I've a fair few mods already mostly or partly covered for the Technic mod pack by ksheep and other users (mostly using my textures). This is in my OP on the first page called 'Mods Supported by Glimmar's Steampunk'. I believe Feed the Beast is somewhat similar to Technic/Tekkit, so my advice is check out what's there and see what fits.
I have trouble just maintaining and improving (to 64x) the base texture pack, so sadly I don't get time to play with many mods...let alone specifically texture for them, so I'm gratefully reliant on ksheep's expertise in this area. He mentioned he'd just moved over to using Feed The Beast in preference to Tekkit. He might be able to help you soon.
Mkay, I understand, I do know a bit of how long it can take to make really high-quality stuff like this juuuust right...
And cool that the mod texture maker is planning on switching over to FtB. :3
Also, yes I did see that mod area you have. It does have most of the major mods, but not all, a few of which I use a lot... Not too much of a gamebreaker, but still.
Yeah, I haven't been able to do much myself as of late, but there are others that have also been working on retexturing mods. I haven't heard in from a few of them in a while, so I'm not sure where they stand on their respective projects, but I hope to upload an updated mod pack soon. Probably mid-December (still have finals to slog through first). Hopefully we will see some new work by then.
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I've been working on mod support for Glimmar's Pack for FTB for the past couple of weeks. Shouldn't take too much longer.
Btw Glimmar, The mod support pack that's already available in the OP violates your rules against stealing textures from other packs. There are John Smith and NB textures throughout the pack.
I've been working on mod support for Glimmar's Pack for FTB for the past couple of weeks. Shouldn't take too much longer.
Btw Glimmar, The mod support pack that's already available in the OP violates your rules against stealing textures from other packs. There are John Smith and NB textures throughout the pack.
Are there? Where? If you could let me know which retextures are from JohnSmith and NB, I'll try to remove them from the next release of the mod pack. It would also be helpful if you could provide evidence (as I don't have time to personally check every TP out there and compare it with what is submitted), but if you could let me know which sheets are at fault, I will try to look into it. A few people who had submitted textures did say that some of the sheets were a conglomeration, and while I tried to replace non-original and/or non-Glimmar textures, it is possible that I let put the wrong sheet in the pack. It is also possible that a sheet was submitted without noting that there were non-Glimmar textures involved, and I added them in without double checking
EDIT: Also, for Nashulee, a number of the mods do have at least partial support as is, just look in the Mod support section of the OP. More work obviously needs to be done, and unfortunately Glimmar doesn't have the time to work on mod textures. However, if you are willing to help, we could always use more people working on mod retextures.
I've been working on mod support for Glimmar's Pack for FTB for the past couple of weeks. Shouldn't take too much longer.
Sounds wonderful! I look forward to seeing it.
Could you liaise with ksheep at some point so that he knows whats covered. Unless of course you've done the whole lot! In any event, I would still like it included in the mod support section, under ksheep's more experienced modding eye, and for continuities sake, as per the conditions for using my textures.
Btw Glimmar, The mod support pack that's already available in the OP violates your rules against stealing textures from other packs. There are John Smith and NB textures throughout the pack.
Are there? Where? If you could let me know which retextures are from JohnSmith and NB, I'll try to remove them from the next release of the mod pack. It would also be helpful if you could provide evidence (as I don't have time to personally check every TP out there and compare it with what is submitted), but if you could let me know which sheets are at fault, I will try to look into it. A few people who had submitted textures did say that some of the sheets were a conglomeration, and while I tried to replace non-original and/or non-Glimmar textures, it is possible that I let put the wrong sheet in the pack. It is also possible that a sheet was submitted without noting that there were non-Glimmar textures involved, and I added them in without double checking
I think I need to add in a much stronger rule regarding how mod support textures are submitted, sheep, because it's incredibly time consuming for you to have to wheedle out every texture that isn't either mine, based on mine or original (which is fine for personal use of course, but not when publicly available for download). Especially when you've got finals coming up.
I need to make it very clear that any textures belonging to any other texture artist (even if re-edited) must be taken out before submission...I'm not even sure if it's acceptable to include the modder's vanilla textures as place holders...so that may need looking into. It's simply a question of trust, as anyone submitting something must know if they've acquired the texture from elsewhere and not from me or themselves. I'd know any texture that was derived from mine, but even I would be hard pressed to tell if something else was original or not, as I don't spend much time using other packs, though like anyone, I'm pretty familiar with John Smith's style.
I will go ahead and put a warning at the start of the Mod Support Section, sheep, but just let me know if you want me to change anything else until you get a chance to look at it, even taking the link down if you think it's necessary.
[edit]
This is what I've edited in the 'Mod Support Section':
Conditions for Submitting Mod Textures:
1. Please do not use work from any other texture pack, any work submitted must only contain either your own original work and/or my own textures (found within this thread), modified/unmodified as you feel necessary to fit the mod.
2. Please remove any textures belonging to other artists before submitting your mod support .png file/s for ksheeps perusal. With the best will in the world, either ksheep or myself cannot be expected to be familiar with all your sources for the textures you submit, and what might be fine for personal use is not legal for us to redistribute. Even if it was, it is a matter of principal and originality that we don't use work from other texture packs. We don't want work belonging to others slipping through and causing problems down the line. If you're not sure were something came from...then leave it out...better to be safe than sorry!
3. So long as you first upload your mod texture support here for ksheep to include in this section, I am credited for any textures used and a link is provided back to my thread here for the duration of your mod texture support pack availability (by way of a 'readme doc' in the download and clear credit and link in your post/ thread), you are free to upload the textures for the mod you support in the relevent mod threads. I would consider such action as supporting this pack and also the mod in question.
Incredible scale, asikar, wow! I also like the tremendous attention to detail in the way you've thought out the placement of everything. Please tell this wasn't constructed in survival, or I might weep at the idea of the effort in acquiring so much material.
I'd love to see some night time shots and also shots of another kind. It would be amazing to see those guns firing broadside simultaneously, but I'm not sure if that would even be possible or if your comp was up to the task. We can always imagine that and also the vision of it slowly maneuvering away from the cranes and picking up speed.
Awesome work, mate, and many thanks for sharing.
ps. I'm looking forward to seeing how this dock progresses, because I already love what you did with the cranes.
Heh, I half believe that half of the reason that I play Survival mode is as an excuse for why my builds aren't bigger....
The villagers living in my mortuary came do a darkly ironic end - I went a mining, cranking the difficulty back up to Hard.
When I came back in the wee hours of the morning I found that the doors were scattered on the ground, and there were pieces of Rotting Meat everywhere. The zombies had broken in and slaughtered everyone....
About halfway through the envelope - after I finish the main envelope I will need to do the fore and aft tapers.
Had an incident with an Enderman moving into the passenger lounge. I treated him like I might treat a roommate that I owed money to, not meeting his eyes, scurrying past him in the companionways. Two days later he left.
Heh, I half believe that half of the reason that I play Survival mode is as an excuse for why my builds aren't bigger....
The villagers living in my mortuary came do a darkly ironic end - I went a mining, cranking the difficulty back up to Hard.
When I came back in the wee hours of the morning I found that the doors were scattered on the ground, and there were pieces of Rotting Meat everywhere. The zombies had broken in and slaughtered everyone....
About halfway through the envelope - after I finish the main envelope I will need to do the fore and aft tapers.
Had an incident with an Enderman moving into the passenger lounge. I treated him like I might treat a roommate that I owed money to, not meeting his eyes, scurrying past him in the companionways. Two days later he left.
The Auld Grump
Epic tale of woe down at the mortuary!
Don't knock the design of your airship, AuldGrump. This is one of my favourites so far...and you want to know why? Simple use of colour in the fabric...at long last.
I'm wanting to start on an airship myself now after seeing that...pity I'm trying to concentrate on expanding the old part of my city...hence all the stone and marble stuff I'm playing with. Airships make great things to goggle at in the sky. Such enormous size hanging there as if by magic...like a kind of aerial whale. We need these things in the real world again for sure...pure magic!
I think this must be one of the first airships I can remember for a long time that employs a bit of colour in a traditional way. This is what I had in mind when designing the current type of 'weathered' wool. The great thing about employing rings of colour like that is that it accentuates the curve of the balloon, and the use of red white and blue gives a First World War European 'empire' feel...it also helps it look like it's stitched fabric rather than riveted metal panels.
I'll enjoy seeing other views of that as you near completion.
Don't you just hate it when an Enderman moves in! Your description was very funny.
Could you liaise with ksheep at some point so that he knows whats covered. Unless of course you've done the whole lot! In any event, I would still like it included in the mod support section, under ksheep's more experienced modding eye, and for continuities sake, as per the conditions for using my textures.
I've been attempting to do the whole lot. I've almost completed all of Thermal Expansion, MystCraft, ExtraBiomes, ComputerCraft, Gregtech, and RailCraft. I've also added in the missing parts for IC2 and corrected the problems with BuildCraft2 texture not matching BuildCraft3, while adding textures for the new blocks and pipes.
I've done some small work on Factorization. But since i'm unfamiliar with the mod, i'll leave that until last, when I know which block has which texture on it.
I have yet to do any GUI windows, so hopefully you'll handle that ksheep.
As for the non-glimmar textures: The majority are in the items files, mainly for IC2. Where all the ingots, coal dust, coal balls and metal dusts are all from the NB pack. Easily identifiable by their almost-photorealistic appearance and how they don't match the original glimmar ingots. I've already replaced them in my version and i'll post the finished work once i've made sure I haven't missed any items.
I've been attempting to do the whole lot. I've almost completed all of Thermal Expansion, MystCraft, ExtraBiomes, ComputerCraft, Gregtech, and RailCraft. I've also added in the missing parts for IC2 and corrected the problems with BuildCraft2 texture not matching BuildCraft3, while adding textures for the new blocks and pipes.
I've done some small work on Factorization. But since i'm unfamiliar with the mod, i'll leave that until last, when I know which block has which texture on it.
I have yet to do any GUI windows, so hopefully you'll handle that ksheep.
Sounds great, can't wait to see what you've done.
As for the non-glimmar textures: The majority are in the items files, mainly for IC2. Where all the ingots, coal dust, coal balls and metal dusts are all from the NB pack. Easily identifiable by their almost-photorealistic appearance and how they don't match the original glimmar ingots. I've already replaced them in my version and i'll post the finished work once i've made sure I haven't missed any items.
Ah, yes, I see what you mean. On CuZnDragon's version of the IC2 stuff? I should be able to replace those with vanilla at some point. Also, I was curious about StringBurka's IC2 items sheet: Are the paintbrushes there taken from another pack? I'm not sure if they are original work by Burka or if they were borrowed from somewhere else, but they don't quite fit the style of the main pack.
Looking good! Can't wait to see what the rest of your work looks like.
Absolutely! Looks great to me too. Well done, VermillionTwilight, that's a great contribution indeed...and many thanks.
I am so intrigued to try out something like Feed the Beast. I got as far as downloading the installer, then held off because I didn't want to complicate my recent ctm edits just yet. I'd be mighty grateful if you two could let me know when a good stable version is ready for use. I guess if I wait into December FTB might be a lot more complete and I might have a little free time for a play...before Mojang go and muck everything up with the new api...that is if it comes in January 2013.
Absolutely! Looks great to me too. Well done, VermillionTwilight, that's a great contribution indeed...and many thanks.
I am so intrigued to try out something like Feed the Beast. I got as far as downloading the installer, then held off because I didn't want to complicate my recent ctm edits just yet. I'd be mighty grateful if you two could let me know when a good stable version is ready for use. I guess if I wait into December FTB might be a lot more complete and I might have a little free time for a play...before Mojang go and muck everything up with the new api...that is if it comes in January 2013.
A nice thing about Tekkit and Feed the Beast is that they do not touch your original install of Minecraft. They make completely new installs that run out of a separate folder, so you shouldn't have to worry about it messing with MCPatcher. However, while Tekkit/Technic comes with Optifine pre-installed, Feed the Beast does not, meaning you'd have to install that separately, and MCPatcher (due to it's nature) doesn't place nicely with either modpack. However, if you did want to take a short break from texturing and see what all we've been rambling about, you should feel safe in knowing that it won't affect your main version of Minecraft.
A nice thing about Tekkit and Feed the Beast is that they do not touch your original install of Minecraft. They make completely new installs that run out of a separate folder, so you shouldn't have to worry about it messing with MCPatcher. However, while Tekkit/Technic comes with Optifine pre-installed, Feed the Beast does not, meaning you'd have to install that separately, and MCPatcher (due to it's nature) doesn't place nicely with either modpack. However, if you did want to take a short break from texturing and see what all we've been rambling about, you should feel safe in knowing that it won't affect your main version of Minecraft.
That's answered my main misgiving about the process. When running the FTB installer it seemed to give the impression it was a completely separate installation, which is what I was hoping for. Shame about MCPatcher and that Optifine doesn't come as part of FTB. There's never something that's quite perfect for all! Is it a case of best use Optifine for FTB then, and if so, is that after installing FTB?
Would it be possible to run the current version of Technic, even though I've only got MC 1.4.5, or does it require me initially to have the correct version of MC...surely Technik/tekkit and FTB don't come with MC bundled, do they? I'm guessing it's a bit like MC Patcher does in that it saves off the original MC...or is it something different altogether?
You know this might repair the rift betwixt me and my son! FTB being the common ground on which to build and satisfy both our ways of playing the game.
That's answered my main misgiving about the process. When running the FTB installer it seemed to give the impression it was a completely separate installation, which is what I was hoping for. Shame about MCPatcher and that Optifine doesn't come as part of FTB. There's never something that's quite perfect for all! Is it a case of best use Optifine for FTB then, and if so, is that after installing FTB?
Would it be possible to run the current version of Technic, even though I've only got MC 1.4.5, or does it require me initially to have the correct version of MC...surely Technik/tekkit and FTB don't come with MC bundled, do they? I'm guessing it's a bit like MC Patcher does in that it saves off the original MC...or is it something different altogether?
You know this might repair the rift betwixt me and my son! FTB being the common ground on which to build and satisfy both our ways of playing the game.
For Technic/Tekkit (Technic being single player only, Tekkit allowing for Multiplayer), it comes bundled with the correct version of Minecraft. So while it does use version 1.2.5, you don't have to worry about having it pre-installed. It'll download it from the Mojang servers, I believe (which is why it requires the MC login to get to in the first place).
As for installing Optifine, I believe you can easily add mods via the launch menu, although I'm not entirely sure (I haven't tried myself, haven't had enough free time to look too closely at FtB). If this isn't the case, it would probably be no harder than dropping the appropriate mod files into the folder for FtB, which if I recall correctly, is named such wherever you end up installing it. Just follow the normal Optifine installation instructions, but in the FtB folder instead of the normal Minecraft folder.
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You can add Optifine to FTB a lot easier than adding anything to Tekkit. And yes, you can do it with the launcher.
Just click "Edit Mod Pack" and select the "Jar Mods" tab and click Add Mod, find optifine and you're done. (Note: Uses the latest version of optifine)
Tekkit is too far behind well... everything else. FTB has all the Tekkit mods (latest versions) and more. I'm sure Glim would drool over RailCraft's Steam Boilers, Turbines and Steam Engines.
FTB has most of the same things that Tekkit has. There are a few that aren't in yet (RedPower and Equivalent Exchange) because they aren't quite updated yet, and others that won't be updated (Energy Converters) because they are too overpowered compared to the rest. But all in all, FTB seems to be superior, if only because it's more up-to-date and has more cohesion to it, not to mention permission and help from the mod creators.
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Mkay, I understand, I do know a bit of how long it can take to make really high-quality stuff like this juuuust right...
And cool that the mod texture maker is planning on switching over to FtB. :3
Also, yes I did see that mod area you have. It does have most of the major mods, but not all, a few of which I use a lot... Not too much of a gamebreaker, but still.
Btw Glimmar, The mod support pack that's already available in the OP violates your rules against stealing textures from other packs. There are John Smith and NB textures throughout the pack.
Are there? Where? If you could let me know which retextures are from JohnSmith and NB, I'll try to remove them from the next release of the mod pack. It would also be helpful if you could provide evidence (as I don't have time to personally check every TP out there and compare it with what is submitted), but if you could let me know which sheets are at fault, I will try to look into it. A few people who had submitted textures did say that some of the sheets were a conglomeration, and while I tried to replace non-original and/or non-Glimmar textures, it is possible that I let put the wrong sheet in the pack. It is also possible that a sheet was submitted without noting that there were non-Glimmar textures involved, and I added them in without double checking
EDIT: Also, for Nashulee, a number of the mods do have at least partial support as is, just look in the Mod support section of the OP. More work obviously needs to be done, and unfortunately Glimmar doesn't have the time to work on mod textures. However, if you are willing to help, we could always use more people working on mod retextures.
Might want to scroll up.
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Curse PremiumSounds wonderful! I look forward to seeing it.
Could you liaise with ksheep at some point so that he knows whats covered. Unless of course you've done the whole lot! In any event, I would still like it included in the mod support section, under ksheep's more experienced modding eye, and for continuities sake, as per the conditions for using my textures.
I think I need to add in a much stronger rule regarding how mod support textures are submitted, sheep, because it's incredibly time consuming for you to have to wheedle out every texture that isn't either mine, based on mine or original (which is fine for personal use of course, but not when publicly available for download). Especially when you've got finals coming up.
I need to make it very clear that any textures belonging to any other texture artist (even if re-edited) must be taken out before submission...I'm not even sure if it's acceptable to include the modder's vanilla textures as place holders...so that may need looking into. It's simply a question of trust, as anyone submitting something must know if they've acquired the texture from elsewhere and not from me or themselves. I'd know any texture that was derived from mine, but even I would be hard pressed to tell if something else was original or not, as I don't spend much time using other packs, though like anyone, I'm pretty familiar with John Smith's style.
I will go ahead and put a warning at the start of the Mod Support Section, sheep, but just let me know if you want me to change anything else until you get a chance to look at it, even taking the link down if you think it's necessary.
[edit]
This is what I've edited in the 'Mod Support Section':
Conditions for Submitting Mod Textures:
1. Please do not use work from any other texture pack, any work submitted must only contain either your own original work and/or my own textures (found within this thread), modified/unmodified as you feel necessary to fit the mod.
2. Please remove any textures belonging to other artists before submitting your mod support .png file/s for ksheeps perusal. With the best will in the world, either ksheep or myself cannot be expected to be familiar with all your sources for the textures you submit, and what might be fine for personal use is not legal for us to redistribute. Even if it was, it is a matter of principal and originality that we don't use work from other texture packs. We don't want work belonging to others slipping through and causing problems down the line. If you're not sure were something came from...then leave it out...better to be safe than sorry!
3. So long as you first upload your mod texture support here for ksheep to include in this section, I am credited for any textures used and a link is provided back to my thread here for the duration of your mod texture support pack availability (by way of a 'readme doc' in the download and clear credit and link in your post/ thread), you are free to upload the textures for the mod you support in the relevent mod threads. I would consider such action as supporting this pack and also the mod in question.
The villagers living in my mortuary came do a darkly ironic end - I went a mining, cranking the difficulty back up to Hard.
When I came back in the wee hours of the morning I found that the doors were scattered on the ground, and there were pieces of Rotting Meat everywhere.
Work continues on the Airship -
Minecraft Airship WiP by YeAuldGrump, on Flickr
Minecraft Airship WiP by YeAuldGrump, on Flickr
About halfway through the envelope - after I finish the main envelope I will need to do the fore and aft tapers.
Had an incident with an Enderman moving into the passenger lounge. I treated him like I might treat a roommate that I owed money to, not meeting his eyes, scurrying past him in the companionways. Two days later he left.
The Auld Grump
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Curse PremiumEpic tale of woe down at the mortuary!
Don't knock the design of your airship, AuldGrump. This is one of my favourites so far...and you want to know why? Simple use of colour in the fabric...at long last.
I'm wanting to start on an airship myself now after seeing that...pity I'm trying to concentrate on expanding the old part of my city...hence all the stone and marble stuff I'm playing with. Airships make great things to goggle at in the sky. Such enormous size hanging there as if by magic...like a kind of aerial whale. We need these things in the real world again for sure...pure magic!
I think this must be one of the first airships I can remember for a long time that employs a bit of colour in a traditional way. This is what I had in mind when designing the current type of 'weathered' wool. The great thing about employing rings of colour like that is that it accentuates the curve of the balloon, and the use of red white and blue gives a First World War European 'empire' feel...it also helps it look like it's stitched fabric rather than riveted metal panels.
I'll enjoy seeing other views of that as you near completion.
Don't you just hate it when an Enderman moves in! Your description was very funny.
I've been attempting to do the whole lot. I've almost completed all of Thermal Expansion, MystCraft, ExtraBiomes, ComputerCraft, Gregtech, and RailCraft. I've also added in the missing parts for IC2 and corrected the problems with BuildCraft2 texture not matching BuildCraft3, while adding textures for the new blocks and pipes.
I've done some small work on Factorization. But since i'm unfamiliar with the mod, i'll leave that until last, when I know which block has which texture on it.
I have yet to do any GUI windows, so hopefully you'll handle that ksheep.
As for the non-glimmar textures: The majority are in the items files, mainly for IC2. Where all the ingots, coal dust, coal balls and metal dusts are all from the NB pack. Easily identifiable by their almost-photorealistic appearance and how they don't match the original glimmar ingots. I've already replaced them in my version and i'll post the finished work once i've made sure I haven't missed any items.
Sounds great, can't wait to see what you've done.
Ah, yes, I see what you mean. On CuZnDragon's version of the IC2 stuff? I should be able to replace those with vanilla at some point. Also, I was curious about StringBurka's IC2 items sheet: Are the paintbrushes there taken from another pack? I'm not sure if they are original work by Burka or if they were borrowed from somewhere else, but they don't quite fit the style of the main pack.
Thermal Expansion: Thermal Expansion/gfx/block_textures.png
Computer Craft: dan200/computer/client/terrain.png
Extrabiomes/Extrabiomes.png
These ones are all 100% complete... I think.
Looking good! Can't wait to see what the rest of your work looks like.
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Curse PremiumAbsolutely! Looks great to me too.
I am so intrigued to try out something like Feed the Beast. I got as far as downloading the installer, then held off because I didn't want to complicate my recent ctm edits just yet. I'd be mighty grateful if you two could let me know when a good stable version is ready for use. I guess if I wait into December FTB might be a lot more complete and I might have a little free time for a play...before Mojang go and muck everything up with the new api...that is if it comes in January 2013.
Thanking you, Charcoal1, glad you like. There's much to add and improve upon, but it's hanging in there still.
A nice thing about Tekkit and Feed the Beast is that they do not touch your original install of Minecraft. They make completely new installs that run out of a separate folder, so you shouldn't have to worry about it messing with MCPatcher. However, while Tekkit/Technic comes with Optifine pre-installed, Feed the Beast does not, meaning you'd have to install that separately, and MCPatcher (due to it's nature) doesn't place nicely with either modpack. However, if you did want to take a short break from texturing and see what all we've been rambling about, you should feel safe in knowing that it won't affect your main version of Minecraft.
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Curse PremiumThat's answered my main misgiving about the process. When running the FTB installer it seemed to give the impression it was a completely separate installation, which is what I was hoping for. Shame about MCPatcher and that Optifine doesn't come as part of FTB. There's never something that's quite perfect for all!
Would it be possible to run the current version of Technic, even though I've only got MC 1.4.5, or does it require me initially to have the correct version of MC...surely Technik/tekkit and FTB don't come with MC bundled, do they? I'm guessing it's a bit like MC Patcher does in that it saves off the original MC...or is it something different altogether?
You know this might repair the rift betwixt me and my son!
For Technic/Tekkit (Technic being single player only, Tekkit allowing for Multiplayer), it comes bundled with the correct version of Minecraft. So while it does use version 1.2.5, you don't have to worry about having it pre-installed. It'll download it from the Mojang servers, I believe (which is why it requires the MC login to get to in the first place).
As for installing Optifine, I believe you can easily add mods via the launch menu, although I'm not entirely sure (I haven't tried myself, haven't had enough free time to look too closely at FtB). If this isn't the case, it would probably be no harder than dropping the appropriate mod files into the folder for FtB, which if I recall correctly, is named such wherever you end up installing it. Just follow the normal Optifine installation instructions, but in the FtB folder instead of the normal Minecraft folder.
Just click "Edit Mod Pack" and select the "Jar Mods" tab and click Add Mod, find optifine and you're done. (Note: Uses the latest version of optifine)
Tekkit is too far behind well... everything else. FTB has all the Tekkit mods (latest versions) and more. I'm sure Glim would drool over RailCraft's Steam Boilers, Turbines and Steam Engines.