It sounds like it might have been added in 1.4, but I never did much trading with villagers before, so I don't know for sure (took me quite a few failed trades to even figure it out). But yeah, your trading gui has nothing where the crossed out arrow is, which gets put over the arrows to show a trade is no longer offered, even though it will stay in the list.
What makes this most unfortunate is that your arrows aren't in the same place, relative to the items, so making an overlay that looks good in both positions might take more work than it really deserves.
Aw! I hate it when they mess around with guis. Might not be much of a problem for other packs, but my heavily edited versions take an age to create. Will obviously need to add this to the list of stuff needing doin'. Flip, why did they have to change so many things this past update! ...just having a moan.
Anyways...many thanks for the speedy pic.
Gonna need to figure how to trigger that crossed out arrow to see how to tackle it. Mmmm?
Villagers stop offering a trade when it isn't the only one they're offering, and you complete it a certain random number of times (guaranteed after 13 of that specific trade). That part shouldn't be too hard to duplicate in creative. Something to remember while testing is that even though they'll stop offering a trade while you still have the interface open, you need to close and reopen it to get the 'X' to show up in the gui.
I think I might try out some kind of flip up stylised 'No-Sale' sign for the Trading gui. I'll bung in the 'X' for testing and see what it's position suggests.
In the mean time, here's a few preliminary pics of the new verticle CTM'd marble half slab block and extra marble 'frieze' blocks to peruse.
Please bear in mind that there are only 4 basic frieze block designs on show here at present, designed to randomly 'mesh' together either horizontally or vertically and in small or larger rectangle arrangements. I plan on having many more frieze block designs for true randomness.
Also note in the last pic that the second row of column samples is made up of a stack of new faced 'rune' stone blocks (again, more variety to be added). It was pleasing to see how well the basic stone block texture (the one found in the landscape, in case all this talk of different 'stones' is getting confusing) worked well with both chiseled stone and marble...as a kind of smooth granite/marble (third row sample column in the last pic)...great for sepulchers and monuments...for budding vampires or megalomaniacs!
The new marble half slab basic texture (just the smooth marble surface) took an age (an entire day infact!) to remove all tiling patterns for use over large wall surfaces.
The 'no sale' sign sounds like a good idea for those, and the new pics are looking good, like always. Can't wait to see these blocks in my Minecraft worlds.
The hum was there before I installed MAtmos. What's also weird is that the hum doesn't go away when you break the carts and the track. You have to quit out to the main menu for it to go away. At any rate, I need to find a new storage room solution.
Ended up turning the spot I had set aside for storage into a forge area
As you can see, I've replaced the iron texture with an alt version. I really liked the copper look of it. Sponges serve as grates for water and lava.
Been quite naughty in the past 12 hours and signed up for 'Planetside2' with my sons. Pretty awesome (to say the least!). Then I thought I better use a little of my time to check the posts.
I've seen more than a few people mention that game as a fun thing to do. I'll have to check it out. Too bad this is Thanksgiving weekend for us here in the states/colonies/however you wish to refer to this place and I'll be away from my main gaming computer for four days while I'm off doing the friends and family and feasting thing.
The 'no sale' sign sounds like a good idea for those, and the new pics are looking good, like always. Can't wait to see these blocks in my Minecraft worlds.
Manage to pressure a villager into revealing the 'x' and it's a little awkward where it's placed, and in two places, but it shouldn't be too much of a problem getting something to look like it's flipped up.
I need a video walk round to show how the stone and marble slab work well together.
The hum was there before I installed MAtmos. What's also weird is that the hum doesn't go away when you break the carts and the track. You have to quit out to the main menu for it to go away. At any rate, I need to find a new storage room solution.
Ended up turning the spot I had set aside for storage into a forge area
As you can see, I've replaced the iron texture with an alt version. I really liked the copper look of it. Sponges serve as grates for water and lava.
That's the same problem I've been experiencing...that of the rail cart sound continuing in a location even after leaving it.
Haha...I miss that rusty/copper box girder texture. My cauldron came from that texture so you should be able to combine them together in some interesting ways.
Oooh yeah.
The old stone slab was really bugging me.
Maybe for the next block to make CTM for (assuming you have any energy left), maybe you could do the stone? It doesn't have to be anything huge, maybe just some blocks have cracks or, rarely, pickaxe holes in them.
It's nice to have more pixels to play with, but one has to be careful about the nightmare of pixelation.
The stone block texture, like so much else, certainly needs attention, but as you know because of all the ores and animations it's a horrible prospect. I think it's also going to be pretty tricky adding in odd details to the stone, due to the various uses it gets put to. Mmm...A tricky one indeed. I do want to increase it's res, but still retain it's simplistic nature, which I find to be one of it's strengths.
I was beginning to think it wouldn't be possible to use much CTM with the old half block, but not using too much decoration top and bottom, allowed for it still to be used in an acceptable slab form for domes, pavements, capping etc. However, it's the effect of the frieze work that I find most exciting for all those grandiose building schemes I have in mind. And yes, I find classical decoration to be very much a part of the steampunk world...certainly part of a Georgian/Victorian/Edwardian world. Stone, marble and cast iron look wonderful together!
I've seen more than a few people mention that game as a fun thing to do. I'll have to check it out. Too bad this is Thanksgiving weekend for us here in the states/colonies/however you wish to refer to this place and I'll be away from my main gaming computer for four days while I'm off doing the friends and family and feasting thing.
It's going to be a great distraction, that's for sure! A bit graphically intensive, but massive armies and wonderfully imaginative locations. All the servers are pretty full now, and we're finding we're having to wait around in a queue for ages.
Haha! I see us as being more of a colony of the USA now, lol! Have some relaxing fun and feasting though. It won't be long before I get dragged into the whole Christmas festive season thing, which is a pain, but I secretly enjoy doing all the family thing, watching movies and trying to get everyone's gadgets to work!
Randomized columns are possible. If I get some time, I'll do a demo for you showing how you could add random chips and cracks to your columns.
Ho ho ho! (no not Christmas yet, sorry!) ...that sounds excellent, but no I haven't seen that, mainly because I've never really visited the CTM thread. I'm just kind of relying on what filters through and kahrs brief explanation. I knew there obviously was a thread, but just kind of simplistically assumed it was dead and taken over by kahr.
[edit] Ah! Sorry, just checked your link out and you mean the Texture Artist's Guide. Yes...I'm aware of the guide, which is excellent but, haven't checked in for a week or two. Must do so now.
Hah! I must have read past that post...and missed it. I kind of understand it, but the idea of 'renderpass' leaves me a little vacant of understanding, certainly with regard to ctm. As mentioned many times before, my digital art experience is very basic indeed. How I've mucked through until now, I have no idea!
Renderpass is similar in concept to layers in your image editor. Each higher numbered pass is drawn on top of the lowered number ones. This means you can do CTM connected textures on a higher pass with transparent parts that let a randomly textured lower layer show through.
Since it didn't take very long, I went ahead and did up something that (hopefully) should show what I mean. (Not at home so I can't actually test it. Crossing fingers and toes that it will work or that someone else can make it work.)
Modified Glimmarchiseledcolumn.png
Note the transparent spot for where the middle column texture normally goes.
This should allow the randomized texture from the row below to show through here.
This means that you will only see the random blemishes on columns that are three blocks or higher.
Put those in the ctm folder and remove the terrain213.properties file and, in theory, it should result in colums where roughly one in three of the column faces have some kind of crudely drawn blemish.
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Tis far better to be a witty fool than a foolish wit.
Renderpass is similar in concept to layers in your image editor. Each higher numbered pass is drawn on top of the lowered number ones. This means you can do CTM connected textures on a higher pass with transparent parts that let a randomly textured lower layer show through.
Since it didn't take very long, I went ahead and did up something that (hopefully) should show what I mean. (Not at home so I can't actually test it. Crossing fingers and toes that it will work or that someone else can make it work.)
Modified Glimmarchiseledcolumn.png
Note the transparent spot for where the middle column texture normally goes.
This should allow the randomized texture from the row below to show through here.
This means that you will only see the random blemishes on columns that are three blocks or higher.
Put those in the ctm folder and remove the terrain213.properties file and, in theory, it should result in colums where roughly one in three of the column faces have some kind of crudely drawn blemish.
When was renderPass added as a command? My mind must have reached overload when reading that part of kahr's instructions.
I'm just about grasping that concept...after taking ages to realize that the bottom layer of blocks are the ones that are randomly slotted into that gap. Is that right? If I've got that right, does that mean it's possible to have multiple renderPass commands if they're transparent, or does the top one just overlay and cancel those below?
It still blows my mind how complicated ctm is going to get in my pack, especially with my extremely dis-organised way of creating ctm .pngs
Would this renderPass method also work with the 4x4 ordered (arranged in rows of 16) block method? Also would it be conceivable to have animations randomly overlaying ctm'd blocks. Not that I would want to make my life any more complicated...no, honestly!
Lol! I'm pasting all these examples you give, mate, into my ctm scrapbook for reference, or I easily lose track.
I'm just about grasping that concept...after taking ages to realize that the bottom layer of blocks are the ones that are randomly slotted into that gap. Is that right? If I've got that right, does that mean it's possible to have multiple renderPass commands if they're transparent, or does the top one just overlay and cancel those below?
Yes, the bottom layers are randomly slotted into the gap. I've made it home and here is a shot of what I pasted looks like in the game:
You can have multiple layers but I'm not entirely sure what level of transparency they each support and what effects are possible. While you can't directly randomize animations, you could do something like have one animated texture with a bunch of dials on it and then a randomized overlay that only allows some of the dials to show through in each tile. Or perhaps a general purpose mess of gears and cogs with a metallic 'damaged' overlay with holes in various random locations revealing the moving devices under the surface.
I think I had better stop there or I'm going to get in trouble with your wife.
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Tis far better to be a witty fool than a foolish wit.
As promised, here's the new version of my attempt at making an Enhanced Portals support. This time, only the grates are recolored. Looks much better, if you ask me.
I still kinda don't like the white one, but meh. When I tried to make it different, it ended up being too similar to the light grey one. Maybe I'll figure something out later. Now to start messing with the Audiotori stuff again
Yes, the bottom layers are randomly slotted into the gap. I've made it home and here is a shot of what I pasted looks like in the game:
You can have multiple layers but I'm not entirely sure what level of transparency they each support and what effects are possible. While you can't directly randomize animations, you could do something like have one animated texture with a bunch of dials on it and then a randomized overlay that only allows some of the dials to show through in each tile. Or perhaps a general purpose mess of gears and cogs with a metallic 'damaged' overlay with holes in various random locations revealing the moving devices under the surface.
I think I had better stop there or I'm going to get in trouble with your wife.
Hey! Someone's been graffiti'ing my pillars...!!
Wow! the mist must be lifting from my tired old brain...I was half expecting you to say I had it all wrong!
It certainly opens up all sorts of possibilities, but this old Minecraft is getting so multi-layered even now, I can't imagine how complex everything is going to become when this promised mod api arrives...there's way too much to handle already.
Lol! I'm permanently in trouble with my wife with regard to Minecraft, but it's all just too fascinating...I feel like the fly in bugs life, just before it gets fizzled..."it's so beautiful...bzzzz...bang!
during this new verison of the update of steampunk i notice that when you log in to the world all the grassblock have misplace textures on them like lave fire and the nethier on it will there be an update on steampunk that fix's this problem but other then that is great
during this new verison of the update of steampunk i notice that when you log in to the world all the grassblock have misplace textures on them like lave fire and the nethier on it will there be an update on steampunk that fix's this problem but other then that is great
As Deepblue says, it's not a problem with the texture pack.
Although you may have used MC Patcher or Optifine when you first used the texture pack, every time Minecraft is updated...even minor updates, you have to download and run the latest version of MC Patcher or Optifine. It's a routine that users of HD packs have got used to and it's easy to forget that new users might not be aware of updates wiping the fixes that the patchers made.
You'll soon get in the swing of updating and patching. Best of luck and have fun and glad you like my pack!
Which is why I suggested minor things like cracks and pickaxe holes just to break it up a bit.
This way you don't have to change the stone block itself or the ores.
No I understand the random element, but what I was trying to explain was that because the stone gets used for many other things in it's rather plain form, it will be difficult to add in random elements simply because it's so plain. I'm finding that random elements on plain runs of texture can actually add pattern rather than helping to break it up. Hence why I'll have to be very careful in what I eventually do. eg. If you look at the way I used the stone in one of the column samples in my last lot of pics, any random cracks or features that might look ok in the wild, might not look so good when building and vice versa.
I am definitely going to be experimenting and increasing the res and I think the way I might go to introduce a little more variety will have to involve the use of masks that I can drop over existing ore textures, including the animations. Whichever way I look at it there's a lot of work involved and then there's the 64x grass and plants...Oh boy! Let me just get my zimmer frame, I'm goin' all woozy!
Experimentation is the key, but until I get stuck in to it I'm anticipating all sorts of probs that might not actually turn out to be so bad.
*********************************************
I just spent what free time I had today fixing the 'no sale' problem on the 'trading' gui. So at least that's done, though it was a little trickier than I thought to come up with something that felt right.
Wow holy bananas guys! The new changes over the past year or so are pretty huge. Haven't been on here in quite some time. Finally getting around to picking up a copy of the full retail release, since I learned recently that my son is into Minecraft, and he lives like 5 hours away, so it will be a nice way for us to bond any day of the week.
In Vernian Process news, we have a new track out that we released a few months back. I'll have to ask the band about providing a free link here for you guys. But in the meantime feel free to pick up a copy for like 99 cents or whatever we're selling it for at Bandcamp. http://shop.vernianprocess.com/track/new-horizons-dirigible-days-theme
It's the theme music for the webseries Dirigible Days. We're currently working on around 40 songs at once, so expect something later next year!
Cheers, and glad to see this pack has gotten so popular!
Now about a quarter of the way through the envelope of the airship, with plans made for the engines.
I am thinking about leaving the top open - so that if zeds or skellies spawn inside the daylight has a chance of killing them. Plus, that frees up about 200 wool....
Spent a lot of time getting wool, brought my herd of sheep up to forty.
Got back to my mortuary, only to discover that I had built it too close to town - the building is now infested with villagers.... About eight of them, two of them still children. And discovered an ocelot in what used to be my hen house. No chickens left, feathers and raw chicken everywhere....
Interested in how you design your engine, AuldGrump. Working on a steam-boat (well, using a beacon because fire and wood don't play well together) and I was having trouble deciding on how I was going to make the engine and propellers. Settled on a design, but I'm interested in seeing some others.
Wow holy bananas guys! The new changes over the past year or so are pretty huge. Haven't been on here in quite some time. Finally getting around to picking up a copy of the full retail release, since I learned recently that my son is into Minecraft, and he lives like 5 hours away, so it will be a nice way for us to bond any day of the week.
In Vernian Process news, we have a new track out that we released a few months back. I'll have to ask the band about providing a free link here for you guys. But in the meantime feel free to pick up a copy for like 99 cents or whatever we're selling it for at Bandcamp. http://shop.vernianprocess.com/track/new-horizons-dirigible-days-theme
It's the theme music for the webseries Dirigible Days. We're currently working on around 40 songs at once, so expect something later next year!
Cheers, and glad to see this pack has gotten so popular!
Howdy, Josh. It's good to hear from you.
I can't imagine there are many kids left in the western world who don't own a copy of Minecraft! Lol! My son hates me because I only play on 'creative' at the mo' and he won't help me build in my supposed epic city. SO we grumble at each other when the subject of Minecraft comes up.
Love the new music and I've been watching the Dirigible Days vids... they're really well acted and produced, and with Vernian Process behind them with music I expect it to become enormously popular. I've also been looking at all the Vernian Process vids and they're most definitely excellent!
Well, if you can persuade your son to build with you, and more to the point build something steampunk and epic, then you're doin' better than I...lol! If you do build something with this pack, I hope you'll show us a pic or more.
I look forward to checking out all the new songs you're working on...sounds like the band is keeping very busy. Good stuff indeed!
Now about a quarter of the way through the envelope of the airship, with plans made for the engines.
I am thinking about leaving the top open - so that if zeds or skellies spawn inside the daylight has a chance of killing them. Plus, that frees up about 200 wool....
Spent a lot of time getting wool, brought my herd of sheep up to forty.
Got back to my mortuary, only to discover that I had built it too close to town - the building is now infested with villagers.... About eight of them, two of them still children. And discovered an ocelot in what used to be my hen house. No chickens left, feathers and raw chicken everywhere....
The Auld Grump
..pesky villagers, eh? What?! Although ...some of my more unusual 'medical' villagers might not look out of place around a morgue/mortuary...perhaps a bit sinister though. Lol!
Do flamin' mobs not set wool alight? Just wondering if it might not be dangerous for your airship.
Interested in how you design your engine, AuldGrump. Working on a steam-boat (well, using a beacon because fire and wood don't play well together) and I was having trouble deciding on how I was going to make the engine and propellers. Settled on a design, but I'm interested in seeing some others.
If the More Paintings mod got updated or merged with MC Patcher or Optifine, I could work on animating some convincing engines and some larger propeller paintings...might help with those dirigibles or steamboats.
I've always wanted to make a few steamers and tugboats for my dock, so I'll be interested in seeing any pics of what you come up with. If I get time to do something I'll of course show it off here, especially if something comes of the More Paintings side of things.
If the More Paintings mod was something I could depend on as being updated along with MC Patcher every MC update, then I'd love to work on animating all sorts of things, from steam vents and valves, flickering gauges and dials, pumps and pistons, cogs, wheels, propellers, moving chains, valve arrangements (if these were placed over glowstone blocks the effect could be quite good), etc, etc. and any and all appropriate suggestions.
I'd be grateful if anyone could drop a post to the guys at MC Patcher and Optifine asking for More Paintings to be incorporated. That is of course if you think it would be useful to include...obviously I'm assuming it would be possible to animate More Paintings too.
What, may I ask, is the iron thing in the middle? Is it the burner (if it's a kind of hot air balloon) or boiler/steam engine for powering the props? There's a nice balance and sense of proportion to the whole thing.
Thanks for sharing.
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Curse PremiumAw! I hate it when they mess around with guis. Might not be much of a problem for other packs, but my heavily edited versions take an age to create. Will obviously need to add this to the list of stuff needing doin'. Flip, why did they have to change so many things this past update! ...just having a moan.
Anyways...many thanks for the speedy pic.
Gonna need to figure how to trigger that crossed out arrow to see how to tackle it. Mmmm?
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Curse PremiumIn the mean time, here's a few preliminary pics of the new verticle CTM'd marble half slab block and extra marble 'frieze' blocks to peruse.
Please bear in mind that there are only 4 basic frieze block designs on show here at present, designed to randomly 'mesh' together either horizontally or vertically and in small or larger rectangle arrangements. I plan on having many more frieze block designs for true randomness.
Also note in the last pic that the second row of column samples is made up of a stack of new faced 'rune' stone blocks (again, more variety to be added). It was pleasing to see how well the basic stone block texture (the one found in the landscape, in case all this talk of different 'stones' is getting confusing) worked well with both chiseled stone and marble...as a kind of smooth granite/marble (third row sample column in the last pic)...great for sepulchers and monuments...for budding vampires or megalomaniacs!
The new marble half slab basic texture (just the smooth marble surface) took an age (an entire day infact!) to remove all tiling patterns for use over large wall surfaces.
Ended up turning the spot I had set aside for storage into a forge area
As you can see, I've replaced the iron texture with an alt version. I really liked the copper look of it. Sponges serve as grates for water and lava.
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Curse PremiumI've seen more than a few people mention that game as a fun thing to do. I'll have to check it out. Too bad this is Thanksgiving weekend for us here in the states/colonies/however you wish to refer to this place and I'll be away from my main gaming computer for four days while I'm off doing the friends and family and feasting thing.
Oooh Me like.
That reminds me, did you happen to catch this post in the thread about CTM stuff?
http://www.minecraftforum.net/topic/1414510-a-texture-artists-guide-to-mcpatchers-features/page__st__140#entry18857857
Randomized columns are possible. If I get some time, I'll do a demo for you showing how you could add random chips and cracks to your columns.
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Curse PremiumManage to pressure a villager into revealing the 'x' and it's a little awkward where it's placed, and in two places, but it shouldn't be too much of a problem getting something to look like it's flipped up.
I need a video walk round to show how the stone and marble slab work well together.
That's the same problem I've been experiencing...that of the rail cart sound continuing in a location even after leaving it.
Haha...I miss that rusty/copper box girder texture. My cauldron came from that texture so you should be able to combine them together in some interesting ways.
It's nice to have more pixels to play with, but one has to be careful about the nightmare of pixelation.
The stone block texture, like so much else, certainly needs attention, but as you know because of all the ores and animations it's a horrible prospect.
I was beginning to think it wouldn't be possible to use much CTM with the old half block, but not using too much decoration top and bottom, allowed for it still to be used in an acceptable slab form for domes, pavements, capping etc. However, it's the effect of the frieze work that I find most exciting for all those grandiose building schemes I have in mind. And yes, I find classical decoration to be very much a part of the steampunk world...certainly part of a Georgian/Victorian/Edwardian world. Stone, marble and cast iron look wonderful together!
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Curse PremiumIt's going to be a great distraction, that's for sure! A bit graphically intensive, but massive armies and wonderfully imaginative locations. All the servers are pretty full now, and we're finding we're having to wait around in a queue for ages.
Haha! I see us as being more of a colony of the USA now, lol! Have some relaxing fun and feasting though. It won't be long before I get dragged into the whole Christmas festive season thing, which is a pain, but I secretly enjoy doing all the family thing, watching movies and trying to get everyone's gadgets to work!
Ho ho ho! (no not Christmas yet, sorry!) ...that sounds excellent, but no I haven't seen that, mainly because I've never really visited the CTM thread. I'm just kind of relying on what filters through and kahrs brief explanation. I knew there obviously was a thread, but just kind of simplistically assumed it was dead and taken over by kahr.
[edit] Ah! Sorry, just checked your link out and you mean the Texture Artist's Guide. Yes...I'm aware of the guide, which is excellent but, haven't checked in for a week or two. Must do so now.
Hah! I must have read past that post...and missed it. I kind of understand it, but the idea of 'renderpass' leaves me a little vacant of understanding, certainly with regard to ctm. As mentioned many times before, my digital art experience is very basic indeed. How I've mucked through until now, I have no idea!
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Curse PremiumSince it didn't take very long, I went ahead and did up something that (hopefully) should show what I mean. (Not at home so I can't actually test it. Crossing fingers and toes that it will work or that someone else can make it work.)
Modified Glimmarchiseledcolumn.png
Note the transparent spot for where the middle column texture normally goes.
This should allow the randomized texture from the row below to show through here.
This means that you will only see the random blemishes on columns that are three blocks or higher.
block98a.properties
block98b.properties
Put those in the ctm folder and remove the terrain213.properties file and, in theory, it should result in colums where roughly one in three of the column faces have some kind of crudely drawn blemish.
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Curse PremiumWhen was renderPass added as a command? My mind must have reached overload when reading that part of kahr's instructions.
I'm just about grasping that concept...after taking ages to realize that the bottom layer of blocks are the ones that are randomly slotted into that gap. Is that right? If I've got that right, does that mean it's possible to have multiple renderPass commands if they're transparent, or does the top one just overlay and cancel those below?
It still blows my mind how complicated ctm is going to get in my pack, especially with my extremely dis-organised way of creating ctm .pngs
Would this renderPass method also work with the 4x4 ordered (arranged in rows of 16) block method? Also would it be conceivable to have animations randomly overlaying ctm'd blocks. Not that I would want to make my life any more complicated...no, honestly!
Lol! I'm pasting all these examples you give, mate, into my ctm scrapbook for reference, or I easily lose track.
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Curse PremiumYes, the bottom layers are randomly slotted into the gap. I've made it home and here is a shot of what I pasted looks like in the game:
You can have multiple layers but I'm not entirely sure what level of transparency they each support and what effects are possible. While you can't directly randomize animations, you could do something like have one animated texture with a bunch of dials on it and then a randomized overlay that only allows some of the dials to show through in each tile. Or perhaps a general purpose mess of gears and cogs with a metallic 'damaged' overlay with holes in various random locations revealing the moving devices under the surface.
I think I had better stop there or I'm going to get in trouble with your wife.
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Curse PremiumLooking very good.
Hey! Someone's been graffiti'ing my pillars...!!
Wow! the mist must be lifting from my tired old brain...I was half expecting you to say I had it all wrong!
It certainly opens up all sorts of possibilities, but this old Minecraft is getting so multi-layered even now, I can't imagine how complex everything is going to become when this promised mod api arrives...there's way too much to handle already.
Lol! I'm permanently in trouble with my wife with regard to Minecraft, but it's all just too fascinating...I feel like the fly in bugs life, just before it gets fizzled..."it's so beautiful...bzzzz...bang!
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Curse PremiumAs Deepblue says, it's not a problem with the texture pack.
Although you may have used MC Patcher or Optifine when you first used the texture pack, every time Minecraft is updated...even minor updates, you have to download and run the latest version of MC Patcher or Optifine. It's a routine that users of HD packs have got used to and it's easy to forget that new users might not be aware of updates wiping the fixes that the patchers made.
You'll soon get in the swing of updating and patching. Best of luck and have fun and glad you like my pack!
No I understand the random element, but what I was trying to explain was that because the stone gets used for many other things in it's rather plain form, it will be difficult to add in random elements simply because it's so plain. I'm finding that random elements on plain runs of texture can actually add pattern rather than helping to break it up. Hence why I'll have to be very careful in what I eventually do. eg. If you look at the way I used the stone in one of the column samples in my last lot of pics, any random cracks or features that might look ok in the wild, might not look so good when building and vice versa.
I am definitely going to be experimenting and increasing the res and I think the way I might go to introduce a little more variety will have to involve the use of masks that I can drop over existing ore textures, including the animations. Whichever way I look at it there's a lot of work involved and then there's the 64x grass and plants...Oh boy! Let me just get my zimmer frame, I'm goin' all woozy!
Experimentation is the key, but until I get stuck in to it I'm anticipating all sorts of probs that might not actually turn out to be so bad.
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I just spent what free time I had today fixing the 'no sale' problem on the 'trading' gui. So at least that's done, though it was a little trickier than I thought to come up with something that felt right.
In Vernian Process news, we have a new track out that we released a few months back. I'll have to ask the band about providing a free link here for you guys. But in the meantime feel free to pick up a copy for like 99 cents or whatever we're selling it for at Bandcamp.
http://shop.vernianprocess.com/track/new-horizons-dirigible-days-theme
It's the theme music for the webseries Dirigible Days. We're currently working on around 40 songs at once, so expect something later next year!
Cheers, and glad to see this pack has gotten so popular!
I am thinking about leaving the top open - so that if zeds or skellies spawn inside the daylight has a chance of killing them. Plus, that frees up about 200 wool....
Spent a lot of time getting wool, brought my herd of sheep up to forty.
Got back to my mortuary, only to discover that I had built it too close to town - the building is now infested with villagers.... About eight of them, two of them still children. And discovered an ocelot in what used to be my hen house. No chickens left, feathers and raw chicken everywhere....
The Auld Grump
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Curse PremiumHowdy, Josh. It's good to hear from you.
I can't imagine there are many kids left in the western world who don't own a copy of Minecraft! Lol! My son hates me because I only play on 'creative' at the mo' and he won't help me build in my supposed epic city. SO we grumble at each other when the subject of Minecraft comes up.
Love the new music and I've been watching the Dirigible Days vids... they're really well acted and produced, and with Vernian Process behind them with music I expect it to become enormously popular. I've also been looking at all the Vernian Process vids and they're most definitely excellent!
Well, if you can persuade your son to build with you, and more to the point build something steampunk and epic, then you're doin' better than I...lol!
I look forward to checking out all the new songs you're working on...sounds like the band is keeping very busy. Good stuff indeed!
..pesky villagers, eh? What?! Although ...some of my more unusual 'medical' villagers might not look out of place around a morgue/mortuary...perhaps a bit sinister though. Lol!
Do flamin' mobs not set wool alight? Just wondering if it might not be dangerous for your airship.
I expect a full report if it goes up in flames!
If the More Paintings mod got updated or merged with MC Patcher or Optifine, I could work on animating some convincing engines and some larger propeller paintings...might help with those dirigibles or steamboats.
I've always wanted to make a few steamers and tugboats for my dock, so I'll be interested in seeing any pics of what you come up with. If I get time to do something I'll of course show it off here, especially if something comes of the More Paintings side of things.
If the More Paintings mod was something I could depend on as being updated along with MC Patcher every MC update, then I'd love to work on animating all sorts of things, from steam vents and valves, flickering gauges and dials, pumps and pistons, cogs, wheels, propellers, moving chains, valve arrangements (if these were placed over glowstone blocks the effect could be quite good), etc, etc. and any and all appropriate suggestions.
I'd be grateful if anyone could drop a post to the guys at MC Patcher and Optifine asking for More Paintings to be incorporated. That is of course if you think it would be useful to include...obviously I'm assuming it would be possible to animate More Paintings too.
How is it?
http://ziggyundead.deviantart.com/#/d5lzr47
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Curse PremiumLovely job!
What, may I ask, is the iron thing in the middle? Is it the burner (if it's a kind of hot air balloon) or boiler/steam engine for powering the props? There's a nice balance and sense of proportion to the whole thing.
Thanks for sharing.