Having finished the new guis, I've moved onto finishing off the remaining items and also work has begun on the zombie villager, witch/professor and wither stuff. I'm hoping to be ready with an update between now and the weekend, but at 12.30pm UK time, the 'offical' 1.4.1 update hasn't landed yet for me.
Lot's needs finishing and checking over and that's complicated by now having two packs. However, I may decide to roll it out in stages...64x WIP first, because that has the most complete 1.4 terrain and item textures...then you've at least got something to look at and play with (even if it's not ideal for your setup), while I quickly downscale the rest of the terrain and ctm textures for the 32x pack.
GS Version 8, MC 1.4.x Beacon Gui
Things spin, buttons depress and illuminate in various states, gas swirls, nether stars flicker and lash out at the walls of their glass containment capsule, and charges of arcane 'electrikary' pulse back and forth. Just be careful where you eventually put your fingers! Heavy duty rubber gloves are probably a prerequisite of operating this advanced bit of steampunk kit:
I have no end of trouble with Endermen...my own fault really! In building with sand (using supports, etc) in various projects, I often find them collapsed when I've had to switch mobs back on for editing purposes. If I catch one in the act, they usually get a good beating!
Monster troubles should (hopefully) be at an end in 1.4.1 with the addition of the '/gamerule' command. It lets you toggle a number of features on and off including mobGreifing (/gamerule mobGreifing off)
Having finished the new guis, I've moved onto finishing off the remaining items and also work has begun on the zombie villager, witch/professor and wither stuff. I'm hoping to be ready with an update between now and the weekend, but at 12.30pm UK time, the 'offical' 1.4.1 update hasn't landed yet for me.
They pushed back the release one day because of the quick fix patch they had to put out right after they released the 1.4 preview. So the update isn't dropping till Thursday.
Things spin, buttons depress and illuminate in various states, gas swirls, nether stars flicker and lash out at the walls of their glass containment capsule, and charges of arcane 'electrikary' pulse back and forth. Just be careful where you eventually put your fingers! Heavy duty rubber gloves are probably a prerequisite of operating this advanced bit of steampunk kit
I may need to see about reinforcing my gloves. That's some serious equipment there.
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Tis far better to be a witty fool than a foolish wit.
Monster troubles should (hopefully) be at an end in 1.4.1 with the addition of the '/gamerule' command. It lets you toggle a number of features on and off including mobGreifing (/gamerule mobGreifing off)
They pushed back the release one day because of the quick fix patch they had to put out right after they released the 1.4 preview. So the update isn't dropping till Thursday.
I may need to see about reinforcing my gloves. That's some serious equipment there.
Well, the Victorians didn't care too much for restrictive safety conditions, but being an enlightened kind of guy, perhaps I should slap a safety warning on this pack now. Yay!
I'm looking forward to the Wither texture. Should be interesting, though I suppose one would refrain from looking at it for too long in order to appreciate it if they're playing survival.
I'm looking forward to the Wither texture. Should be interesting, though I suppose one would refrain from looking at it for too long in order to appreciate it if they're playing survival.
I agree, you wouldn't want to stand around gawping at the wither, which if wiki is correct, is actually more powerful than the dragon! I imagine even those who only ever play on survival, may be tempted to look at the new enemy in creative, at least to see what they're up against.
I'm going slightly stare crazy at the moment with texture overload. I still haven't started the wither. I was saving it for last as it seemed the hardest to come up with something original to suit the theme. My original idea didn't work out and I scrapped it. I have some images and other ideas to pursue though.
I've just finished all the new items, and worked on a few existing ones. I may work on the villager zombie to finish off for tonight, then move on to the witch and wither tomorrow. Leaving final checking and down-scaling of ctm 'till Friday. But you know what happens to the best laid plans of mice and men! We'll see...
Alright, couldnt find a single fix to better skies but i dont care, im going to use your pack and just never look up
Is that better skies in all packs or just mine, Hunter?
I think I'm right in saying the Better Skies is more memory/processor hungry than other things in MC Patcher. If somehow you were able to see better skies with a lower res sky in another pack, then I could make an even lower res night sky than I did previously that might work. You probably know more possible solutions that don't work than anyone, but I'm sad you're not able to see my night sky.
There's an awful lot of new stuff in my next update, which may or may not be of some consolation. I seriously hope it doesn't make things even worse for you, as there are many more animations and connected textures.
I'm still working on the wither boss, having just finished wrestling with a mad professor who gibbers a lot and an infected automaton villager who's trying to make friends with him!
Its all packs, even 16x. But it does work on the default texturepack, just makeing smaller stars. And i love your animations, and highrez will not be a problem ^.^ setting my render distance to short makes for a cool fog, goes well with the pack anyway
Its all packs, even 16x. But it does work on the default texturepack, just makeing smaller stars. And i love your animations, and highrez will not be a problem ^.^ setting my render distance to short makes for a cool fog, goes well with the pack anyway
when is the next update do you have any guesses? for your texturepack
Fairly soon, mate. Thanks for asking.
There's just the Wither to finish off, which I'm currently doing. As usual though with any new mob, it involves a lot of play and looking at it from every angle to see what it does and what it's behavior suggests, especially for this theme.
There are a lot of little things to check and tidy up and a quick Youtube vid to 'time stamp' it all and it will be ready to roll...probably a couple of days.
I reiterate, there's a great deal of newly animated stuff (guis, mobs, blocks, items) and lots more ctm'd things and they do need a lot of cross checking, particularly as I'm now I'm trying to maintain two pack resolutions. I had bitten off more than I could chew in trying to edit many existing things on top of all the new 1.4.2 textures, many of which have quite complicated multiple animations...all on top of a busy real life schedule.
Just as quick as I can finish it, is the shorter answer. I really don't want to keep anyone waiting any longer than necessary and particularly those who have supported this pack for so long.
Yep! I certainly am updating to 1.4...that's what I'm doing this very minute instead of having my tea (Hah! The sacrifices one has to make). It will be another 'biggy'...hence the delay. Can I refer you to the post just above yours, and if you look back over the past few pages you'll see some taster pics of a few of the new things.
I'm just finishing off the last major update project, which is an animated Wither boss...something appropriate to this theme. It will also provide me with a basis for a new skeleton mob and of course the wither version of the skeleton.
Anyway, Glimmar, I'm not sure if you're aware of the zombie texture change, they're kind of different now. Basically, the texture is now twice as big as it used to be and it causes some issues (because Mojang didn't tell anyone about that change..)
And just wanted to say, When I was playing minecraft I always used to switch texture packs pretty often. What I've noticed, some of my builds didn't look as good with a texturepack different than the one I was using while building that thing. But with your texture pack everything looks just epic and I have no clue how did you manage to do that ;D But now I'm planning on playing purely with this texture pack when it comes out. Yet I'm going to use many mods, so just wanted to ask if someone is working on the mod support for 1.4.2? I know ksheep used to but does he continue it?
Yes, I'm aware of the changes, but MC Patcher takes care of things again and all the zombie machines in the pack look and work fine.
As regards things looking epic when using my pack. Well usually, as my pack is so different than the normal medieval fantasy theme that so many others seem to make, I'm more used to folk saying, "why your pack so crazy, man!" I can say I do take much care over trying to make textures look good from medium to distance use. Your choice of the word epic is appropriate...not because I think my work is epic...but because I'm trying to do my best to make material textures that allow for epic scale construction.
I've improved on a lot of old textures (and will continue to do so, until I lose interest, which is unlikely) and added a lot of new things for the 1.4 update. I'm hoping you will like it a lot...it represents weeks of work (literally). I'm very glad you're enjoying the pack.
I think ksheep is snowed under with college work at the mo', but he hasn't hinted that he's lost interest in working on mod support with others. His latest compilation pack is in the mod section in my OP though. I imagine everything is in a state of flux at the moment with many mods quickly or slowly updating when they can.
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Still haven't finished the main building for Belcher's Mortuary, but here is what the crematorium itself looks like -
Belcher's Crematorium by YeAuldGrump, on Flickr
Belcher's Crematorium - Interior by YeAuldGrump, on Flickr
Anyone surprised to learn that chest is filling up with bones, bonemeal, and rotting meat?
Belcher's Crematorium - Exterior by YeAuldGrump, on Flickr
The smoke from those stacks should be dirty as all heck.
The Auld Grump, who used to live not all that far from a veterinarian's crematorium - much smaller, and still filthy.
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Curse PremiumHaha, I bet I can beat you on the messy front. My desktop and hard-drive are about as close as it comes to the PC equivalent of a junk shop!
So where does MC Patcher's facility for ingame heading fit into this? Does it enable one to work in a typical zipped pack in a normal game?
You're a star, mate. I can't wait to try it out.
However even if you said it was ready now I'd still have to wait until after the weekend as this particular update of mine is making me tear my hair out. I might not need to think hard what to make the wither...I'll just look in the mirror and take inspiration for a self portrait.
One of the things I've always liked about any good game is the ability to be able to rotate objects and see how they look from every angle. I'm just concerned you may have a massive job ahead of you with all the mob skins. Will you also be including things like the boat and minecart? Now I've heard the fantastic sounds associated with the minecart, I have a hankering to eventually upscale and animate my present cart design. Don't know if you've had a chance to listen to the minecart yet, but it immediately reminded me of visits to fair ground ghost trains and theme park rollercoasters...and that was only above ground. Can't wait to hear 'em underground in a mine system.
Thank you, Xanerithe.
Your pics and descriptions almost make me want to try survival again, especially with Minecraft 1.4...most definitely the best update so far...just not sure I can do it justice (but I'm trying!). But for me, it's the little things that make the biggest difference, such as the new sounds, plant pots, picture frames and those little bats (again the sounds are perfect!). You can definately quote me as being a great fan of the new sounds! And of everyone at Mojang who has worked on this update.
Again, my apologies that my little offering of an update will be delayed. I can assure you I haven't been wasting any time...I've probably been a little over-ambitious working on the stone and wood at the same time as a major update and I am notoriously slow and critical of the things I get my teeth into. So I'm no speed-freak when it comes to art, but there will be a few nice little animated gadgets and gizmos to play with.
The crematorium has claimed its first victim - an Enderman materialized in the combustion chamber.... Sometimes they are not too careful about where they *BAMF!* - I have had two teleport into the fountains in the Water Palace.
The Auld Gump
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Curse Premiumto test it on peoplehave people test it but that will have to wait till after 1.4.1 as I've put off updating my textures long enough.Speaking of which, figured I'd share this teaser shot from my Haunted pack. It's vaguely Victorian and it might provide some inspiration for dealing with the new leather armor that can be dyed. (The blue bits are where the dye shows up.)
Hello there good chap. Have you seen my latest test subject?
He seems to have left his skull behind when he escaped from my lab and I'm a tad bit concerned for his health as a result.
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Curse PremiumThanks, Duffman.
You are indeed correct about all the new stuff, but I do tend to spend rather a long time testing stuff. My latest guis are probably way over the top for detail and effort, but appropriate for this theme. Though the number of animations involved will probably melt down most computers!!
I have no end of trouble with Endermen...my own fault really! In building with sand (using supports, etc) in various projects, I often find them collapsed when I've had to switch mobs back on for editing purposes. If I catch one in the act, they usually get a good beating!
Thanks, Sylph_Of_Mind, and for saying.
..."because it was 32x." Is that because you prefer 16x or higher then 32x?
Haha! I think I'd be a bit concerned to get my head back all flat-packed like that!
Love it! I've only done a cursory edit on my leather armor, so that it's at least dye-able, however I think there's much room for improvement, but it needs some thought put in for which I don't have time at the mo'.
Good luck with the updating and have fun with all the new stuff. I certainly need the luck, but at least it's still fun!
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Here's another unashamed teaser pic of my Beacon gui. It's all finished now, and a 'still' pic doesn't do it justice at all, but I'm planning on a short 'update v.8 vid' before releasing my update, so you'll see it in all it's glory. I'm planning on updating the potion effect symbols to something more 'Victorian' in style, but the smaller, darker vanilla symbols will serve as a good introduction to what's what when operating the Beacon.
By the way, the vids are my quickest and easiest way of at least having some time stamped protection on my work and have the added bonus of giving potential future users a quick way of seeing what's in the pack. A quick dip into my pack (in a survival game) doesn't do it justice, so the vids go that little bit further. I apologise if that delays release somewhat, but go complain to all those little tikes that love to prey on the work of others for self gain.
Having finished the new guis, I've moved onto finishing off the remaining items and also work has begun on the zombie villager, witch/professor and wither stuff. I'm hoping to be ready with an update between now and the weekend, but at 12.30pm UK time, the 'offical' 1.4.1 update hasn't landed yet for me.
Lot's needs finishing and checking over and that's complicated by now having two packs. However, I may decide to roll it out in stages...64x WIP first, because that has the most complete 1.4 terrain and item textures...then you've at least got something to look at and play with (even if it's not ideal for your setup), while I quickly downscale the rest of the terrain and ctm textures for the 32x pack.
GS Version 8, MC 1.4.x Beacon Gui
Things spin, buttons depress and illuminate in various states, gas swirls, nether stars flicker and lash out at the walls of their glass containment capsule, and charges of arcane 'electrikary' pulse back and forth. Just be careful where you eventually put your fingers! Heavy duty rubber gloves are probably a prerequisite of operating this advanced bit of steampunk kit:
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Curse PremiumMonster troubles should (hopefully) be at an end in 1.4.1 with the addition of the '/gamerule' command. It lets you toggle a number of features on and off including mobGreifing (/gamerule mobGreifing off)
They pushed back the release one day because of the quick fix patch they had to put out right after they released the 1.4 preview. So the update isn't dropping till Thursday.
I may need to see about reinforcing my gloves. That's some serious equipment there.
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Curse PremiumYay!
Yay! [sorry everyone.
Well, the Victorians didn't care too much for restrictive safety conditions, but being an enlightened kind of guy, perhaps I should slap a safety warning on this pack now.
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Curse PremiumI agree, you wouldn't want to stand around gawping at the wither, which if wiki is correct, is actually more powerful than the dragon! I imagine even those who only ever play on survival, may be tempted to look at the new enemy in creative, at least to see what they're up against.
I'm going slightly stare crazy at the moment with texture overload. I still haven't started the wither. I was saving it for last as it seemed the hardest to come up with something original to suit the theme. My original idea didn't work out and I scrapped it. I have some images and other ideas to pursue though.
I've just finished all the new items, and worked on a few existing ones. I may work on the villager zombie to finish off for tonight, then move on to the witch and wither tomorrow. Leaving final checking and down-scaling of ctm 'till Friday. But you know what happens to the best laid plans of mice and men! We'll see...
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Curse PremiumIs that better skies in all packs or just mine, Hunter?
I think I'm right in saying the Better Skies is more memory/processor hungry than other things in MC Patcher. If somehow you were able to see better skies with a lower res sky in another pack, then I could make an even lower res night sky than I did previously that might work. You probably know more possible solutions that don't work than anyone, but I'm sad you're not able to see my night sky.
There's an awful lot of new stuff in my next update, which may or may not be of some consolation. I seriously hope it doesn't make things even worse for you, as there are many more animations and connected textures.
I'm still working on the wither boss, having just finished wrestling with a mad professor who gibbers a lot and an infected automaton villager who's trying to make friends with him!
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Curse PremiumHaha! Animations aplenty there will be!
Fairly soon, mate. Thanks for asking.
There's just the Wither to finish off, which I'm currently doing. As usual though with any new mob, it involves a lot of play and looking at it from every angle to see what it does and what it's behavior suggests, especially for this theme.
There are a lot of little things to check and tidy up and a quick Youtube vid to 'time stamp' it all and it will be ready to roll...probably a couple of days.
I reiterate, there's a great deal of newly animated stuff (guis, mobs, blocks, items) and lots more ctm'd things and they do need a lot of cross checking, particularly as I'm now I'm trying to maintain two pack resolutions. I had bitten off more than I could chew in trying to edit many existing things on top of all the new 1.4.2 textures, many of which have quite complicated multiple animations...all on top of a busy real life schedule.
Just as quick as I can finish it, is the shorter answer. I really don't want to keep anyone waiting any longer than necessary and particularly those who have supported this pack for so long.
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Curse PremiumMany thanks!
Yep! I certainly am updating to 1.4...that's what I'm doing this very minute instead of having my tea (Hah! The sacrifices one has to make). It will be another 'biggy'...hence the delay. Can I refer you to the post just above yours, and if you look back over the past few pages you'll see some taster pics of a few of the new things.
I'm just finishing off the last major update project, which is an animated Wither boss...something appropriate to this theme. It will also provide me with a basis for a new skeleton mob and of course the wither version of the skeleton.
Thanks for asking.
Lol! Ninja's by PsiQss
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Curse PremiumYes, I'm aware of the changes, but MC Patcher takes care of things again and all the zombie machines in the pack look and work fine.
As regards things looking epic when using my pack. Well usually, as my pack is so different than the normal medieval fantasy theme that so many others seem to make, I'm more used to folk saying, "why your pack so crazy, man!" I can say I do take much care over trying to make textures look good from medium to distance use. Your choice of the word epic is appropriate...not because I think my work is epic...but because I'm trying to do my best to make material textures that allow for epic scale construction.
I've improved on a lot of old textures (and will continue to do so, until I lose interest, which is unlikely) and added a lot of new things for the 1.4 update. I'm hoping you will like it a lot...it represents weeks of work (literally). I'm very glad you're enjoying the pack.
I think ksheep is snowed under with college work at the mo', but he hasn't hinted that he's lost interest in working on mod support with others. His latest compilation pack is in the mod section in my OP though. I imagine everything is in a state of flux at the moment with many mods quickly or slowly updating when they can.