Glimmar what I meant was the very top 2 pixels of the Diamond Axe was showing on the texture at the bottom of the diamond axe.
My next update might fix this if you're using Optifine. Have a look a few comments above, ksheep and I discussed what the problem was most likely due to.
Spyro that is the bleed over he mentioned, and he said he could not replicate it using mc patcher, and asked if you use optifine. If this is the case again as he mentioned the texture could have been poorly resized because of how it works.
A mod that is compatible with this texturepack without needed textures:
Click it!
Many thanks, and nice banner. The mod and graphics are very compatible with each other, because I created those very same textures for Pchan3!
TheBlockMonkey politely asked me if he could re-use the textures, and as the mod is still one of my favourites, I of course gave permission. It's nice to see it's still as popular and thank you for showing it off so nicely in your banner.
If you look in my OP under the Mod Section. You will find a fair few extra airship textures if you want to change the look of things.
Here are all the skins I provided to pchan3 during development of the mod
Airship Boat Types
(rename to 'airship' and follow mod instructions)
You also need a separate 'balloon' skin. Here are my designs so far! HD Balloon Skin Types
(rename to 'balloon' and follow mod instructions for use)
I also provided pchan3 with a complete set of Steampunk icons. These are already in the mod.
You can put HD stuff on Bukkit it just won't get pulled into the Curse Client as that only supports the 16x textures last I looked.
That said, with native HD support coming in 1.5 I expect that to change.
Without the HD support in the Curse Client, Planet Minecraft is almost a better choice. (Not that you have to chose one or the other but there is only so much free time to update things on various sites.) Once there is HD support in the Curse Client though, I'd strongly suggest going with Bukkit. (If for no other reason than having Curse premium is nice)
Happy New Year, mate! Hope you and yours had a nice break over the festive season.
Although I wasn't fully in control of my faculties, both before and over the Christmas period, I did enjoy looking at your last set of pics.
Haha! I like the odd TNT session from time to time. When I feel the urge, I vent my chaotic tendencies on hollowing out a massive crater, in which to put something close to being a small city or large industrial complex. Then when illuminated at night, I can imagine it's a colony/base burrowing into the side of an asteroid...that's the plan!
Heh - I try to blast the dunes level with the ground, so I can pretend that there is some science to it, not just making things go *BOOM!*
Failed pretty thoroughly in that regard on one area though - How was I supposed to know that there was a ravine hidden under the desert?... Right near the shore of a river, so I had to dam off the waterfall before A. Covering it back over and B. Going exploring.
One side effect of the desert reclamation - I won't need to worry about glass or sandstone for a while. Time to build some brownstone tenements for my villagers.... Row houses should be easy to build. Already have some started in brick.
The villagers seem to have moved out of my mortuary on a permanent basis - but the nearby asylum still has a full quota. Wish that I could get the beggars to breed and spread out - but they seem to like the insane asylum.... The padded rooms are all filled up. (If I need to I can recover some grey wool from them, replace it with white - but it wouldn't go very far.)
Finally back at my computer… although I may be away from it most of tomorrow ¬_¬
Just went through the last week and a half worth of new Mod Textures (mostly Vermillion's), and I think I've got them all. I will try to get something thrown together in the next few days, but my internet connection is a bit spotty at the moment. It took the better part of an hour of reloading to get the page of GregTech textures to load properly…
This probably won't be tested as thoroughly as previous ones, as I've been having issues with mods lately, so I will be relying on you all to tell me if there's any glaring errors. I will probably include the older textures, even though most are probably out of date, but I will probably put them in a subfolder of "Use at your own risk" sort of thing… And actually, if I could get some people willing to test it and find out which texture sheets are out of date and which aren't it would be greatly appreciated.
Anyway, last call for new mod textures! If you want them included in the next iteration of the mod texture pack, get them to me soon!
The Meaning of Life, the Universe, and Everything.
Location:
Middle Earth
Join Date:
2/1/2012
Posts:
381
Minecraft:
VermillionX
Member Details
lol... GregTech updates with new blocks every couple of days and i'm behind on some other versions of mod textures that are for 1.4.2, but not for ones that are 1.4.6.
GregTech just released a new version today with another entire sheet of sprites and tripled the amount of content in the old ones. *cries*
gregtechmod/textures/items.png (1.4.6 version)
gregtechmod/textures/blocks.png (1.4.6 version - some textures are temps)
Oh, and for those looking for that Language Pack, I found the link. Unfortunately, it looks like that project died back in April… However, if someone wants to pick it up, there's a fair number of good suggestions on that thread.
Oh, and for those looking for that Language Pack, I found the link. Unfortunately, it looks like that project died back in April… However, if someone wants to pick it up, there's a fair number of good suggestions on that thread.
I think I would like to try and pick it up. I've been going through the pack and rewording a few things and i think by the end of the day i should have a semi finished product.
I just spat the Mountain Dew I was drinking. Glimmar subscribed to me on YouTube, and I went full on nerd mode. Glimmar's Steampunk is one of my favorite texture packs, and when I saw the notification I didn't know what to say.
Heh - I try to blast the dunes level with the ground, so I can pretend that there is some science to it, not just making things go *BOOM!*
Failed pretty thoroughly in that regard on one area though - How was I supposed to know that there was a ravine hidden under the desert?... Right near the shore of a river, so I had to dam off the waterfall before A. Covering it back over and B. Going exploring.
One side effect of the desert reclamation - I won't need to worry about glass or sandstone for a while. Time to build some brownstone tenements for my villagers.... Row houses should be easy to build. Already have some started in brick.
The villagers seem to have moved out of my mortuary on a permanent basis - but the nearby asylum still has a full quota. Wish that I could get the beggars to breed and spread out - but they seem to like the insane asylum.... The padded rooms are all filled up. (If I need to I can recover some grey wool from them, replace it with white - but it wouldn't go very far.)
The Auld Grump
That place of yours sounds like a fascinating holiday destination with it's asylum and mortuary.
Villagers never seem to do what I'd like them to do either, congregating in the strangest of places.
Your signature image in the main post appears to be broken Glim.
I know, mate. I've tried all sorts of ways to re-animate the image, without success. Nothing seems to be glitched at Imageshack where it's stored. The address is still the same and the image is still there, but it just won't display anywhere else.
I've given up and uploaded the image to Photobucket and changed my sig and the banner code in my OP. So I'm very sorry, folks to put you to the trouble of re-doing my sig, that is if you still want to show it off. I've not deleted the image at Imageshack, so if it's still working for you then you don't need to do anything. However, I can't see it in your sig, blue or sheep's, so I'm guessing it may not just be me.
Here it is again along with the code to drop in your sig:
My Signature.
If you would like to support my Victorian sci-fi industrial texture pack, please consider using my banner in your sig:
1. Copy the two lines of code underneath my signature banner.
2. Left-click on the little cog icon in the top right of this page.
3. Once on your 'Profile Page' left-click on the green 'Edit my Profile' button (right hand side).
4. Under 'Profile Settings' on the left-hand side, left-click 'Signature'.
5. If you've never created a signature box before, 'Your current Signature' will be blank. Underneath is the 'Edit Signature' box. Simply paste the two lines of code you copied in step 1. into this box. If the two lines of code still look exactly the same as they appeared on my main page, then left-click the green 'Save Changes' button at the bottom of your 'My Settings' page.
6. If all went well you should see my banner appear under the 'Your current Signature' heading. Now find one of your own posts on the forum (or post in my thread) and you should see my banner underneath your text and in every subsequent post you submit or previously submitted. If something went wrong, try stepping through these instructions again...we all make silly mistakes, and my mistakes are even sillier!
7. Thank you for taking the time to use my banner. I'm very grateful for your support.
Finally back at my computer… although I may be away from it most of tomorrow ¬_¬
Just went through the last week and a half worth of new Mod Textures (mostly Vermillion's), and I think I've got them all. I will try to get something thrown together in the next few days, but my internet connection is a bit spotty at the moment. It took the better part of an hour of reloading to get the page of GregTech textures to load properly…
This probably won't be tested as thoroughly as previous ones, as I've been having issues with mods lately, so I will be relying on you all to tell me if there's any glaring errors. I will probably include the older textures, even though most are probably out of date, but I will probably put them in a subfolder of "Use at your own risk" sort of thing… And actually, if I could get some people willing to test it and find out which texture sheets are out of date and which aren't it would be greatly appreciated.
Anyway, last call for new mod textures! If you want them included in the next iteration of the mod texture pack, get them to me soon!
lol... GregTech updates with new blocks every couple of days and i'm behind on some other versions of mod textures that are for 1.4.2, but not for ones that are 1.4.6.
GregTech just released a new version today with another entire sheet of sprites and tripled the amount of content in the old ones. *cries*
gregtechmod/textures/items.png (1.4.6 version)
gregtechmod/textures/blocks.png (1.4.6 version - some textures are temps)
Oh, and for those looking for that Language Pack, I found the link. Unfortunately, it looks like that project died back in April… However, if someone wants to pick it up, there's a fair number of good suggestions on that thread.
I think I would like to try and pick it up. I've been going through the pack and rewording a few things and i think by the end of the day i should have a semi finished product.
It contains all the details on how animations will be supported so we can start converting those .properties files over.
Just think, we may finally be seeing the end of "Why do I have water in the nether?" posts.
Oooo! I'm not sure I fancy the effort of going through all my .properties files (with my haphazard nomenclature) trying to convert timings and such on all those animations. also how will this work for animating things on GUIs and mobs, etc? Wonder what kahr and Optifine are gonna do?
Hello, this is captain Asikar with a language pack that I revived for use with Glimmar's pack. the original language pack can be found here: http://www.minecraft...mpunk-language/
Credit is given to Zeefu1234 for setting the whole thing up I just picked up the pieces and cobbled them together. My version of the language pack is here: https://docs.google....DZxdnp2M1U/edit
-click on "file" then click download
-the pack installs like a regular mod using MCPatcher
Hello, this is captain Asikar with a language pack that I revived for use with Glimmar's pack. the original language pack can be found here: http://www.minecraft...mpunk-language/
Credit is given to Zeefu1234 for setting the whole thing up I just picked up the pieces and cobbled them together. My version of the language pack is here:
-click on "file" then click download
-the pack installs like a regular mod using MCPatcher
Nice work, asikar, many thanks and also credit to Zeefu1234 for the original language pack.
Could I class this as a mod and ask ksheep to include it in the Mod Support Pack? Might you be able to continue to support this as new updates come along?
Nice work, asikar, many thanks and also credit to Zeeful1234 for the original language pack.
Could I class this as a mod and ask ksheep to include it in the Mod Support Pack? Might you be able to continue to support this as new updates come along?
Feel free to put it into the mod support, and yes i will continue to support it with the new updates. I will post each new pack as updates come by, or as i change something, so keep a weather eye on the horizon.
I have on odd request for one of the mod texture artists. I play on a server that needs a custom pack for weapons, And that leaves me with either the default pack and the weapons, or this pack and weapons that look like garden equipment I was wondering if any of you had time to texture the few items that it needs in a steam punk fashion, There are 11 textures i believe. I will include a list of the textures needed. To recap i just would like to see if anyone has time to edit the packs item sheet. I have no intentions to release this or make some form of profit. Personal use only. I hope im not asking too much ^.^'
The items i need are for a gun based pvp server, And because it is not a build server i do not need the pack to be updated as there are rarely any new blocks used.
The list of items to be changed should this be accepted is as follows:
-Wooden hoe=Side arm
-Stone hoe= Shotgun
-gold hoe= Sniper rifle
-iron hoe= Automatic rifle
-diamond hoe= RPG
-diamond axe= Flamethrower
-redstone dust= Flash bang
-slimeball=Grenade
-seeds=Box of ammo
-clay=Medium size round
-snowballs=Small round
Please remember if anyone decides to take up my request that i am not looking for specific styles of weapons. Most textures above are shared with different guns of the same class. Im just looking for it all to fit in with this amazing pack ^.^
Hello, this is captain Asikar with a language pack that I revived for use with Glimmar's pack. the original language pack can be found here: http://www.minecraft...mpunk-language/
Credit is given to Zeefu1234 for setting the whole thing up I just picked up the pieces and cobbled them together. My version of the language pack is here: https://docs.google....DZxdnp2M1U/edit
-click on "file" then click download
-the pack installs like a regular mod using MCPatcher
One question though, how do you change the font?
Thank you for picking this up again my good fellow! My friend and I (matanuilover) got caught up in school work and never returned to it sadly. I am glad someone else got around to continuing it! And thanks to all the people who made suggestions as towards the thread. It was quite fun when we were doing it xD
Just taken a look at all the options and work involved in changing my pack to be compatible with Minecraft's new 1.5 format, with it's individual textures rather than sheets, lots of work for compass and clock, and new format for animation. All I see is just too many changes to contemplate...a rather depressing situation after putting in so much work over the years.
As far as I'm concerned, it would have been better if Mojang had just left things as they are...I much prefer the way kahr (and Optifine) has been doing things over the past couple of years. Introducing HD and animation in such a way that is completely different than everyone has got used to (because Mojang left it so long to even recognise HD) means it's going to be a huge mess of confusion trying to sort out what will work and what won't work.
I don't mind much the breaking up of the items and terrain textures to individual files, they've given us a nifty tool to effect that, but the way they've approached everything else means way too much work for people with other jobs than Minecraft to contemplate. It's effectively like having to start over from scratch and with inferior effects. I have lots of .properties files controlling many little animations all over the place, most with M C Patcher specific timing and instructions...all of those would need re-writing and organizing. That and all the new material Mojang will be adding for redstone stuff and more.
I will finish up on the 1.4.7 update and some movies to show all the new stuff I've made as promised, and then I will contemplate whether or not I can carry on any longer. I will have to weigh up the changes and how kahr approaches things before making any fateful decisions. It may be that I sit back and effect changes as and when I can, just to make things work, which isn't what I call fun. As it stands I am not in the least bit excited about the 1.5 update. It doesn't seem like fun any more to have to do that amount of work for a feature 'less' pack.
If kahr manages to pull off some miracle that keeps things as they are, then I would be happier...I certainly couldn't maintain a Mojang compatible version and a more feature 'full' M C Patcher version.
Well, i have already heard talk of some one contemplating a mod to load textures as it did before, and this could be added to MCpatcher if they see fit. Then again optimism only goes so far.
Another possibility: I know that you've got a good-sized following. You could always ask us to help you convert everything over. Crowd-sourcing the conversion of the properties files could easily save you a lot of headaches, and allow you to focus on making new textures.
Another possibility: I know that you've got a good-sized following. You could always ask us to help you convert everything over. Crowd-sourcing the conversion of the properties files could easily save you a lot of headaches, and allow you to focus on making new textures.
If i may interject my opinion here, this would defiantly would save a lot of headaches for you Glimmar and it should speed up the process of updating as well.
Ok everybody, looks like we are going to learn how to animate!
Ive never dabbled in animation files but if you need help Glimmar I will gladly start grinding my way through, I really would like to see this pack going not only because it is my favorite, but also because it is one of the oldest ones out there and seeing it die would be a mighty shame. Ill help wherever I can and however I can if you need it.
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Curse PremiumNice one, mate!
I will get round to it as soon as possible, but probably not until it's more compatible with HD packs. (see The_Fool76's comment below).
My next update might fix this if you're using Optifine. Have a look a few comments above, ksheep and I discussed what the problem was most likely due to.
Exactly so.
Many thanks, and nice banner. The mod and graphics are very compatible with each other, because I created those very same textures for Pchan3!
TheBlockMonkey politely asked me if he could re-use the textures, and as the mod is still one of my favourites, I of course gave permission. It's nice to see it's still as popular and thank you for showing it off so nicely in your banner.
If you look in my OP under the Mod Section. You will find a fair few extra airship textures if you want to change the look of things.
Here are all the skins I provided to pchan3 during development of the mod
Airship Boat Types
(rename to 'airship' and follow mod instructions)
You also need a separate 'balloon' skin. Here are my designs so far!
HD Balloon Skin Types
(rename to 'balloon' and follow mod instructions for use)
I also provided pchan3 with a complete set of Steampunk icons. These are already in the mod.
Happy New Year, mate! Hope you and yours had a nice break over the festive season.
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Curse PremiumIyellRB, as mentioned above, this is an excellent banner, may I use it in my OP to point to TheBlockMonkey's continuation mod?
Failed pretty thoroughly in that regard on one area though - How was I supposed to know that there was a ravine hidden under the desert?... Right near the shore of a river, so I had to dam off the waterfall before A. Covering it back over and B. Going exploring.
One side effect of the desert reclamation - I won't need to worry about glass or sandstone for a while. Time to build some brownstone tenements for my villagers.... Row houses should be easy to build. Already have some started in brick.
The villagers seem to have moved out of my mortuary on a permanent basis - but the nearby asylum still has a full quota. Wish that I could get the beggars to breed and spread out - but they seem to like the insane asylum....
The Auld Grump
Just went through the last week and a half worth of new Mod Textures (mostly Vermillion's), and I think I've got them all. I will try to get something thrown together in the next few days, but my internet connection is a bit spotty at the moment. It took the better part of an hour of reloading to get the page of GregTech textures to load properly…
This probably won't be tested as thoroughly as previous ones, as I've been having issues with mods lately, so I will be relying on you all to tell me if there's any glaring errors. I will probably include the older textures, even though most are probably out of date, but I will probably put them in a subfolder of "Use at your own risk" sort of thing… And actually, if I could get some people willing to test it and find out which texture sheets are out of date and which aren't it would be greatly appreciated.
Anyway, last call for new mod textures! If you want them included in the next iteration of the mod texture pack, get them to me soon!
GregTech just released a new version today with another entire sheet of sprites and tripled the amount of content in the old ones. *cries*
gregtechmod/textures/items.png (1.4.6 version)
gregtechmod/textures/blocks.png (1.4.6 version - some textures are temps)
gregtechmod/textures/metaitems/dusts.png
*sigh*
I think I would like to try and pick it up. I've been going through the pack and rewording a few things and i think by the end of the day i should have a semi finished product.
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Curse Premiumhttp://www.minecraftwiki.net/wiki/Texture_Packs#Textures_for_Blocks_and_Items_in_Minecraft_1.5
It contains all the details on how animations will be supported so we can start converting those .properties files over.
Just think, we may finally be seeing the end of "Why do I have water in the nether?" posts.
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Curse PremiumDon't waste that Mountain Dew on my account!
That place of yours sounds like a fascinating holiday destination with it's asylum and mortuary.
Villagers never seem to do what I'd like them to do either, congregating in the strangest of places.
I know, mate. I've tried all sorts of ways to re-animate the image, without success. Nothing seems to be glitched at Imageshack where it's stored. The address is still the same and the image is still there, but it just won't display anywhere else.
I've given up and uploaded the image to Photobucket and changed my sig and the banner code in my OP. So I'm very sorry, folks to put you to the trouble of re-doing my sig, that is if you still want to show it off. I've not deleted the image at Imageshack, so if it's still working for you then you don't need to do anything. However, I can't see it in your sig, blue or sheep's, so I'm guessing it may not just be me.
Here it is again along with the code to drop in your sig:
My Signature.
If you would like to support my Victorian sci-fi industrial texture pack, please consider using my banner in your sig:
How to use my banner:
1. Copy the two lines of code underneath my signature banner.
2. Left-click on the little cog icon in the top right of this page.
3. Once on your 'Profile Page' left-click on the green 'Edit my Profile' button (right hand side).
4. Under 'Profile Settings' on the left-hand side, left-click 'Signature'.
5. If you've never created a signature box before, 'Your current Signature' will be blank. Underneath is the 'Edit Signature' box. Simply paste the two lines of code you copied in step 1. into this box. If the two lines of code still look exactly the same as they appeared on my main page, then left-click the green 'Save Changes' button at the bottom of your 'My Settings' page.
6. If all went well you should see my banner appear under the 'Your current Signature' heading. Now find one of your own posts on the forum (or post in my thread) and you should see my banner underneath your text and in every subsequent post you submit or previously submitted. If something went wrong, try stepping through these instructions again...we all make silly mistakes, and my mistakes are even sillier!
7. Thank you for taking the time to use my banner. I'm very grateful for your support.
Many thanks, mate.
...and thanking you too, Vermillion.
Nothing gets past your all seeing eye, sheep!
Sounds most interesting.
Oooo! I'm not sure I fancy the effort of going through all my .properties files (with my haphazard nomenclature) trying to convert timings and such on all those animations. also how will this work for animating things on GUIs and mobs, etc? Wonder what kahr and Optifine are gonna do?
http://www.minecraft...mpunk-language/
Credit is given to Zeefu1234 for setting the whole thing up I just picked up the pieces and cobbled them together. My version of the language pack is here:
https://docs.google....DZxdnp2M1U/edit
-click on "file" then click download
-the pack installs like a regular mod using MCPatcher
One question though, how do you change the font?
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Curse PremiumNice work, asikar, many thanks and also credit to Zeefu1234 for the original language pack.
Could I class this as a mod and ask ksheep to include it in the Mod Support Pack? Might you be able to continue to support this as new updates come along?
Feel free to put it into the mod support, and yes i will continue to support it with the new updates. I will post each new pack as updates come by, or as i change something, so keep a weather eye on the horizon.
The list of items to be changed should this be accepted is as follows:
-Wooden hoe=Side arm
-Stone hoe= Shotgun
-gold hoe= Sniper rifle
-iron hoe= Automatic rifle
-diamond hoe= RPG
-diamond axe= Flamethrower
-redstone dust= Flash bang
-slimeball=Grenade
-seeds=Box of ammo
-clay=Medium size round
-snowballs=Small round
Please remember if anyone decides to take up my request that i am not looking for specific styles of weapons. Most textures above are shared with different guns of the same class. Im just looking for it all to fit in with this amazing pack ^.^
Thank you for picking this up again my good fellow! My friend and I (matanuilover) got caught up in school work and never returned to it sadly. I am glad someone else got around to continuing it! And thanks to all the people who made suggestions as towards the thread. It was quite fun when we were doing it xD
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Curse PremiumAs far as I'm concerned, it would have been better if Mojang had just left things as they are...I much prefer the way kahr (and Optifine) has been doing things over the past couple of years. Introducing HD and animation in such a way that is completely different than everyone has got used to (because Mojang left it so long to even recognise HD) means it's going to be a huge mess of confusion trying to sort out what will work and what won't work.
I don't mind much the breaking up of the items and terrain textures to individual files, they've given us a nifty tool to effect that, but the way they've approached everything else means way too much work for people with other jobs than Minecraft to contemplate. It's effectively like having to start over from scratch and with inferior effects.
I will finish up on the 1.4.7 update and some movies to show all the new stuff I've made as promised, and then I will contemplate whether or not I can carry on any longer. I will have to weigh up the changes and how kahr approaches things before making any fateful decisions. It may be that I sit back and effect changes as and when I can, just to make things work, which isn't what I call fun. As it stands I am not in the least bit excited about the 1.5 update. It doesn't seem like fun any more to have to do that amount of work for a feature 'less' pack.
If kahr manages to pull off some miracle that keeps things as they are, then I would be happier...I certainly couldn't maintain a Mojang compatible version and a more feature 'full' M C Patcher version.
A case of wait and see.
If i may interject my opinion here, this would defiantly would save a lot of headaches for you Glimmar and it should speed up the process of updating as well.
Ive never dabbled in animation files but if you need help Glimmar I will gladly start grinding my way through, I really would like to see this pack going not only because it is my favorite, but also because it is one of the oldest ones out there and seeing it die would be a mighty shame. Ill help wherever I can and however I can if you need it.