Alright i just now found your pics on 469/470. Those bats are awesome ^.^ And the beacon looks great aswell. It just came to me that i will soon(hopefully) have a robotic pig mount, nice to hear i can die happy.
Alright i just now found your pics on 469/470. Those bats are awesome ^.^ And the beacon looks great aswell. It just came to me that i will soon(hopefully) have a robotic pig mount, nice to hear i can die happy.
Gullinbursti? (A brass pig of Norse myth, used as a mount or to draw a chariot.)
Alright i just now found your pics on 469/470. Those bats are awesome ^.^ And the beacon looks great aswell. It just came to me that i will soon(hopefully) have a robotic pig mount, nice to hear i can die happy.
Thanks for keeping me company you lot. I'm just sorry for the delay. It's a delicate balancing act to get what you want in finished and to have to leave stuff out because it's taking too long. I might have to disappoint on the robotic pig mount, as being one of those things that didn't quite make it. ...Hold on though...I didn't ever mention a pig mount...where did the robotic pig mount wish/dream come from?
In the meantime to appease you and thereby hopefully avoid a my lynching...here's my crazy animated 'Mad Professor' witch.
The Prof is based on an evil version of Dr. Brown from 'Back to the Future', with a crazy sprinkle of essence of Einstein. You now have a sinister Marsh dwelling Doctor Moreau, who is looking for anything on legs (even blocky legs) for his next experiment. Keep yer distance and watch out for his expertly thrown bottles of chloroform and other more obnoxious potions! He's also fluent in 'gibberish' and in his delusional state constantly talks to himself. Pic 1...mouth closed, pic two...mouth open:
Pic. 1
Pic. 2
In addition, here's the most up to date changelog for you to peruse:
V8 Changelog Glimmar's Steampunk v8 for Minecraft v1.4.2>
If your machine will stand it, there is definitely even more reason to choose the x64 pack. Most of the new terrain textures included in this update have been made first at x64 scale and do look much finer in the x64 pack than the scaled down x32 versions. I'm still intending adding more x64 terrain blocks and items in the future, as time allows and as the fancy takes me...so keep checking in!
Most of the changes needed for the MC 1.4 Update have first been made at 64x scale. When they're all finished I will go back and where necessary downscale to 32x versions. This is only necessary for the 32x terrain.png sheet (but adds a lot of work to scale down all the ctm blocks to 32x ) as mostly everything else I'm adding to both versions of the pack will be at 64x scale (eg. gui's mobs, villagers, paintings, particles and items, etc):
All new 'pack.png' file for the MC texture pack selection menu.
Fixed the garbled font spacing that seems to happen to my large letter font everytime MC and MC Patcher are updated.
Have decided for the sake of my sanity to upscale all new item textures to x64 in both my 32 and x64 pack. As time allows I will go back over the rest of the items and upscale. This also means all new custom_item animations will now only be at 64x scale. However, 32x custom_terrain animations will stay at that scale to better fit the rest of the terrain textures and existing x32 item animations will stay until upgraded. I'm truly sorry if this impacts adversely on your particular setup, but it's taking far too long to scale everything down satisfactorily and it's hampering my completing and upgrading other areas of the pack.
Whilst slowly upgrading all items to x64, I am also considering changing a number of items from an isometric angle to a more horizontal or vertical position. After playing around with the new picture frames, I've found isometric items to be less useful when used as decorative wall mounted jewellry and gold, etc. Whereas if items are more vertically/horizontally placed, they look more like inset precious stones, buttons, etc. useful as wall decorations for palaces and such, or as fake buttons and gadgets for labs and factories, etc.
Scaled the kz.png art file up to 1024x1024 in both the 64 and 32x packs to increase the resolution and detail of all the paintings over time. Like the items sheet this is to preserve my sanity. As far as I know, this should not adversely effect 32x users.
Added a new 64x64 animated painting of a rotating brass (or rusted iron) flywheel, fixed on a riveted cast iron plate.
Added a new 128x128 animated painting of a large flywheel assembly/steam engine. Quite a complicated little machine, which I might not get chance to completely finish. This occupies the new MC 1.4 painting slot.
Upscaled some of the existing paintings. Removed the banner and added a few new paintings. See if you can spot which ones.
Darkened the current x32 Iron Bar texture and upgraded to x64 version with more detailed rivets, etc.
Edited the 64x and 32x Emerald Block to remove some patterning.
Painstakingly edited the 32x animated emerald ore to remove two rows of pixels which created unwanted patterning. The result of simple scaling down from the 64x version. I'm seriously considering taking animation out of the ores and replacing with ctm variety instead. I'm interested to hear your opinions on this.
Painstakingly edited the 32x animated emerald ore to remove five pixels which created unwanted patterning. Again the result of simple scaling down from the 64x version.
All new basic Stone Bricks (normal, cracked and mossy). Lightened and brought more in line with Stone. First created at 64x scale then painstakingly reduced to 32x with careful editing.
Added many new random CTM Stone Brick textures:
## Stone Bricks
## Cracked Stone Bricks
## Mossy Stone Bricks
## as many variations as I can do before I update.
Added a new vertical CTM Chiseled Stone Brick (consisting of top middle and base sections ) which can be used for making classical stone columns of varying height and thickness. The 'slab' top part of the Chiseled Stone is made up of a randomly generated single stone slab.
Consisting of:
4 unique textures for the sides.
32 random stone slab textures for greater variety on the top and bottom of the column, which can also be used as floor slabs for greater variety when used with the Stone Bricks.
Using one of the grey wool blocks I've added a new Random CTM Carved 'Head' Stone consisting of:
3 Stone Heads (so far)
for greater variety on the top and bottom of the head design, ## random stone slab textures with faded arcane designs have been carved into the surface. These can also be used as floor slabs for greater variety when used with the Stone Bricks.
The Stone Heads are completely random, as are the designs on top and bottom and they represent the now vanished race of 'Inventors' who built the civilisation which resulted in all the rogue and benign mechanical wizardry in the texture pack. Although you can't determine what 'head' stone designs you will get when placed, they still provide a powerful tool for creating mysterious carvings in the landscape, central features on buildings or strange floor and ceiling designs. Using these and a little imagination, it will enable you to create many atmospheric ancient arcane mysteries in your builds, but you have to work within the limits of randomness. I'll add more if given the chance. And if they prove popular will continue thereafter to increase the range.
Added new official (meaning made by me) zombie (the old zombie kindly created by Vondell way back at the beginning, is now zombie10 and activated by MC Patcher's Randommobs option). The new zombie is based on a broken, 'turned rogue' villager automaton, just to make life more difficult once again. I made need to change it though as I persued this idea for the zombie villager mob slot. See below.
Added a new Villager Golem (no.5). Similar to Golem4, but with the addition of a large animated flywheel on his back. Couldn't let the animated painting of the small flywheel go to waste, could I?
Added 2 new villagers. An 'Eastern European' farmer6 and a 'top hat and suited upper class gent' librarian4. Please remember the basis for my villagers is to create as many different types as might be found going about their business in a large steampunk metropolis. As there are only 5 basic types of villager mob, I slot each new villager I create into the most fitting category, also taking into account if a category has fewer villager designs, so that a good mix of villagers appear. I prefer it this way, than rigorously sticking to the Minecraft norm. It should also make it easier to design some intriguing adventures using the 'character' villagers I've created.
Added a new animated 'zombie villager'. This takes the form of an infected or 'turned' automaton villager, which has been 'infected' by a wild 'zombie' machine from the nether regions. You know when one of your servile automaton villagers has been infected...their pulsating brains glow green, their mechanical brass bodies tarnish with lack of care and maintainence, eyes also glow green and their mouths tend to hang open vainly attempting some form of communication. Then like the dangerous 'wild' machines, rogue automaton villagers seek to destroy their human masters. Only automaton villagers turn rogue and of course the human population dwindles through death or by flight to safety. When a rogue infected automaton is cured, then the human population increases again.
Added the new animated 'Mad Professor' (the new Witch mob). Based on an evil version of Dr. Brown from 'Back to the Future' with a crazy sprinkle of essence of Einstein. You now have a sinister Marsh dwelling Doctor Moreau, who is looking for anything on legs (even blocky legs) to experiment on. Watch out for his expertly thrown bottles of chloroform and other more obnoxious potions!
Changed the resolution of the Pumpkin Diving Helm pumpkinblur.png from 512x512 to 1024x1024 partly so that it matched my attempts at a 64x pack, but also so that I could squeeze some animation onto it. However, my attempts at animation failed, as MC patcher doesn't seem to animate things on that particular .png file. So unless MC Patcher makes it possible by the time of the offical MC 1.4 update, you're only going to see a new 'stationary' counter on the inside of the Diving Helm. No point in adding further detail until it becomes possible to animate this texture.
Added new cloth armor layers for dye purposes, which required more editing than I initially thought necessary. Took the opportunity to improve on the awful goggles I'd left in there. Not entirely sure how my 'blacksmith/adventurer' cloth armour will actually look in various colors...haven't had chance to try that out. With all the extensive MC and MC Patcher changes this time around, there really hasn't been time to work on improving the rest of the armor side of things either... sorry! It takes me a long time to remember where everything fits together in things like armor and mobs, especially when editing so many different parts of the pack in one go!
Edited the particles.png sheet in the following way:
- added a broken heart texture.
- added a postive sign texture in the form of a glowing riveted brass disc.
- added a Mr Angry Man face. Though I don't think this is currently being used.
- reduced the size of the water drops to a more realistic scale.
- reduced the size and thickness of the 'magic/potion' effect spirals. I was finding them too large and annoying when under the influence!
Added new 'picture frame' background to terrain.png sheet. This new feature of Minecraft 1.4 meant that my old Birch Wood Planks were not compatible as a Picture Frame texture, so decided to take the opportunity to make the following sweeping changes to all the wood plank blocks including higher res 64x versions:
Changed the Oak Wood Planks to a more natural lighter colour (still darker than most other texture packs to stay in keeping with the theme). Not a perfect job of upscaling, but a start none-the-less.
Changed the Spruce Wood Plank from square panels to dark rough-cut verticle boards based on the old birch wood plank texture. Then further changed inumerable times until I acheived true insanity and thus created what I think should be a very useful texture that works well with the oak wood block.
Changed the Birch Wood Plank from those weathered grey verticle boards closer to a birch color and made it into a square panel, making it ideal for the new picture frame texture and making it ambiguous enough that it can pass for a brass panel look or even a sandstone variant when used with sandstone blocks. Also introduced CTM features to make it possible to create many creative combinations.
Upscaled to 64x and changed the colour and detail of the Jungle Wood Planks.
Due to the change of Oak Wood Planks I edited the following:
Upscaled the detail somewhat and edited the tone and shading on my 'chemist drawer' bookshelves. I'm intending adding 'random' CTM features to this block at some stage, but work like that can be pretty time consuming to get right.
Replaced oak planks on the piston blocks and increased the detail of the brass 'suction' rings on the sticky pistons. Still needs more work upgrading things like the iron frames and rivets.
Added CTM 64x and 32x fence textures.
Added a new 64x and separate 32x plant pot texture. Another of those annoyingly difficult textures to get just right, because of the way Mojang uses the texture both inside and outside the pot, in particular how it wraps around the rim. If there's time, I may make some random ctm variations of the pot (not variations of color though, or you won't be able to use 'em for chimneys or other constructions which use multiple pots as part of their design), just simple emblems or decorations on the side.
Added the new Beacon block texture. Using an old alternative texture as semi-permanent stand-in for now for the x32. . I'm not liking the current rotating 'jerking' block inside the beacon, so I've opted for a solid design that can aslo be used as an alternative ornate 'lamp' light source. The colour and design also work perfectly well for the beam it emits, even though the texture I made is over a year old now! Then Mojang came and changed the design again! Have made a separate 64x version as I didn't like the change again, but it's growing on me now.
Added the all new Glimmar Beacon gui. Suitably animated too... as one would expect. Spent an inordinate amount of time on this, which curtailed my efforts to add more random ctm textures to plants, stone, cobble, etc. Hope I can get this properly finished in time. A great deal of testing back and forth to get glowing lights and animations to work well together. Hope you like. It lies somewhere on the fringes of true Steampunk and I like it that as a genre it can be so all encompassing. It allows for steam and clockwork at one end and arcane electrical apparatus at the other!
Added the new Beacon 'Beam' texture that matches the look and colour of my Beacon block. Currently not animated (if that's even possible, but Mojangs built in rotation works ok for now, though a little choppy. Mojang changed it a few times and I've had to redo the texture each time!
Added the new Nether Star as an animated globe containing an ever burning arcane star. Hopefully you will find it, like I have, of great use around your constructions when combined with the new picture frame.
Edited the 'Inventory' gui. Adding a smaller darker version of the potion effect symbols to better work with the new Beacon gui. Added one of the glowing lights from the Beacon gui to the 'potion effects' box.
Added all new Repair/Anvil gui. Gave me a good excuse to show off the controller block for those who only play on survival. having spent so much time on that animated block, it seemed a shame that it would be hidden away and only seen by those who play creative. I added the animated redstone crystal as a hint that something other than just basic materials are need to make intricate repairs, and also because it compliments the animated controller and the red-glowing renaming box. Again spent a fair bit of time on this and was mightily pleased to discover that Mojang had added a cool sound effect.
Added all new 'arrow' textures to the 'items' folder.
slightly altered the 32x 'arrow' item to match, but a 64x arrow item is on the way.
Added all new 32x 'Controller' block. Spent a ridiculous amount of time on animating this... which is amusing, considering that it won't be seen in survival. However, you'll get more use out of it as another brass 'gizmo' in creative mode. If/when Mojang sort the placement orientation out, then I will probably make sides different from front and back using CTM. Wasted even more time making a 64x Controller block which was taking even longer and not fitting in at all well with the existing style of the furnace, craftbench, etc. I might return to that again sometime, but trying to update two packs now with unique animations and ctm with everything that Mojang and MC Patcher is throwing into the mix, is nigh on impossible.
New Potato and Carrot Plant growth stage textures. Separate textures for both 32 and 64x. Sadly downscaling doesn't work and so a lot of time went into making individual plant stages work right for both scales. These things always take me ages to do.
Edited the Ploughed Dirt Block.
Edited the wheat growth stages a fair bit, but still intend to upgrade to 64x and add CTM random variation. Blends much better with the new ploughed dirt texture.
Edited the pumpkin and watermelon stems, but still only 32x.
All new 'Bat' mob.
I like bats ...we have them residing in our loft/attic/belfry and they sometimes get lost in the house. Incredibly acrobatic in flight and totally silent...well ours are only the size of your little finger) so my first variation is definately furry and cute. Best little mob so far in my opinion (I say that every time!) due to the fantastic behaviour Mojang have programmed in and because outside in the open air they even look like birds! And that adds a whole lot of life to a Minecraft scene.
Added the dye'able collar to the wolves. This is a temporary measure as I have another style of wolf design in mind which is less totally steam driven, but still allows for lots of variation.
Changed the chest area on 'wolf2', as that texture is now used for the new 32x Beacon block.
Due to lack of space on the terrain.png sheet, I've at last been forced to make new smaller 'Glimmar' signatures. End of an era ...Mojang finally cornered me!
New 'potato' item.
New 'baked potato'.
New 'poisonous potato'.
New 'carrot'.
New 'golden carrot'.
New 'carrot on a stick' item.
All new 64x 'fishing rod' textures.
New 'pumpkin pie' item.
New head decoration items: steve, skeleton, wither, creeper and zombie.
New 'blank map' item.
New 'filled in' map item.
New animated 'nether star' item.
New picture frame item.
There's probably a lot of other stuff I've forgotten to jot down here, and a lot of other stuff I'd do if I had more time... improving, animating, ctm'ing, building and vid'ing.
Please excuse any garbled spelling or errors of grammar. Constantly pouring over re-edit after re-edit of mobs and guis is driving me as insane as my mad professor...in fact my current appearance would not be too dissimilar...just swap potions out for alcoholic ginger beer and you'd have an exact photo-fit!
Gullinbursti? (A brass pig of Norse myth, used as a mount or to draw a chariot.)
The Auld Grump
Mmm? I seem to recall reading a children's book with Gullinbursti in. I shall have to think on that. Though I was wanting to take domestic and other natural animals in a more, shall we say...'natural' direction, with possible various steampunk attachments.
Well with the carrot on a stick being like a pig controller, i was just thinking up ideas as to what you were going to do with the texture. And that was one of my favorite additions to the game, Strikes me as a cruel joke from jeb to all the people nagging for horses And your witch is really cool, i didnt like the mob at all but now it has meaning, to look cool ^.^ Oh and with the new AI, i can use fire prot/speed potions on said pigs to make a lava speed boat
Well with the carrot on a stick being like a pig controller, i was just thinking up ideas as to what you were going to do with the texture. And that was one of my favorite additions to the game, Strikes me as a cruel joke from jeb to all the people nagging for horses And your witch is really cool, i didnt like the mob at all but now it has meaning, to look cool ^.^ Oh and with the new AI, i can use fire prot/speed potions on said pigs to make a lava speed boat
Haha! I haven't yet had a chance to try out the carrot on a stick. Too many things to finish off to just have fun. I've been staring at the wither from every angle for the past two days, to figure how best to slot components together and I get a headache after a while! I'd need to ride a pig for miles before getting any good ideas.
Well everyone needs rest, no one is rushing you And you should really use textures in the style of your beacon as the "power source" like you did with the eye of ender being used on the iron golem alt. The little rib like things on the body should look like it had been ripped out of somthing, torn steal and wires so it fits in with your zombies
Well everyone needs rest, no one is rushing you And you should really use textures in the style of your beacon as the "power source" like you did with the eye of ender being used on the iron golem alt. The little rib like things on the body should look like it had been ripped out of somthing, torn steal and wires so it fits in with your zombies
Yep. Animated Beacon Nether Star is already incorporated into the wither and it's at least as good as I was hoping for. When each animation takes an age to do, it's nice to be able to use them in more than one place. It's safe to say it's coming along nicely.
I'm trying to steer away from wires and steal and veer more towards brass and pipes...or it begins to look a little too modern for the theme. Though with the leaning to a kind of 20's style of Beacon gui, I can't escape the fact that an arcane form of electricity does play it's part along with old copper wire. The old zombie mods, which were kindly donated using my textures, are just a little too modern (wiring-wise) for my liking and will be changed or phased out over time.
However, my take on steampunk is more of a broad view that incorporates many forms of retro-tech and not just religious adherence to brass cogs and steam. I think it then lends itself to more imaginative textures and ties in better with many aspects of Minecraft and it's plethora of technical mods.
whats with the witchs hair it looks so weird it looks like he was caught in a explosion and his hair is doing that weird thing when it stands up and has burn marks and stuff
whats with the witchs hair it looks so weird it looks like he was caught in a explosion and his hair is doing that weird thing when it stands up and has burn marks and stuff
'Tis exactly as you describe. Have a look at classic pics of Einstein or almost any representation of a mad scientist. I needed to use the witch's hat to distinguish the 'Prof' from all the other villager mobs and the whole idea is exactly to create an image of disheveled craziness. As the prof is a recluse who lives in swamp areas, you could also liken him to Ben Gunn from 'Treasure Island', wild white hair and eyes. The only limit to creating that 'look' is what Mojang by necessity gives us to work with.
I've just had another idea though on how I can add to the illusion, but I'll save it for after the update...have to keep moving on...
Alright i do see where your coming from, i was talking to a few guys i know who are also steampunk fanatics (Got them all to use your tp :P) And what we saw was it had been part of some thing bigger, and that section was removed and rebuilt with spare parts. Maybe its just the overall design but it looks as if it was the chest head and arms of a larger huminoid machine. Again just spouting what we saw in it, cant wait to see what you have in mind
Alright i do see where your coming from, i was talking to a few guys i know who are also steampunk fanatics (Got them all to use your tp ) And what we saw was it had been part of some thing bigger, and that section was removed and rebuilt with spare parts. Maybe its just the overall design but it looks as if it was the chest head and arms of a larger huminoid machine. Again just spouting what we saw in it, cant wait to see what you have in mind
Haha, thanks mate, and also for persuading your mates to use my pack.
Wither animation now nearly complete and looking very nice so far!
Good to hear, how long do you think untill theres enough new textures for a teaser vid? Again not looking to rush
Oh and can i guess that the item in the frame of your witch picture (thing under the lever) is the nether star? Not sure ive seen the texture used before
Hmm, I haven't used this pack in ages. I'm curious how well Connected textures and animations are used? I see tons of HD texture packs that take very little advantage of connected textures and animation. I mean technically, you could probably use connected textures on almost every block in the game, even for tiny little differences and it'd probably make things look WAY better. Even for simple things like flowers, half slabs, etc. And animations could be applied to a ton of blocks, and people only seem to use it on a few...I understand it'd take a lot of work for extra textures and animations though, but still....Also, is the semi-transparent glass mod thing from mcpatcher being used too?
I don't mean to sound like I'm demanding or picky or anything, I'm just curious. I find tons of good texture packs that I enjoy that would be so much better with more animation and connected textures. Even ores could be connected to not look repetitive.
But aside from that, this is indeed an awesome texture pack, I enjoyed it when I used it, which hasn't been for a while. Looking forward to the 1.4 update. Great work.
Good to hear, how long do you think untill theres enough new textures for a teaser vid? Again not looking to rush
Oh and can i guess that the item in the frame of your witch picture (thing under the lever) is the nether star? Not sure ive seen the texture used before
I don't mind you asking.
A vid is next on my list, as I'm quite excited to show things off. I've spent a ridiculous amount of time on animation, and pics obviously can't do that work justice. I don't intend spending a lot of time on it though. It will just be a whistle stop tour of all the new stuff, comprising short clips. Adding sound effects and atmospheric music will come later, as it can be pretty time consuming and I don't want to keep anyone waiting for an unreasonable amount of time.
Good guess on the animated nether star! Spot on, Sherlock!
Hmm, I haven't used this pack in ages. I'm curious how well Connected textures and animations are used? I see tons of HD texture packs that take very little advantage of connected textures and animation. I mean technically, you could probably use connected textures on almost every block in the game, even for tiny little differences and it'd probably make things look WAY better. Even for simple things like flowers, half slabs, etc. And animations could be applied to a ton of blocks, and people only seem to use it on a few...I understand it'd take a lot of work for extra textures and animations though, but still....Also, is the semi-transparent glass mod thing from mcpatcher being used too?
I don't mean to sound like I'm demanding or picky or anything, I'm just curious. I find tons of good texture packs that I enjoy that would be so much better with more animation and connected textures. Even ores could be connected to not look repetitive.
But aside from that, this is indeed an awesome texture pack, I enjoyed it when I used it, which hasn't been for a while. Looking forward to the 1.4 update. Great work.
Yes...lots of ctm throughout already, and a great deal of new animations and new ctm for my next update coming soon. Just have a look back through the last few pages for some taster pics.
Sadly, I probably won't be supporting the better glass mod, at least initially. I would have to give up on what I consider to be more useful textures that may not look as convincing as real glass when used in that role, but are way more useful for imaginative structural work. But we shall see. With all that I've been working on, I've had to give better glass a miss until I can consider it's possibilities.
For the whole pig riding dealie, you could have some sort of powered saddle thing that takes control of the pig allowing you sit on it.
The carrot on a stick could be a kind of carrot-powered remote control thingy.
Dunno, just throwing out ideas.
Oh and the Prof looks like he's got really long hair and he's twirled it into an upwards spiral or something.
Thanks, mate.
Yeh! I should call him 'Professor Whippy', after the 'Mr Whippy' icecream type.
Lol! He might be insane, but he still like to visit the hair salon on a regular basis for his usual perm!
Short is fine with me ^.^ I just want to get a little peak into what im going to have in the near future.
...and that you shall certainly have.
I have to get both the vid and the update out before I start on the family Halloween decorations for my youngest. I also have business away for a few days coming up and it's of course half term hols/vacation here in the UK and I like to do a lot of cycling (and no, I don't ride a penny farthing!) with my wife...when the weathers ok (which is a joke at the moment) There's never a dull moment! Phew!
Interested to see what your going to do with these guys, they just don't look right with the 1.3 pack.
Apart from the Creeper, that looks pretty useful!
Yep! There are changes afoot there also for the update. And considering their extreme usefulness for decoration and placement, I think I will give them careful consideration for change and animation etc., but it will have to be after my update now.
The zombie texture is a little messed up but over all looks amazing! (P.S I did use MCPatcher and Optifine but the zombies had some missing pieces.)
I've had another quick look in my test world and they seem ok. One or two are supposed to be hovering machines though, but I didn't have the time to make an extensive investigation.
Glad you like the pack though.
*************************************
Just finishing off the 'wither_invul' version of the wither. This gives the impression the wither is firing up all engines, just before the big bang! Looks quite good, but you lot will have to be the judge of that.
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Can't hardly wait until you have this up and running for 1.4!
The Auld Grump
The Auld Grump
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Curse PremiumThanks for keeping me company you lot. I'm just sorry for the delay. It's a delicate balancing act to get what you want in finished and to have to leave stuff out because it's taking too long. I might have to disappoint on the robotic pig mount, as being one of those things that didn't quite make it. ...Hold on though...I didn't ever mention a pig mount...where did the robotic pig mount wish/dream come from?
In the meantime to appease you and thereby hopefully avoid a my lynching...here's my crazy animated 'Mad Professor' witch.
The Prof is based on an evil version of Dr. Brown from 'Back to the Future', with a crazy sprinkle of essence of Einstein. You now have a sinister Marsh dwelling Doctor Moreau, who is looking for anything on legs (even blocky legs) for his next experiment. Keep yer distance and watch out for his expertly thrown bottles of chloroform and other more obnoxious potions! He's also fluent in 'gibberish' and in his delusional state constantly talks to himself. Pic 1...mouth closed, pic two...mouth open:
Pic. 1
Pic. 2
In addition, here's the most up to date changelog for you to peruse:
V8 Changelog
Glimmar's Steampunk v8 for Minecraft v1.4.2>
If your machine will stand it, there is definitely even more reason to choose the x64 pack. Most of the new terrain textures included in this update have been made first at x64 scale and do look much finer in the x64 pack than the scaled down x32 versions. I'm still intending adding more x64 terrain blocks and items in the future, as time allows and as the fancy takes me...so keep checking in!
Most of the changes needed for the MC 1.4 Update have first been made at 64x scale. When they're all finished I will go back and where necessary downscale to 32x versions. This is only necessary for the 32x terrain.png sheet (but adds a lot of work to scale down all the ctm blocks to 32x ) as mostly everything else I'm adding to both versions of the pack will be at 64x scale (eg. gui's mobs, villagers, paintings, particles and items, etc):
All new 'pack.png' file for the MC texture pack selection menu.
Fixed the garbled font spacing that seems to happen to my large letter font everytime MC and MC Patcher are updated.
Have decided for the sake of my sanity to upscale all new item textures to x64 in both my 32 and x64 pack. As time allows I will go back over the rest of the items and upscale. This also means all new custom_item animations will now only be at 64x scale. However, 32x custom_terrain animations will stay at that scale to better fit the rest of the terrain textures and existing x32 item animations will stay until upgraded. I'm truly sorry if this impacts adversely on your particular setup, but it's taking far too long to scale everything down satisfactorily and it's hampering my completing and upgrading other areas of the pack.
Whilst slowly upgrading all items to x64, I am also considering changing a number of items from an isometric angle to a more horizontal or vertical position. After playing around with the new picture frames, I've found isometric items to be less useful when used as decorative wall mounted jewellry and gold, etc. Whereas if items are more vertically/horizontally placed, they look more like inset precious stones, buttons, etc. useful as wall decorations for palaces and such, or as fake buttons and gadgets for labs and factories, etc.
Scaled the kz.png art file up to 1024x1024 in both the 64 and 32x packs to increase the resolution and detail of all the paintings over time. Like the items sheet this is to preserve my sanity. As far as I know, this should not adversely effect 32x users.
Added a new 64x64 animated painting of a rotating brass (or rusted iron) flywheel, fixed on a riveted cast iron plate.
Added a new 128x128 animated painting of a large flywheel assembly/steam engine. Quite a complicated little machine, which I might not get chance to completely finish. This occupies the new MC 1.4 painting slot.
Upscaled some of the existing paintings. Removed the banner and added a few new paintings. See if you can spot which ones.
Darkened the current x32 Iron Bar texture and upgraded to x64 version with more detailed rivets, etc.
Edited the 64x and 32x Emerald Block to remove some patterning.
Painstakingly edited the 32x animated emerald ore to remove two rows of pixels which created unwanted patterning. The result of simple scaling down from the 64x version. I'm seriously considering taking animation out of the ores and replacing with ctm variety instead. I'm interested to hear your opinions on this.
Painstakingly edited the 32x animated emerald ore to remove five pixels which created unwanted patterning. Again the result of simple scaling down from the 64x version.
All new basic Stone Bricks (normal, cracked and mossy). Lightened and brought more in line with Stone. First created at 64x scale then painstakingly reduced to 32x with careful editing.
Added many new random CTM Stone Brick textures:
## Stone Bricks
## Cracked Stone Bricks
## Mossy Stone Bricks
## as many variations as I can do before I update.
Added a new vertical CTM Chiseled Stone Brick (consisting of top middle and base sections ) which can be used for making classical stone columns of varying height and thickness. The 'slab' top part of the Chiseled Stone is made up of a randomly generated single stone slab.
Consisting of:
4 unique textures for the sides.
32 random stone slab textures for greater variety on the top and bottom of the column, which can also be used as floor slabs for greater variety when used with the Stone Bricks.
Using one of the grey wool blocks I've added a new Random CTM Carved 'Head' Stone consisting of:
3 Stone Heads (so far)
for greater variety on the top and bottom of the head design, ## random stone slab textures with faded arcane designs have been carved into the surface. These can also be used as floor slabs for greater variety when used with the Stone Bricks.
The Stone Heads are completely random, as are the designs on top and bottom and they represent the now vanished race of 'Inventors' who built the civilisation which resulted in all the rogue and benign mechanical wizardry in the texture pack. Although you can't determine what 'head' stone designs you will get when placed, they still provide a powerful tool for creating mysterious carvings in the landscape, central features on buildings or strange floor and ceiling designs. Using these and a little imagination, it will enable you to create many atmospheric ancient arcane mysteries in your builds, but you have to work within the limits of randomness. I'll add more if given the chance. And if they prove popular will continue thereafter to increase the range.
Added new official (meaning made by me) zombie (the old zombie kindly created by Vondell way back at the beginning, is now zombie10 and activated by MC Patcher's Randommobs option). The new zombie is based on a broken, 'turned rogue' villager automaton, just to make life more difficult once again. I made need to change it though as I persued this idea for the zombie villager mob slot. See below.
Added a new Villager Golem (no.5). Similar to Golem4, but with the addition of a large animated flywheel on his back. Couldn't let the animated painting of the small flywheel go to waste, could I?
Added 2 new villagers. An 'Eastern European' farmer6 and a 'top hat and suited upper class gent' librarian4. Please remember the basis for my villagers is to create as many different types as might be found going about their business in a large steampunk metropolis. As there are only 5 basic types of villager mob, I slot each new villager I create into the most fitting category, also taking into account if a category has fewer villager designs, so that a good mix of villagers appear. I prefer it this way, than rigorously sticking to the Minecraft norm. It should also make it easier to design some intriguing adventures using the 'character' villagers I've created.
Added a new animated 'zombie villager'. This takes the form of an infected or 'turned' automaton villager, which has been 'infected' by a wild 'zombie' machine from the nether regions. You know when one of your servile automaton villagers has been infected...their pulsating brains glow green, their mechanical brass bodies tarnish with lack of care and maintainence, eyes also glow green and their mouths tend to hang open vainly attempting some form of communication. Then like the dangerous 'wild' machines, rogue automaton villagers seek to destroy their human masters. Only automaton villagers turn rogue and of course the human population dwindles through death or by flight to safety. When a rogue infected automaton is cured, then the human population increases again.
Added the new animated 'Mad Professor' (the new Witch mob). Based on an evil version of Dr. Brown from 'Back to the Future' with a crazy sprinkle of essence of Einstein. You now have a sinister Marsh dwelling Doctor Moreau, who is looking for anything on legs (even blocky legs) to experiment on. Watch out for his expertly thrown bottles of chloroform and other more obnoxious potions!
Changed the resolution of the Pumpkin Diving Helm pumpkinblur.png from 512x512 to 1024x1024 partly so that it matched my attempts at a 64x pack, but also so that I could squeeze some animation onto it. However, my attempts at animation failed, as MC patcher doesn't seem to animate things on that particular .png file. So unless MC Patcher makes it possible by the time of the offical MC 1.4 update, you're only going to see a new 'stationary' counter on the inside of the Diving Helm.
Added new cloth armor layers for dye purposes, which required more editing than I initially thought necessary. Took the opportunity to improve on the awful goggles I'd left in there. Not entirely sure how my 'blacksmith/adventurer' cloth armour will actually look in various colors...haven't had chance to try that out. With all the extensive MC and MC Patcher changes this time around, there really hasn't been time to work on improving the rest of the armor side of things either... sorry! It takes me a long time to remember where everything fits together in things like armor and mobs, especially when editing so many different parts of the pack in one go!
Edited the particles.png sheet in the following way:
- added a broken heart texture.
- added a postive sign texture in the form of a glowing riveted brass disc.
- added a Mr Angry Man face. Though I don't think this is currently being used.
- reduced the size of the water drops to a more realistic scale.
- reduced the size and thickness of the 'magic/potion' effect spirals. I was finding them too large and annoying when under the influence!
Added new 'picture frame' background to terrain.png sheet. This new feature of Minecraft 1.4 meant that my old Birch Wood Planks were not compatible as a Picture Frame texture, so decided to take the opportunity to make the following sweeping changes to all the wood plank blocks including higher res 64x versions:
Changed the Oak Wood Planks to a more natural lighter colour (still darker than most other texture packs to stay in keeping with the theme). Not a perfect job of upscaling, but a start none-the-less.
Changed the Spruce Wood Plank from square panels to dark rough-cut verticle boards based on the old birch wood plank texture. Then further changed inumerable times until I acheived true insanity and thus created what I think should be a very useful texture that works well with the oak wood block.
Changed the Birch Wood Plank from those weathered grey verticle boards closer to a birch color and made it into a square panel, making it ideal for the new picture frame texture and making it ambiguous enough that it can pass for a brass panel look or even a sandstone variant when used with sandstone blocks. Also introduced CTM features to make it possible to create many creative combinations.
Upscaled to 64x and changed the colour and detail of the Jungle Wood Planks.
Due to the change of Oak Wood Planks I edited the following:
Upscaled the detail somewhat and edited the tone and shading on my 'chemist drawer' bookshelves. I'm intending adding 'random' CTM features to this block at some stage, but work like that can be pretty time consuming to get right.
Replaced oak planks on the piston blocks and increased the detail of the brass 'suction' rings on the sticky pistons. Still needs more work upgrading things like the iron frames and rivets.
Added CTM 64x and 32x fence textures.
Added a new 64x and separate 32x plant pot texture. Another of those annoyingly difficult textures to get just right, because of the way Mojang uses the texture both inside and outside the pot, in particular how it wraps around the rim. If there's time, I may make some random ctm variations of the pot (not variations of color though, or you won't be able to use 'em for chimneys or other constructions which use multiple pots as part of their design), just simple emblems or decorations on the side.
Added the new Beacon block texture. Using an old alternative texture as semi-permanent stand-in for now for the x32. . I'm not liking the current rotating 'jerking' block inside the beacon, so I've opted for a solid design that can aslo be used as an alternative ornate 'lamp' light source. The colour and design also work perfectly well for the beam it emits, even though the texture I made is over a year old now! Then Mojang came and changed the design again! Have made a separate 64x version as I didn't like the change again, but it's growing on me now.
Added the all new Glimmar Beacon gui. Suitably animated too... as one would expect.
Added the new Beacon 'Beam' texture that matches the look and colour of my Beacon block. Currently not animated (if that's even possible, but Mojangs built in rotation works ok for now, though a little choppy. Mojang changed it a few times and I've had to redo the texture each time!
Added the new Nether Star as an animated globe containing an ever burning arcane star. Hopefully you will find it, like I have, of great use around your constructions when combined with the new picture frame.
Edited the 'Inventory' gui. Adding a smaller darker version of the potion effect symbols to better work with the new Beacon gui. Added one of the glowing lights from the Beacon gui to the 'potion effects' box.
Added all new Repair/Anvil gui. Gave me a good excuse to show off the controller block for those who only play on survival. having spent so much time on that animated block, it seemed a shame that it would be hidden away and only seen by those who play creative. I added the animated redstone crystal as a hint that something other than just basic materials are need to make intricate repairs, and also because it compliments the animated controller and the red-glowing renaming box. Again spent a fair bit of time on this and was mightily pleased to discover that Mojang had added a cool sound effect.
Added all new 'arrow' textures to the 'items' folder.
slightly altered the 32x 'arrow' item to match, but a 64x arrow item is on the way.
Added all new 32x 'Controller' block. Spent a ridiculous amount of time on animating this... which is amusing, considering that it won't be seen in survival. However, you'll get more use out of it as another brass 'gizmo' in creative mode. If/when Mojang sort the placement orientation out, then I will probably make sides different from front and back using CTM. Wasted even more time making a 64x Controller block which was taking even longer and not fitting in at all well with the existing style of the furnace, craftbench, etc. I might return to that again sometime, but trying to update two packs now with unique animations and ctm with everything that Mojang and MC Patcher is throwing into the mix, is nigh on impossible.
New Potato and Carrot Plant growth stage textures. Separate textures for both 32 and 64x. Sadly downscaling doesn't work and so a lot of time went into making individual plant stages work right for both scales. These things always take me ages to do.
Edited the Ploughed Dirt Block.
Edited the wheat growth stages a fair bit, but still intend to upgrade to 64x and add CTM random variation. Blends much better with the new ploughed dirt texture.
Edited the pumpkin and watermelon stems, but still only 32x.
All new 'Bat' mob.
I like bats ...we have them residing in our loft/attic/belfry and they sometimes get lost in the house. Incredibly acrobatic in flight and totally silent...well ours are only the size of your little finger) so my first variation is definately furry and cute. Best little mob so far in my opinion (I say that every time!) due to the fantastic behaviour Mojang have programmed in and because outside in the open air they even look like birds! And that adds a whole lot of life to a Minecraft scene.
Added the dye'able collar to the wolves. This is a temporary measure as I have another style of wolf design in mind which is less totally steam driven, but still allows for lots of variation.
Changed the chest area on 'wolf2', as that texture is now used for the new 32x Beacon block.
Due to lack of space on the terrain.png sheet, I've at last been forced to make new smaller 'Glimmar' signatures. End of an era ...Mojang finally cornered me!
New 'potato' item.
New 'baked potato'.
New 'poisonous potato'.
New 'carrot'.
New 'golden carrot'.
New 'carrot on a stick' item.
All new 64x 'fishing rod' textures.
New 'pumpkin pie' item.
New head decoration items: steve, skeleton, wither, creeper and zombie.
New 'blank map' item.
New 'filled in' map item.
New animated 'nether star' item.
New picture frame item.
There's probably a lot of other stuff I've forgotten to jot down here, and a lot of other stuff I'd do if I had more time... improving, animating, ctm'ing, building and vid'ing.
Please excuse any garbled spelling or errors of grammar. Constantly pouring over re-edit after re-edit of mobs and guis is driving me as insane as my mad professor...in fact my current appearance would not be too dissimilar...just swap potions out for alcoholic ginger beer and you'd have an exact photo-fit!
Mmm? I seem to recall reading a children's book with Gullinbursti in. I shall have to think on that. Though I was wanting to take domestic and other natural animals in a more, shall we say...'natural' direction, with possible various steampunk attachments.
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Curse PremiumHaha! I haven't yet had a chance to try out the carrot on a stick. Too many things to finish off to just have fun.
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Curse PremiumYep. Animated Beacon Nether Star is already incorporated into the wither and it's at least as good as I was hoping for.
I'm trying to steer away from wires and steal and veer more towards brass and pipes...or it begins to look a little too modern for the theme. Though with the leaning to a kind of 20's style of Beacon gui, I can't escape the fact that an arcane form of electricity does play it's part along with old copper wire. The old zombie mods, which were kindly donated using my textures, are just a little too modern (wiring-wise) for my liking and will be changed or phased out over time.
However, my take on steampunk is more of a broad view that incorporates many forms of retro-tech and not just religious adherence to brass cogs and steam. I think it then lends itself to more imaginative textures and ties in better with many aspects of Minecraft and it's plethora of technical mods.
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Curse Premium'Tis exactly as you describe. Have a look at classic pics of Einstein or almost any representation of a mad scientist. I needed to use the witch's hat to distinguish the 'Prof' from all the other villager mobs and the whole idea is exactly to create an image of disheveled craziness. As the prof is a recluse who lives in swamp areas, you could also liken him to Ben Gunn from 'Treasure Island', wild white hair and eyes. The only limit to creating that 'look' is what Mojang by necessity gives us to work with.
I've just had another idea though on how I can add to the illusion, but I'll save it for after the update...have to keep moving on...
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Curse PremiumHaha, thanks mate, and also for persuading your mates to use my pack.
Wither animation now nearly complete and looking very nice so far!
Oh and can i guess that the item in the frame of your witch picture (thing under the lever) is the nether star? Not sure ive seen the texture used before
I don't mean to sound like I'm demanding or picky or anything, I'm just curious. I find tons of good texture packs that I enjoy that would be so much better with more animation and connected textures. Even ores could be connected to not look repetitive.
But aside from that, this is indeed an awesome texture pack, I enjoyed it when I used it, which hasn't been for a while. Looking forward to the 1.4 update. Great work.
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Curse PremiumI don't mind you asking.
A vid is next on my list, as I'm quite excited to show things off. I've spent a ridiculous amount of time on animation, and pics obviously can't do that work justice. I don't intend spending a lot of time on it though. It will just be a whistle stop tour of all the new stuff, comprising short clips. Adding sound effects and atmospheric music will come later, as it can be pretty time consuming and I don't want to keep anyone waiting for an unreasonable amount of time.
Good guess on the animated nether star! Spot on, Sherlock!
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Curse PremiumYes...lots of ctm throughout already, and a great deal of new animations and new ctm for my next update coming soon. Just have a look back through the last few pages for some taster pics.
Sadly, I probably won't be supporting the better glass mod, at least initially. I would have to give up on what I consider to be more useful textures that may not look as convincing as real glass when used in that role, but are way more useful for imaginative structural work. But we shall see. With all that I've been working on, I've had to give better glass a miss until I can consider it's possibilities.
Thanks, mate.
Yeh! I should call him 'Professor Whippy', after the 'Mr Whippy' icecream type.
Lol! He might be insane, but he still like to visit the hair salon on a regular basis for his usual perm!
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Curse Premium...and that you shall certainly have.
I have to get both the vid and the update out before I start on the family Halloween decorations for my youngest. I also have business away for a few days coming up and it's of course half term hols/vacation here in the UK and I like to do a lot of cycling (and no, I don't ride a penny farthing!) with my wife...when the weathers ok (which is a joke at the moment) There's never a dull moment! Phew!
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Curse PremiumYep! There are changes afoot there also for the update. And considering their extreme usefulness for decoration and placement, I think I will give them careful consideration for change and animation etc., but it will have to be after my update now.
I've had another quick look in my test world and they seem ok. One or two are supposed to be hovering machines though, but I didn't have the time to make an extensive investigation.
Glad you like the pack though.
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Just finishing off the 'wither_invul' version of the wither. This gives the impression the wither is firing up all engines, just before the big bang! Looks quite good, but you lot will have to be the judge of that.