Hey vermillion was wondering if you can update TE for the new ore/ingots he added had to take out that portion of the TP cuz i was having wholes in my world becuz of the non updated ores. Please and very much appreiciated.
Hey vermillion was wondering if you can update TE for the new ore/ingots he added had to take out that portion of the TP cuz i was having wholes in my world becuz of the non updated ores. Please and very much appreiciated.
No can do.
I have no clue what each item/block is. From what I can see from there's only 1 new ore texture, hardly "holes in your world" and a few ingots and dusts, which I have no clue what they are.
EDIT:
Okay, it's a rush job, but it should work and not look too bad. I can't test it myself though and the coloration was done matching the default. Whether or not the actual ore/ingot/dust coloration is accurate in the original is another matter. I'll probably fix it up later when I have a clue what i'm texturing.
Just replace the old ones in the pack.
thermalexpansion/gfx/block_textures.png
I just wanna say damn vermillion and for another THANK YOU setting up right now.Been playing with the new textures you uploaded verm and they r looking great!
Managed a little time in front of the PC the past few days, so thought you might like to know my GS 1.4.6 update is nearly done, just finishing off animation on a new HD pumpkin helm/lantern. A new movie needs to be compiled showing new stuff and then I'll upload. Check out some of the changes below:
Glimmar's Steampunk v10 Working Changelog for Minecraft v1.4.6
Added a brand new 64x 'adaptable' pumpkin block. Adaptable in the sense that it should appeal to those who liked my original 'lamp-like' version (but now 64x, animated and greater detail) and (with easy user modification) those who like a more natural pumpkin for horticultural purposes (with a traditional scary candle lit head). Both versions will still work with my old and treasured (to me at least) 'pumpkinblur.png' diving helm hud when worn. Using a combination of ctm, (at ksheep's suggestion...thanks sheep!) and animation (my own idea!). For those wanting the animated lamp-like pumpkin...then you don't need to do anything. If you want the natural coppery pumpkin with scary face, then you simply delete the animated pumpkin '.png' files and drop in some necessary ctm .properties files (instructions in the readme in the 'alternate natural pumpkin' folder in the 'alternative textures' folder in the pack). Couldn't be simpler...I hope!
Edited the CTM carved 'Stone Heads' and 'Rune Stone Slabs' back in with help from The_Fool76. Now using a command line instruction 'give <yourname> 5 1 4' you can award yourself a new wood block, which when placed will magically appear as my random ctm 'Head Stone' block with random carved rune top and bottom slabs. Refined all the stone heads to better fit together and blend with other stone blocks.
Added 4 new carved stone head designs.
Following on from this I added another type of carved stone block intended to be used as carved stone freezes, kind of like Mayan stones, but for use in all those secret sect temples you know you want to build! At present it's just 8 slightly edited carved rune stones, but the intention is to replace these with designs more suitable for exotic carved machines and figures. To award yourself one of these Carved symbol blocks, type the command line instruction: 'give <yourname> 5 1 5. Like above it will appear as another oak block in the menu. To avoid confusion with an ordinary oak block, I just renamed it on the anvil to something meaningful like 'Mayan Stone' and MC 1.4.6 conveniently labels it in the inventory. Best used in 'creative' mode.
Added 6 new 'marble freize' blocks. These are based on classical carvings such as those found on Trajan's Column, but designed in such a way as to work as larger friezes vertically and horizontally when stacked. Meaning the random designs mesh as well as I can make them when placed side by side or stacked one on top of another. To award yourself one of these marble 'frieze' blocks, type the command line instruction: 'give <yourname> 5 1 6. Like above it will appear as another oak block in the menu. To avoid confusion with an ordinary oak block, I just renamed it on the anvil to something meaningful like 'Frieze Stone' and again MC 1.4.6 conveniently labels it in the inventory. As above, best used in 'creative' mode.
All new Half Slab Stone block. I've made it a lot more smoothly marble-like and vertically ctm'd it for use as another column type (see pics on p.492). Works well when combined with the chiseled stone column block or as a decorative border on buildings or capping stone for walls, etc. It also works perfectly well for large domed buildings or as flooring.
Added 10 new random ctm 'mosaic' blocks. Based loosely on a kind of Byzantium style of glittering gold mosaic pieces. These are an early stage attempt and will be changed as I'm not happy with the present design. They are included simply because I can't be bothered to remove them from my working GS pack until I have a replacement. My objective is to create something similar to the marble 'frieze' block. A block that produces pleasing random designs when placed in large arrangements, so the design has to be able to flow naturally together at the edges like the gold mosaic pieces already do to some extent, or be completely individual fragments (poorly represented in my first attempt), connected by some repeating design. So still much work to do here. To award yourself one of these Byzantine 'mosaic' blocks, type the command line instruction: 'give <yourname> 5 1 7. Like above, it will appear as another oak block in the menu, so to avoid confusion with an ordinary oak block, just rename it on the anvil to something meaningful like 'Byzantine Mosaic'. Best used in 'creative' mode.
If you'd rather use all the new extra stone, marble and mosaic textures on other blocks, like wool, then I've left the ctm'd Light Grey Wool 'Head Stone' 'drop in pack' in the 'alternative textures' folder in the pack, called 'CTM Random Carved Stone Heads'. You can use this as an example of how to rename the appropriate .png file and it's accompanying '.properties' file. Alternatively check out the info for using ctm in the MC Patcher thread OP.
Refined the ctm chiseled stone columns and removed the separating lines of shading to make them more solid and continuous both horizontally and vertically. I've found this makes it much more useful as long lintels for bridging openings like windows and doors and as continuous decoration in many situations.
Again, with help from The_Fool76, made my new ctm'd Spruce Plank half block work as intended with iron 'bands' correctly placed along the top and bottom sides.
Added my little 'Glimmar's Machine Co.' tag to the Diving Helm 'pumpkinblur.png' file.
Added another villager 'smith4'. A poor automaton who seems to have lost his head. He's wandering around with his bits and pieces (sounds painfull!) in a brass box, trying to find his way to the repair station!
Added a new 64x terrain glass texture. Allowing me of course to add more detail, whilst being careful not to create more pixelation than necessary. To pre-empt anyone asking, at this stage I am not interested in implementing the 'betterglass' feature of MC Patcher, as I much prefer the wider use to which I can put my glass design for structure and creative architecture, whilst still being perfectly adequate as decoratively framed glass.
Added 8 random oak plank ctm textures. Just very subtle tiny differences.
Fixed the old 'minecart' wheels. Didn't realize that Mojang had vertically swapped one of the wheel sets round, so not sure just how long one side has been upside down. I didn't get chance to upgrade the cart to a 64x version, but I fully intend to do so if given the chance.
Fixed all the zombie mobs to the new larger format, so there shouldn't be a problem with Optifine, etc.
Added a brand new 64x size pig mob. Just one design for now, but I hope to have a good variety based on this one breed. I'm not overly fond of lots of different pig breeds in the same scene. I didn't want to be silly and stick a monocle on a pig and say it's steampunk and neither did I want to stylize it when my pack attempts to be realistic within it's theme. It also had to be an off-fleshy colour, so that I could base my new pigzombiemen off it, so again it will look similar to any other domesticated porker. I spent a lot of time trying to get the limbs and head to flow naturally into each other, rather than just looking like tacked together cuboids.
Added 15 brand new pigzombies, or pigmen, as I like to think of them. These all adhere to the new larger .png format Mojang introduced in 1.4.x. I'm sticking to one breed, based loosely on the new pig mob created for this update, but with many types, expressions and accessories. 15 is a reasonable number to start with I think, but I have a template now from which I can fairly easily add more. Like the new pig mob, I spent a lot of time trying to get the limbs and head to flow naturally into each other, within the constraints of Minecraft cuboid form of course.
Pigzombie 15 is an edited version of Baldurran's armoured pigzombie. I upgraded it to fit my new pigmen design.
Fixed the trading gui. There was no way of knowing, before the fix, if you reached a point in trading where the villager would not trade any more of a particular item. In vanilla this was represented by an 'X'. I've re-edited the gui to allow for two red antique 'no sale' signs to drop down when the villager cannot trade. It was a fiddly job in the end, with various parts needing to be moved around...including the animated flickering valve!
Added new firework particles and re-edited the old arrow trail and damage particles.
Added new antique 'Firework Rocket' item. Might make another more overtly steampunky version out of brass or copper.
Added 'Firework Star' item. A gunpowder ball with glittery coloured star fragments.
Added new 'spellbook' item.
Will be editing out a lot of pics and text from my OP to try and speed the page loading up. A lot of the pics are old and the recent vids I've made more than adequately give a flavour of the pack as a whole.
********************************************
Not sure how much time we have before everything goes belly up with the MC 1.5 update. I'm guessing there will be many needed changes to the format of the pack with respect to all textures being individual files and also how MC Patcher and Optifine will work with a Minecraft that has HD capabilities already built in.
This is my FAVORITE texture pack! Please make more like this and I will make a youtube video with top 5 with this one on top if you continue making more texture packs! I'm going to recommend it to all my friends!
I hope you enjoyed your vacation over the holidays as well.
Im liking that huge list of additions! Im probably most excited about those new glass, pumpkin, and half slab textures. The pumpkins and half slabs looked really good in the picture previews and I would like a finer looking glass texture. However, I would reallylike to use those new stone textures but at the same time not use all my wool for it. This really has nothing to do with you though, more mojang's side. After all you only have so many blocks to use for your amazing artwork.
Can't wait to see all those new textures, as always.
Updating to the 1.5 format should be pretty simple, Dinnerbone even provided a tool to update your packs for you: https://twitter.com/Dinnerbone/statuses/281796115647561728
The biggest hiccup I can see is if MCPatcher makes you change all the little .properties files, but I don't expect that to happen.
This is my FAVORITE texture pack! Please make more like this and I will make a youtube video with top 5 with this one on top if you continue making more texture packs! I'm going to recommend it to all my friends!
I appreciate your offering to recommend the pack to your friends, but 'one' texture pack is more than I can handle...but very glad you like the pack, AMCMaster.
I hope you enjoyed your vacation over the holidays as well.
Im liking that huge list of additions! Im probably most excited about those new glass, pumpkin, and half slab textures. The pumpkins and half slabs looked really good in the picture previews and I would like a finer looking glass texture. However, I would reallylike to use those new stone textures but at the same time not use all my wool for it. This really has nothing to do with you though, more mojang's side. After all you only have so many blocks to use for your amazing artwork.
Can't wait to see all those new textures, as always.
Updating to the 1.5 format should be pretty simple, Dinnerbone even provided a tool to update your packs for you: https://twitter.com/...796115647561728
The biggest hiccup I can see is if MCPatcher makes you change all the little .properties files, but I don't expect that to happen.
Many thanks, Jester, Demi-Person. Hope your festive season went ok for you and hope the new stuff doesn't disappoint, especially as most of those 'extra' terrain blocks are only 64x at present, as explained below. The_Fool76 mentioned Dinnerbone's tool and I just checked your link out. Hope it does work ok. Yes, the current HD Patchers with all the ctm, animated stuff and extras might well be the cause of headaches, particularly as I'm not very organised with my ctm and anim files.
Here's a little addendum to my MC 1.4.6 GS v10 Working Changelog:
Added 16 random ctm standard foliage textures for those using 'fast' graphics settings. Didn't realise just how bland the standard single textured foliage was until I tried to get rid of the awful new 3d items. Don't know about anyone else, but the 3d items definately don't work for me! In my humble opinion it makes items look 'less' 3d, damages the look and feel of items in picture frames and spoils the illusion of depth completely when they're dropped on the ground. Who wants to be reminded that items are really just 2-dimensional by sticking a pixelated edge on everything?!
Added 4 random ctm jungle foliage textures for those using 'fast' graphics.
I should have mentioned that most of the above 1.4.6 edits I've made have been to both 32x and 64x packs, including the above random ctm foliage for 'fast' video settings. However the extra ctm terrain textures, like the new stone columns, heads, marble, mosaic, etc. and new 64x animated pumpkin/lantern are not as yet in the 32x pack (the 64x animated pumpkin for obvious reasons). I only had time to work on the 64x and only ported such textures as items, gui changes, mobs, etc to the x32 pack because they required no extra work. I will of course try to downscale all the extra ctm textures, but as I only play with my 64x pack and my time and energy is so limited, that scale is where my 'blurred' focus currently lies. The 32x pack is still up-to-date and perfectly compatible with MC 1.4.6.
Don't know about anyone else, but the 3d items definately don't work for me! In my humble opinion it makes items look 'less' 3d dmages the look and feel of items in picture frames and spoils the illusion of depth completely when dropped on the ground. Who wants to be reminded that items are really just 2-dimensional by sticking a pixelated edge on everything!!
Really? That actually is the first thing Ive heard against the new 3D items. Personally I thought that they added more 3D than before, but I never did think about items being 2D before that feature was introduced. Each to their own I guess. I do appreciate those new fast textures btw.
Really? That actually is the first thing Ive heard against the new 3D items. Personally I thought that they added more 3D than before, but I never did think about items being 2D before that feature was introduced. Each to their own I guess. I do appreciate those new fast textures btw.
Well, if you think about it, the items are 2d icons, made in most cases with the illusion of 3d built in, especially for those objects represented in an isometric fashion (as has been the case for hundreds of years with many paintings where perspective has been used).
Before 1.4.6, in game, these item icons always traditionally faced towards the player, thus preserving the illusion of 3d that each artist had striven for. Once you make the items 'pseudo' 3d, simply by sticking an edge on it, then allowed them to rotate so the player now sees the edge, then what has been achieved? You've replaced an adequate illusion of a 3d object (with up and down motion), for that of a whizzo new rotating motion with a pixelated edge, that constantly reminds you that the item is really only a 2d icon...and any illusion of 3d has been well and truly destroyed.
I've no doubt that the new 3d icons work really well for vanilla 16 pixel scale. In that respect it would add to the charm of simple pixelated graphics, but IMHO it definately works against realistic higher res texture items. Still, it made me look at the 'fast' setting in video options, and nothing before 1.4.6 ever made me do that!
It would be nice to have the option to turn 3d items off, without having to lose transparency on all my foliage. Haven't checked yet, but perhaps MC Patcher or Optifine has an option to change back... 'twould be nice.
To me, the items have always looked 2D either way.
Whether default or hi-res textures.
I guess because changes don't bother me in the slightest.
Don't get me wrong I love change, but not all change is good. However, everything is most definitely in the eye of the beholder, and we all see things in an individual way...nothing wrong with that. This is just me, from an artistic (but not the high-fallutin' kind of 'artistic') rather than a game-playing perspective, saying what I personally don't like about the new spinny items, so I'm sure it won't effect anyone else.
Personally, I just don't see that making something spin and giving it a 1, 2...however many pixels of thickness makes it 3d or better than what we had before. The only 3d you've added is the texture-less, jaggedy edge and further hammered the point home that it's a 2d item by showing the edge off. Before 1.4.6 items sometimes looked quite real (in a limited Minecraft way)... eggs had the illusion of roundedness, potion bottles looked like they had depth, bobbing up and down in their funny way, but after 1.4.6 they are all flat representations of their former illusory trickery.
Just ignore me and my strange view of the world...most people do!
While I personally like the new 3D items, and think they make the items look more 3D (especially when there is more than 1 item in view, because why would they all be facing you?), I am also all for individual quality selectors like Optifine has, which would let you disable it. I mean, sure, if you sit and stare at them, they might slightly undermine some item textures, but for more incidental viewings they have a certain thickness the 2D items don't, which I think makes them feel more real (plus the previously mentioned issue with all my items staring at me).
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More mod support from me. At this rate i'll end up replacing all the original mod support...
This time it's for the new RedPower 2 mod 1.4 prerelease. Chances are there'll be more stuff in the future, but for now these'll work and should be compatible with any older versions (Though I think the silver and tin ingot placements got switched around, but i'm not sure... Eloraam might just've weirdly colored silver and tin.).
Lots of original content from me in these. Ran out of stuff to take apart from glimmar's items/textures mainly.
eloraam/world/world1.png
eloraam/world/worlditems1.png
eloraam/compat/compat1.png (New RedPower-BuildCraft compatible Bluelectric Engine)
eloraam/base/items1.png
eloraam/control/control1.png
eloraam/control/displaygui.png
eloraam/lighting/lighting1.png
I'll be doing the Machines next, then Wiring and finally Logic.
Or... I'll give up and do some other textures and get back to them later. Like I did with forestry support, lol.
I suppose it's to make it consistent with the held item you have since both exist physically while the one in the menu is just an icon. The choice does make sense when I think of it like that. You have the item looking one way and having it looking the same way when you drop it.
and, hey, I'm not saying you hate change at all
I was just saying that since changes to Minecraft don't bother me at all, I probably hadn't really noticed the 3D illusion you mentioned with the 2D items.
Lol! I agree with you about the consistency of held and dropped items, but the pixelly edge is killing my eyes, especially when it gets applied to items with shadows at the edges. It's just me going crazy!
This looks great but I would like the blocks to fit in with the other items, if you don't understand the icon for cobblestone sort of fits a little better with the icon for a diamond sword. But anyway this great work! Well done
Not sure I'm following you there, ieu99, but glad you seem to like most of the pack.
While I personally like the new 3D items, and think they make the items look more 3D (especially when there is more than 1 item in view, because why would they all be facing you?), I am also all for individual quality selectors like Optifine has, which would let you disable it. I mean, sure, if you sit and stare at them, they might slightly undermine some item textures, but for more incidental viewings they have a certain thickness the 2D items don't, which I think makes them feel more real (plus the previously mentioned issue with all my items staring at me).
More mod support from me. At this rate i'll end up replacing all the original mod support...
This time it's for the new RedPower 2 mod 1.4 prerelease. Chances are there'll be more stuff in the future, but for now these'll work and should be compatible with any older versions (Though I think the silver and tin ingot placements got switched around, but i'm not sure... Eloraam might just've weirdly colored silver and tin.).
Lots of original content from me in these. Ran out of stuff to take apart from glimmar's items/textures mainly.
eloraam/world/world1.png
eloraam/world/worlditems1.png
eloraam/compat/compat1.png (New RedPower-BuildCraft compatible Bluelectric Engine)
eloraam/base/items1.png
eloraam/control/control1.png
eloraam/control/displaygui.png
eloraam/lighting/lighting1.png
I'll be doing the Machines next, then Wiring and finally Logic.
Or... I'll give up and do some other textures and get back to them later. Like I did with forestry support, lol.
There's no stopping you, Vermillion! Just hope ksheep has time to compile everything for a FTB GS pack sometime.
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Sort of finished things on the 1.4.6 update, so will now try to upload a series of short movies to show things off while I test things out. I will try to keep them brief and fancy free, so's you're not waiting around too long, but I'm away with the start of offspring returning to college and uni, therefore may experience some delays. Also I'm switching ISPs soon, so if I suddenly vanish for a time, it means the switch over got mangled.
This is really an awesome texture pack, especially the menus are beautiful! What's bugging me a bit is that everything is mechanic, though. Mechanic Eggs? Mechanic cakes? Hey, I wanted to eat that thing, y'know...
Just personal taste, though, not "it sucks" - not even "I hate it", cause when I saw it the first time, it made me laugh quite a bit!
Many thanks, Rupee. Glad you like the pack and especially the guis. I put a lot of effort into trying to make them fit the theme of the pack.
I take your point about the eggs and the cake, etc. Many of those things are now quite old, and come from a time when we had far fewer accessories and blocks to play around with. In those days (and I show my Minecraft age when saying that!) I was more concerned with making as many things mechanical for use as extra 'props' for creative building of such things as airships, submarines and other steampunk constructions. Cakes, pumpkins and beds were too good an opportunity to use as extra control panels, lanterns and diving helmets for all those wonderful imaginary Victorian sci-fi themes.
Now we have a lot more to play with thanks to Mojang's continued support, and we also have the facility to animate and have the blocks behave in many different ways (thanks to MC Patcher and Optifine) through ctm, etc. I could never have imagined this possible back in 2009 when I first started playing MC.
Little by little I'm trying to introduce more natural alternatives to those elements that users have difficulty in seeing as anything other than what they were designed by Mojang to be, like cakes and such. My next update will have a brand new pumpkin/lantern, fully animated and still able to be used as a 'diving helm', but there will be a drop in alternative for those who still want their pumpkins to look a little more natural.
The mechanical looking eggs and cake are all part of a 'chicken and egg' conundrum really. The mechanical chicken was a favourite of many users, and what does a mechanical hen lay...mechanical eggs of course! When the cake came along in those prop starved days, it wasn't really a difficult decision to make it into something that could be used in lots more imaginary ways than you could ever do with a cake.
I'm glad the odd things in the pack made you laugh, it's a lot better than sending you into a critical rage and more rewarding for me after so much effort! Hope you get a lot more fun over the coming days exploring the rest of the stuff and the new additions in my 1.4.6 update GS v.10.
That sounds really promising for this pack to get even better And I'm sure you'll continue to amaze me (us). Thanks a lot!
If there was a donation button, here's someone who would've used it... or did I just miss it?
My pleasure.
No...no donation button...or adfly, though I've been meaning to set up a link to a charity as a means of doing a little good after all these many months. Though the way RL things are at present I might need every penny I can muster.
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No can do.
I have no clue what each item/block is. From what I can see from there's only 1 new ore texture, hardly "holes in your world" and a few ingots and dusts, which I have no clue what they are.
EDIT:
Okay, it's a rush job, but it should work and not look too bad. I can't test it myself though and the coloration was done matching the default. Whether or not the actual ore/ingot/dust coloration is accurate in the original is another matter. I'll probably fix it up later when I have a clue what i'm texturing.
Just replace the old ones in the pack.
thermalexpansion/gfx/block_textures.png
thermalexpansion/gfx/block_textures_cb.png
thermalexpansion/gfx/item_textures.png
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Curse PremiumManaged a little time in front of the PC the past few days, so thought you might like to know my GS 1.4.6 update is nearly done, just finishing off animation on a new HD pumpkin helm/lantern. A new movie needs to be compiled showing new stuff and then I'll upload. Check out some of the changes below:
Glimmar's Steampunk v10 Working Changelog for Minecraft v1.4.6
Added a brand new 64x 'adaptable' pumpkin block. Adaptable in the sense that it should appeal to those who liked my original 'lamp-like' version (but now 64x, animated and greater detail) and (with easy user modification) those who like a more natural pumpkin for horticultural purposes (with a traditional scary candle lit head). Both versions will still work with my old and treasured (to me at least) 'pumpkinblur.png' diving helm hud when worn. Using a combination of ctm, (at ksheep's suggestion...thanks sheep!) and animation (my own idea!). For those wanting the animated lamp-like pumpkin...then you don't need to do anything. If you want the natural coppery pumpkin with scary face, then you simply delete the animated pumpkin '.png' files and drop in some necessary ctm .properties files (instructions in the readme in the 'alternate natural pumpkin' folder in the 'alternative textures' folder in the pack). Couldn't be simpler...I hope!
Edited the CTM carved 'Stone Heads' and 'Rune Stone Slabs' back in with help from The_Fool76. Now using a command line instruction 'give <yourname> 5 1 4' you can award yourself a new wood block, which when placed will magically appear as my random ctm 'Head Stone' block with random carved rune top and bottom slabs. Refined all the stone heads to better fit together and blend with other stone blocks.
Added 4 new carved stone head designs.
Following on from this I added another type of carved stone block intended to be used as carved stone freezes, kind of like Mayan stones, but for use in all those secret sect temples you know you want to build! At present it's just 8 slightly edited carved rune stones, but the intention is to replace these with designs more suitable for exotic carved machines and figures. To award yourself one of these Carved symbol blocks, type the command line instruction: 'give <yourname> 5 1 5. Like above it will appear as another oak block in the menu. To avoid confusion with an ordinary oak block, I just renamed it on the anvil to something meaningful like 'Mayan Stone' and MC 1.4.6 conveniently labels it in the inventory. Best used in 'creative' mode.
Added 6 new 'marble freize' blocks. These are based on classical carvings such as those found on Trajan's Column, but designed in such a way as to work as larger friezes vertically and horizontally when stacked. Meaning the random designs mesh as well as I can make them when placed side by side or stacked one on top of another. To award yourself one of these marble 'frieze' blocks, type the command line instruction: 'give <yourname> 5 1 6. Like above it will appear as another oak block in the menu. To avoid confusion with an ordinary oak block, I just renamed it on the anvil to something meaningful like 'Frieze Stone' and again MC 1.4.6 conveniently labels it in the inventory. As above, best used in 'creative' mode.
All new Half Slab Stone block. I've made it a lot more smoothly marble-like and vertically ctm'd it for use as another column type (see pics on p.492). Works well when combined with the chiseled stone column block or as a decorative border on buildings or capping stone for walls, etc. It also works perfectly well for large domed buildings or as flooring.
Added 10 new random ctm 'mosaic' blocks. Based loosely on a kind of Byzantium style of glittering gold mosaic pieces. These are an early stage attempt and will be changed as I'm not happy with the present design. They are included simply because I can't be bothered to remove them from my working GS pack until I have a replacement. My objective is to create something similar to the marble 'frieze' block. A block that produces pleasing random designs when placed in large arrangements, so the design has to be able to flow naturally together at the edges like the gold mosaic pieces already do to some extent, or be completely individual fragments (poorly represented in my first attempt), connected by some repeating design. So still much work to do here. To award yourself one of these Byzantine 'mosaic' blocks, type the command line instruction: 'give <yourname> 5 1 7. Like above, it will appear as another oak block in the menu, so to avoid confusion with an ordinary oak block, just rename it on the anvil to something meaningful like 'Byzantine Mosaic'. Best used in 'creative' mode.
If you'd rather use all the new extra stone, marble and mosaic textures on other blocks, like wool, then I've left the ctm'd Light Grey Wool 'Head Stone' 'drop in pack' in the 'alternative textures' folder in the pack, called 'CTM Random Carved Stone Heads'. You can use this as an example of how to rename the appropriate .png file and it's accompanying '.properties' file. Alternatively check out the info for using ctm in the MC Patcher thread OP.
Refined the ctm chiseled stone columns and removed the separating lines of shading to make them more solid and continuous both horizontally and vertically. I've found this makes it much more useful as long lintels for bridging openings like windows and doors and as continuous decoration in many situations.
Again, with help from The_Fool76, made my new ctm'd Spruce Plank half block work as intended with iron 'bands' correctly placed along the top and bottom sides.
Added my little 'Glimmar's Machine Co.' tag to the Diving Helm 'pumpkinblur.png' file.
Added another villager 'smith4'. A poor automaton who seems to have lost his head. He's wandering around with his bits and pieces (sounds painfull!) in a brass box, trying to find his way to the repair station!
Added a new 64x terrain glass texture. Allowing me of course to add more detail, whilst being careful not to create more pixelation than necessary. To pre-empt anyone asking, at this stage I am not interested in implementing the 'betterglass' feature of MC Patcher, as I much prefer the wider use to which I can put my glass design for structure and creative architecture, whilst still being perfectly adequate as decoratively framed glass.
Added 8 random oak plank ctm textures. Just very subtle tiny differences.
Fixed the old 'minecart' wheels. Didn't realize that Mojang had vertically swapped one of the wheel sets round, so not sure just how long one side has been upside down. I didn't get chance to upgrade the cart to a 64x version, but I fully intend to do so if given the chance.
Fixed all the zombie mobs to the new larger format, so there shouldn't be a problem with Optifine, etc.
Added a brand new 64x size pig mob. Just one design for now, but I hope to have a good variety based on this one breed. I'm not overly fond of lots of different pig breeds in the same scene. I didn't want to be silly and stick a monocle on a pig and say it's steampunk and neither did I want to stylize it when my pack attempts to be realistic within it's theme. It also had to be an off-fleshy colour, so that I could base my new pigzombiemen off it, so again it will look similar to any other domesticated porker. I spent a lot of time trying to get the limbs and head to flow naturally into each other, rather than just looking like tacked together cuboids.
Added 15 brand new pigzombies, or pigmen, as I like to think of them. These all adhere to the new larger .png format Mojang introduced in 1.4.x. I'm sticking to one breed, based loosely on the new pig mob created for this update, but with many types, expressions and accessories. 15 is a reasonable number to start with I think, but I have a template now from which I can fairly easily add more. Like the new pig mob, I spent a lot of time trying to get the limbs and head to flow naturally into each other, within the constraints of Minecraft cuboid form of course.
Pigzombie 15 is an edited version of Baldurran's armoured pigzombie. I upgraded it to fit my new pigmen design.
Fixed the trading gui. There was no way of knowing, before the fix, if you reached a point in trading where the villager would not trade any more of a particular item. In vanilla this was represented by an 'X'. I've re-edited the gui to allow for two red antique 'no sale' signs to drop down when the villager cannot trade. It was a fiddly job in the end, with various parts needing to be moved around...including the animated flickering valve!
Added new firework particles and re-edited the old arrow trail and damage particles.
Added new antique 'Firework Rocket' item. Might make another more overtly steampunky version out of brass or copper.
Added 'Firework Star' item. A gunpowder ball with glittery coloured star fragments.
Added new 'spellbook' item.
Will be editing out a lot of pics and text from my OP to try and speed the page loading up. A lot of the pics are old and the recent vids I've made more than adequately give a flavour of the pack as a whole.
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Not sure how much time we have before everything goes belly up with the MC 1.5 update. I'm guessing there will be many needed changes to the format of the pack with respect to all textures being individual files and also how MC Patcher and Optifine will work with a Minecraft that has HD capabilities already built in.
I hope you enjoyed your vacation over the holidays as well.
Im liking that huge list of additions! Im probably most excited about those new glass, pumpkin, and half slab textures. The pumpkins and half slabs looked really good in the picture previews and I would like a finer looking glass texture. However, I would reallylike to use those new stone textures but at the same time not use all my wool for it. This really has nothing to do with you though, more mojang's side. After all you only have so many blocks to use for your amazing artwork.
Welcome back Glim
Updating to the 1.5 format should be pretty simple, Dinnerbone even provided a tool to update your packs for you: https://twitter.com/Dinnerbone/statuses/281796115647561728
The biggest hiccup I can see is if MCPatcher makes you change all the little .properties files, but I don't expect that to happen.
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Curse PremiumI appreciate your offering to recommend the pack to your friends, but 'one' texture pack is more than I can handle...but very glad you like the pack, AMCMaster.
Many thanks, Jester, Demi-Person. Hope your festive season went ok for you and hope the new stuff doesn't disappoint, especially as most of those 'extra' terrain blocks are only 64x at present, as explained below. The_Fool76 mentioned Dinnerbone's tool and I just checked your link out. Hope it does work ok. Yes, the current HD Patchers with all the ctm, animated stuff and extras might well be the cause of headaches, particularly as I'm not very organised with my ctm and anim files.
Here's a little addendum to my MC 1.4.6 GS v10 Working Changelog:
Added 16 random ctm standard foliage textures for those using 'fast' graphics settings. Didn't realise just how bland the standard single textured foliage was until I tried to get rid of the awful new 3d items. Don't know about anyone else, but the 3d items definately don't work for me! In my humble opinion it makes items look 'less' 3d, damages the look and feel of items in picture frames and spoils the illusion of depth completely when they're dropped on the ground. Who wants to be reminded that items are really just 2-dimensional by sticking a pixelated edge on everything?!
Added 4 random ctm jungle foliage textures for those using 'fast' graphics.
I should have mentioned that most of the above 1.4.6 edits I've made have been to both 32x and 64x packs, including the above random ctm foliage for 'fast' video settings. However the extra ctm terrain textures, like the new stone columns, heads, marble, mosaic, etc. and new 64x animated pumpkin/lantern are not as yet in the 32x pack (the 64x animated pumpkin for obvious reasons). I only had time to work on the 64x and only ported such textures as items, gui changes, mobs, etc to the x32 pack because they required no extra work. I will of course try to downscale all the extra ctm textures, but as I only play with my 64x pack and my time and energy is so limited, that scale is where my 'blurred' focus currently lies. The 32x pack is still up-to-date and perfectly compatible with MC 1.4.6.
Come on tnt? that don't bother me, I'm like Slenderman do it properly!
Really? That actually is the first thing Ive heard against the new 3D items. Personally I thought that they added more 3D than before, but I never did think about items being 2D before that feature was introduced. Each to their own I guess. I do appreciate those new fast textures btw.
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Curse PremiumMy pleasure!
Well, if you think about it, the items are 2d icons, made in most cases with the illusion of 3d built in, especially for those objects represented in an isometric fashion (as has been the case for hundreds of years with many paintings where perspective has been used).
Before 1.4.6, in game, these item icons always traditionally faced towards the player, thus preserving the illusion of 3d that each artist had striven for. Once you make the items 'pseudo' 3d, simply by sticking an edge on it, then allowed them to rotate so the player now sees the edge, then what has been achieved? You've replaced an adequate illusion of a 3d object (with up and down motion), for that of a whizzo new rotating motion with a pixelated edge, that constantly reminds you that the item is really only a 2d icon...and any illusion of 3d has been well and truly destroyed.
I've no doubt that the new 3d icons work really well for vanilla 16 pixel scale. In that respect it would add to the charm of simple pixelated graphics, but IMHO it definately works against realistic higher res texture items.
It would be nice to have the option to turn 3d items off, without having to lose transparency on all my foliage. Haven't checked yet, but perhaps MC Patcher or Optifine has an option to change back... 'twould be nice.
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Curse PremiumDon't get me wrong I love change, but not all change is good. However, everything is most definitely in the eye of the beholder, and we all see things in an individual way...nothing wrong with that. This is just me, from an artistic (but not the high-fallutin' kind of 'artistic') rather than a game-playing perspective, saying what I personally don't like about the new spinny items, so I'm sure it won't effect anyone else.
Personally, I just don't see that making something spin and giving it a 1, 2...however many pixels of thickness makes it 3d or better than what we had before. The only 3d you've added is the texture-less, jaggedy edge and further hammered the point home that it's a 2d item by showing the edge off. Before 1.4.6 items sometimes looked quite real (in a limited Minecraft way)... eggs had the illusion of roundedness, potion bottles looked like they had depth, bobbing up and down in their funny way, but after 1.4.6 they are all flat representations of their former illusory trickery.
Just ignore me and my strange view of the world...most people do!
This time it's for the new RedPower 2 mod 1.4 prerelease. Chances are there'll be more stuff in the future, but for now these'll work and should be compatible with any older versions (Though I think the silver and tin ingot placements got switched around, but i'm not sure... Eloraam might just've weirdly colored silver and tin.).
Lots of original content from me in these. Ran out of stuff to take apart from glimmar's items/textures mainly.
eloraam/world/world1.png
eloraam/world/worlditems1.png
eloraam/compat/compat1.png (New RedPower-BuildCraft compatible Bluelectric Engine)
eloraam/base/items1.png
eloraam/control/control1.png
eloraam/control/displaygui.png
eloraam/lighting/lighting1.png
I'll be doing the Machines next, then Wiring and finally Logic.
Or... I'll give up and do some other textures and get back to them later. Like I did with forestry support, lol.
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Curse PremiumLol! I agree with you about the consistency of held and dropped items, but the pixelly edge is killing my eyes, especially when it gets applied to items with shadows at the edges. It's just me going crazy!
Not sure I'm following you there, ieu99, but glad you seem to like most of the pack.
Yay! Thanks, GreenOnionRam.
Oh! I feel crazy again.
There's no stopping you, Vermillion!
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Sort of finished things on the 1.4.6 update, so will now try to upload a series of short movies to show things off while I test things out. I will try to keep them brief and fancy free, so's you're not waiting around too long, but I'm away with the start of offspring returning to college and uni, therefore may experience some delays. Also I'm switching ISPs soon, so if I suddenly vanish for a time, it means the switch over got mangled.
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Curse PremiumMany thanks, Rupee. Glad you like the pack and especially the guis. I put a lot of effort into trying to make them fit the theme of the pack.
I take your point about the eggs and the cake, etc. Many of those things are now quite old, and come from a time when we had far fewer accessories and blocks to play around with. In those days (and I show my Minecraft age when saying that!) I was more concerned with making as many things mechanical for use as extra 'props' for creative building of such things as airships, submarines and other steampunk constructions. Cakes, pumpkins and beds were too good an opportunity to use as extra control panels, lanterns and diving helmets for all those wonderful imaginary Victorian sci-fi themes.
Now we have a lot more to play with thanks to Mojang's continued support, and we also have the facility to animate and have the blocks behave in many different ways (thanks to MC Patcher and Optifine) through ctm, etc. I could never have imagined this possible back in 2009 when I first started playing MC.
Little by little I'm trying to introduce more natural alternatives to those elements that users have difficulty in seeing as anything other than what they were designed by Mojang to be, like cakes and such. My next update will have a brand new pumpkin/lantern, fully animated and still able to be used as a 'diving helm', but there will be a drop in alternative for those who still want their pumpkins to look a little more natural.
The mechanical looking eggs and cake are all part of a 'chicken and egg' conundrum really. The mechanical chicken was a favourite of many users, and what does a mechanical hen lay...mechanical eggs of course! When the cake came along in those prop starved days, it wasn't really a difficult decision to make it into something that could be used in lots more imaginary ways than you could ever do with a cake.
I'm glad the odd things in the pack made you laugh, it's a lot better than sending you into a critical rage and more rewarding for me after so much effort!
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Curse PremiumMy pleasure.
No...no donation button...or adfly, though I've been meaning to set up a link to a charity as a means of doing a little good after all these many months. Though the way RL things are at present I might need every penny I can muster.