I'll help out too, heck I'll do more than just that, I'll get most of the work done.
This should be all of the images needed in the textures directory for 1.5 for your pack.
I'd be surer if I could actually test it in the game, but it's going to be another hour before I can get home so this is all based on the documentation and a bit of luck and bailing wire.
So I put the unzipped folder in the texturepacks folder, but it is not in the list when I open the game.
So I put the unzipped folder in the texturepacks folder, but it is not in the list when I open the game.
That would be because that's not a complete pack. It's only the bits missing from Glimmar's pack for 1.5 To make it work you need to download glimmar's pack, unzip it to it's own folder, then unzip the files I put up inside it.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
That would be because that's not a complete pack. It's only the bits missing from Glimmar's pack for 1.5 To make it work you need to download glimmar's pack, unzip it to it's own folder, then unzip the files I put up inside it.
Showcasing 'Glimmar's Steampunk' v10 texture pack for Minecraft v1.4.7, available soon.
This has been filmed using my 64x WIP pack, but there are still more 32x textures than 64x in the terrain. The process of updating to 64x will be slow, bearing in mind the work involved in making appropriate animations and putting ctm to good effect. Also the big change to 1.5 will be quite a challenge for me with such limited intelligence and time. Therefore don't expect any lightning fast updates.
There will be a 32x update too, which will be updated for 1.4.7 use, however it will not contain all the extra ctm textures yet that I've been working on at 64x.
The video is best viewed at 1080p. Sorry about the occasional stutter...Fraps and Minecraft do not always play well together at this resolution.
As mentioned before, if there's anything you can't place, just ask.
Sound Sample Credits:
I am very grateful for the following samples being made open-source:
Although the above vid only shows a few of the changes in the next update, here's a list of all the changes in my current changelog for v10:
Glimmar's Steampunk v10 for Minecraft v1.4.7
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!
Changed the colour of the animated lambent yellow eye of ender on the enderchest to match the ender particle colours, namely purple. Reason being with the new pumpkin/lantern having a glowing yellow 'tungsten' bulb I wanted some contrasting color rather than everything being yellow and green. If you prefered the old enderchest eye animation you'll find the appropriate .png anim strip in the 'alternative textures' folder. Let me know if you think the original was better.
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.
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 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!!
Added 4 random ctm jungle foliage textures for those using 'fast' graphics.
Added flickering blue light animation to sides of furnace and dispenser. Put them in a row and watch the energy surge along. If you find the animation annoying, delete the file 'custom_terrain_45' from the 'anim' folder in the pack.
Added new ball of energy animation to the inside of the beacon block. Feels more like some kind of arcane force is contained within.
Re-sized some of the item animations from 32x to 64x which might solve some problems with bleeding pixels in Optifine.
I should have mentioned that most of the above 1.4.7 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 1.4.7.
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.
If you are only just updating to Minecraft 1.4 and using my updated pack for the first time since version 7, please refer to the v8/9 changelogs, to see what all the new additions are...there's an awful lot of them and they may effect the frame rate of some more modest set-ups!
While mucking about with animations for the compass, I had an idea that I think would work really well for a steampunk setting. Instead of making the compass a traditional one, you could turn it into more of a geiger counter. Have a gauge on it that hits full when you are pointing at spawn. (Middle frame of the animation is the one that shows when facing spawn.)
So more of a 'spawn detection device' than a compass.
Here is a really crude proof of concept image I did using your clock as a base.
The needle is to the far right when you are pointing towards spawn.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
I especially like the animated furnace, that was definetly an unexpected surprise for me when I saw the video. And the pumpkin is... well... my brain cant form the words to describe how awesome that is! Lookin forward to the next couple of vids
All these previews achieve is to wear down my patience as I wait for each update.
Maybe for the next update, if you can, maybe work on the tools a bit....heck even just the swords....ok the gold sword...
Or maybe the armour? My idea for the iron armour was zombie parts as though the player has scavenged parts from zombies he's killed and made them into an armour.
Heck, it'd even work just fine if you found zombies or skeletons wearing iron armour since it could be like they pick up parts of their fallen comrades and either use the pieces to repair themselves or rebuild so it seems as though there's an endless ammount of zombies, skeletons, spiders, etc...
All good ideas, blue, and sorry about the delays. I'm most definately in agreement about the swords. My new Pigmen mobs and the gold swords don't really blend very well at all!
There's brass aplenty, my good sir (or madam). Infact the birch wood plank is a kind of attempt to introduce another ambiguous block that can also pass for brass, depending on how and where it's used. I suppose I see brass as a more practical and decorative asset in the game rather than as a building block, and in that it's employed absolutely everywhere I can in the game. You may prove me wrong, but large scale usage of brass panels in rl was quite rare, being mostly used for moving parts like cogs, and clock supports, decorative items like fire surrounds and screens and for delicate scientific instruments like microscopes. I think copper was used more often on a larger scale and for large scale machinery steel and cast iron.
I do take your point about there being a distinct lack of a brass 'block'. However, as I'm increasingly becoming aware, the new 1.5 update will be an absolute godsend for everyone when it comes to choice, whether an absolute beginner in tinkering with Minecraft or a pro-modder. So long as I have the time, which I don't have a lot of at the moment, I'll be able to make more alts of a steampunk nature and everyone can pick and choose what to use in their palette of blocks and items, simply by choosing the appropriate file and dropping it in the new 'texture' folder in the pack. No messing with graphics packages, no artistic skills needed, no fuss, just simple drag and drop and see what it looks like. So long as it's for personal use, even drag and drop appropriate textures from other packs into the 'textures' folder and make things look just the way you want them to.
It's designed to be seen as either corroded copper or painted cast iron, the kind of thing you get around many old Victorian railway stations as part of the roof structure or decorative frame work of verandas and bridges.
While mucking about with animations for the compass, I had an idea that I think would work really well for a steampunk setting. Instead of making the compass a traditional one, you could turn it into more of a geiger counter. Have a gauge on it that hits full when you are pointing at spawn. (Middle frame of the animation is the one that shows when facing spawn.)
So more of a 'spawn detection device' than a compass.
Here is a really crude proof of concept image I did using your clock as a base.
The needle is to the far right when you are pointing towards spawn.
Hey I really like that! I like the idea and how you've made it. Is it a functioning animated needle. Meaning, will it work as intended in terms of the way the new compass is implemented in 1.5? Just at the moment I'm steering clear of the 1.5 snapshots to try and focus, so I've not been able to test it.
If it's functional, could I temporarily use it for the next 1.5 update, if I don't get time to fiddle with making a 64x animation of my own?
Haha, I can see we'll get cries of, "Hey! My compass doesn't seem to be working properly! Actually though, will it still be possible to find one's way around using a system like this? Not having tried it, I'm trying to imagine how one would go about getting to another point on the map other than the spawn point.
Flip! Minecraft is so mind-bogglingly big in scope now from what it was 2 years ago!
Quote from Richard555 »
This looks absolutely fantastic. This may very well usurp the Painterly Pack for me. Excellent work. I'm really diggin' the lamps, doors, and crafting table.
I especially like the animated furnace, that was definetly an unexpected surprise for me when I saw the video. And the pumpkin is... well... my brain cant form the words to describe how awesome that is! Lookin forward to the next couple of vids
Ah! Many thanks for the encouragement, Jester.
The furnace animation is just a very simple little piece of work, but rather than having random flickering lights, I wanted something that could be used to create a kind of energy flow when the furnaces are used en masse. When compared with what can already be done with FTB and other mods, it's really only a simple cosmetic affectation, but for those who don't usually use any other mods other than MC Patcher, it gives another little feature for building with. It's still only 32x, so some day will upgrade it with a little more detail.
Just very sorry for the delay on all this, but making the vids has that multi-purpose role of introducing all the new things, showing how I envisage them being used, and providing some security of provenance through Youtube.
All good ideas, blue, and sorry about the delays. I'm most definately in agreement about the swords. My new Pigmen mobs and the gold swords don't really blend very well at all!
I have a gold sword that I've been using and it's not very suited for the pigmen eather but it might do better than the current one. i just edited one of Tlos's swords.
probably going to re edit for a more hellish sword.
Hey I really like that! I like the idea and how you've made it. Is it a functioning animated needle. Meaning, will it work as intended in terms of the way the new compass is implemented in 1.5? Just at the moment I'm steering clear of the 1.5 snapshots to try and focus, so I've not been able to test it.
If it's functional, could I temporarily use it for the next 1.5 update, if I don't get time to fiddle with making a 64x animation of my own?
Haha, I can see we'll get cries of, "Hey! My compass doesn't seem to be working properly! Actually though, will it still be possible to find one's way around using a system like this? Not having tried it, I'm trying to imagine how one would go about getting to another point on the map other than the spawn point.
It does work in 1.5. Feel free to use it if you want.
As for getting around with it, it's about as functional as the old style compass. You just have to stop periodically and get your bearings if you want to go in a direction other than towards spawn. "Ok, spawn is that way, so to continue my journey I need to rotate ninety degrees clockwise." Besides, if you really want a good navigation tool, that's what maps are for.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
still having an issue on 1.4.7,, added the textures from the mod pack again but still a lot of items are just pink, they seem to be the newer items if that helps, like red powers caged lights. i did post about a few pages back but it seems to be a non issue with the new 1.5 texture method but a lot of us wont be able to go to 1.5 for a few months (some mods are very slow to update)
The mod pack isn't currently up to date, unfortunately. I've been meaning to work on it, but I have been ill the last few days and school is starting back up tomorrow, so haven't had a lot of time for it. However, if you look back over the last 10-15 pages or so, you will find a lot of added support for many of the mods, made my Vermillion Twilight. It may be a bit more of a hassle downloading and installing them individually, but until I get some free time, this'll probably have to do. Sorry!
Showcasing 'Glimmar's Steampunk' v10 texture pack for Minecraft v1.4.7, available soon.
This has been filmed using my 64x WIP pack, but there are still more 32x textures than 64x in the terrain. However bearing in mind the scale of the challenge, with new animations and ctm change will be slow. In addition there's 1.5 which is a huge change ,so don't expect any lightning fast updates...no change there then!
There will be a 32x update too, which will be updated for 1.4.7 use, however it will not contain all the extra ctm textures yet that I've been working on at 64x.
The video is best viewed at 1080p. Sorry about the occasional stutter...Fraps and Minecraft do not always play well together at this resolution.
As mentioned before, if there's anything you can't place, just ask.
Sound Sample Credits:
I am very grateful for the following samples being made open-source:
Taster vid 3 will probably come after I upload my update version 10. Vid 3 will mostly be a look at my extra ctm stone, marble and mosaic blocks and how they are called through the command line and also a little more of my city of Newglim will be revealed
Although the above vid only shows a few of the changes in the next update, here's a list of all the changes in my current changelog for v10:
Glimmar's Steampunk v10 for Minecraft v1.4.7
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!
Changed the colour of the animated lambent yellow eye of ender on the enderchest to match the ender particle colours, namely purple. Reason being with the new pumpkin/lantern having a glowing yellow 'tungsten' bulb I wanted some contrasting color rather than everything being yellow and green. If you prefered the old enderchest eye animation you'll find the appropriate .png anim strip in the 'alternative textures' folder. Let me know if you think the original was better.
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.
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 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!!
Added 4 random ctm jungle foliage textures for those using 'fast' graphics.
Added flickering blue light animation to sides of furnace and dispenser. Put them in a row and watch the energy surge along. If you find the animation annoying, delete the file 'custom_terrain_45' from the 'anim' folder in the pack.
Added new ball of energy animation to the inside of the beacon block. Feels more like some kind of arcane force is contained within.
Re-sized some of the item animations from 32x to 64x which might solve some problems with bleeding pixels in Optifine.
I should have mentioned that most of the above 1.4.7 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 1.4.7.
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.
If you are only just updating to Minecraft 1.4 and using my updated pack for the first time since version 7, please refer to the v8/9 changelogs, to see what all the new additions are...there's an awful lot of them and they may effect the frame rate of some more modest set-ups!
WASSUP GLIMMAR!!??!!?!?! I have been and always will be an Avid believer that minecraft should come with Glimmar's stuff preinstalled...The whole world needs this awesome ness!
Allright, all. Here it is, at long last: The latest mod texture compendium! As I mentioned before, I didn't have the time or resources to go through all the old texture sheets to remove those that are outdated (although I'm fairly certain that most of them are outdated now), so I separated them into another folder. The most recent textures, or at least those most relevant to FtB (sorry Tekkit users, couldn't check on that) is in it's own folder. Most of the textures there were submitted by Vermillion Twilight (some of which are based on others work, but with a fair bit of original work as well), although there are a few older submissions such as the Buildcraft textures that still seem to work after a cursory glance.
If you notice any missing/broken textures, let me know. Known issues are spoilered below, and hopefully Dazqo, Vermillion, or any other artists out there can help fix those in a timely manner. Also, if these have already been fixed and I simply forgot to add the proper textures in, I'm sorry I tried to get everything up to snuff, but life has been rather hectic these last 6 months.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumIf any admin popping in could remove these, I'd be grateful.
So I put the unzipped folder in the texturepacks folder, but it is not in the list when I open the game.
-
View User Profile
-
View Posts
-
Send Message
Curse Premiumah got it thanks!
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumGlimmar's Steampunk Update v10 Taster Vid 1
Showcasing 'Glimmar's Steampunk' v10 texture pack for Minecraft v1.4.7, available soon.
This has been filmed using my 64x WIP pack, but there are still more 32x textures than 64x in the terrain. The process of updating to 64x will be slow, bearing in mind the work involved in making appropriate animations and putting ctm to good effect. Also the big change to 1.5 will be quite a challenge for me with such limited intelligence and time. Therefore don't expect any lightning fast updates.
There will be a 32x update too, which will be updated for 1.4.7 use, however it will not contain all the extra ctm textures yet that I've been working on at 64x.
The video is best viewed at 1080p. Sorry about the occasional stutter...Fraps and Minecraft do not always play well together at this resolution.
As mentioned before, if there's anything you can't place, just ask.
Sound Sample Credits:
I am very grateful for the following samples being made open-source:
40165__erh__o-space-pad-2e.wav
http://www.freesound.org/people/ERH/packs/2126/
12651__mich3d__bellchurch.wav
http://www.freesound.org/people/mich3d/sounds/12651/
13572__acclivity__rocamadorchurch.wav
http://www.freesound.org/people/acclivity/sounds/13572/
30033__pcaeldries__mill.wav
http://www.freesound.org/people/pcaeldries/sounds/30033/
33637__herbertboland__cinematicboomnorm.wav
http://www.freesound.org/people/HerbertBoland/sounds/33637/
65367__jpberger__trainsounds.wav
http://www.freesound.org/people/jpberger/sounds/65367/
12900__swelk__4machineloop03.wav
http://www.freesound.org/people/swelk/sounds/12900/
40158__sagetyrtle__crash Audio Extracted Audio Extracted.wav
http://www.freesound.org/people/sagetyrtle/sounds/40158/
48980__lunardrive__metal-door-slam-soundsmith.wav
http://www.freesound.org/people/Lunardrive/sounds/48980/
71569__microscopia__1905-regina-table-model-disc-music-box.wav
http://www.freesound.org/people/Microscopia/sounds/71569/
Sewing Machine 2 by Teto Yasha - SoundBible.com-2092031798.mp3
http://soundbible.com/1541-Sewing-Machine-2.html
wind_up_pedalling_water_turtle_toy.mp3
http://www.pdsounds.org/sounds/wound_up_toy_pedalling
74471__lg__steam-whistle.wav
http://www.freesound.org/people/LG/sounds/74471/
34338__erh__wind.wav
http://www.freesound.org/people/ERH/sounds/34338/
38543__erh__emergency-1.wav
http://www.freesound.org/people/ERH/packs/2126/
48789__jovica__melodrone-multisample-04-4-tone-drone-e4.flac
http://www.freesound.org/people/Jovica/sounds/48789/
87557__daveofdefeat2248__gasmask.wav
http://www.freesound.org/people/DaveOfDefeat2248/sounds/87557/
96742__robinhood76__01650-underwater-bubbles.wav
http://www.freesound.org/people/Robinhood76/sounds/96742/
130506__duckduckpony__large-vessel.wav
http://www.freesound.org/people/duckduckpony/sounds/130506/
67882__gyzhor__dive-mixdown.wav
http://www.freesound.org/people/gyzhor/sounds/67882/
157730__davidkyoku__electric-drill-sound.wav
http://www.freesound.org/people/davidkyoku/sounds/157730/
30605__acclivity__electricgaragedooropens.wav
http://www.freesound.org/people/acclivity/sounds/30605/
54706__cumesoftware__oldelrollshutteropen.wav
http://www.freesound.org/people/cumesoftware/sounds/54706/
Doudrime_vbr.mp3
Michiboux_74_Michel Maurice Fortin
http://archive.org/details/Michiboux_74
Taster vids 2 and 3 coming as soon as possible.
Although the above vid only shows a few of the changes in the next update, here's a list of all the changes in my current changelog for v10:
Glimmar's Steampunk v10 for Minecraft v1.4.7
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!
Changed the colour of the animated lambent yellow eye of ender on the enderchest to match the ender particle colours, namely purple. Reason being with the new pumpkin/lantern having a glowing yellow 'tungsten' bulb I wanted some contrasting color rather than everything being yellow and green. If you prefered the old enderchest eye animation you'll find the appropriate .png anim strip in the 'alternative textures' folder. Let me know if you think the original was better.
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.
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 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!!
Added 4 random ctm jungle foliage textures for those using 'fast' graphics.
Added flickering blue light animation to sides of furnace and dispenser. Put them in a row and watch the energy surge along. If you find the animation annoying, delete the file 'custom_terrain_45' from the 'anim' folder in the pack.
Added new ball of energy animation to the inside of the beacon block. Feels more like some kind of arcane force is contained within.
Re-sized some of the item animations from 32x to 64x which might solve some problems with bleeding pixels in Optifine.
I should have mentioned that most of the above 1.4.7 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 1.4.7.
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.
If you are only just updating to Minecraft 1.4 and using my updated pack for the first time since version 7, please refer to the v8/9 changelogs, to see what all the new additions are...there's an awful lot of them and they may effect the frame rate of some more modest set-ups!
Where is the brass?
I know your not a modder or anything, but i think that sponge is a useless texture (hint hint) and could be used in a brassy sort of block.
Im not talking about brass:https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSMCwQAsjwGpPOQ3GnrK_hItAkJ7Z_9LVfUSvjNhp-9mHpuBeA2CA
im talking about brass:https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcRGT-MU9Refdp2MJUWdypKxCVdwQA5wjvtgh0gEfD67BrDGIX_aiQ
If you could add this in it would be wonderful!
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumSo more of a 'spawn detection device' than a compass.
Here is a really crude proof of concept image I did using your clock as a base.
The needle is to the far right when you are pointing towards spawn.
I especially like the animated furnace, that was definetly an unexpected surprise for me when I saw the video. And the pumpkin is... well... my brain cant form the words to describe how awesome that is! Lookin forward to the next couple of vids
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumAll good ideas, blue, and sorry about the delays. I'm most definately in agreement about the swords. My new Pigmen mobs and the gold swords don't really blend very well at all!
There's brass aplenty, my good sir (or madam). Infact the birch wood plank is a kind of attempt to introduce another ambiguous block that can also pass for brass, depending on how and where it's used. I suppose I see brass as a more practical and decorative asset in the game rather than as a building block, and in that it's employed absolutely everywhere I can in the game. You may prove me wrong, but large scale usage of brass panels in rl was quite rare, being mostly used for moving parts like cogs, and clock supports, decorative items like fire surrounds and screens and for delicate scientific instruments like microscopes. I think copper was used more often on a larger scale and for large scale machinery steel and cast iron.
I do take your point about there being a distinct lack of a brass 'block'. However, as I'm increasingly becoming aware, the new 1.5 update will be an absolute godsend for everyone when it comes to choice, whether an absolute beginner in tinkering with Minecraft or a pro-modder. So long as I have the time, which I don't have a lot of at the moment, I'll be able to make more alts of a steampunk nature and everyone can pick and choose what to use in their palette of blocks and items, simply by choosing the appropriate file and dropping it in the new 'texture' folder in the pack. No messing with graphics packages, no artistic skills needed, no fuss, just simple drag and drop and see what it looks like. So long as it's for personal use, even drag and drop appropriate textures from other packs into the 'textures' folder and make things look just the way you want them to.
It's designed to be seen as either corroded copper or painted cast iron, the kind of thing you get around many old Victorian railway stations as part of the roof structure or decorative frame work of verandas and bridges.
Hey I really like that! I like the idea and how you've made it.
If it's functional, could I temporarily use it for the next 1.5 update, if I don't get time to fiddle with making a 64x animation of my own?
Haha, I can see we'll get cries of, "Hey! My compass doesn't seem to be working properly! Actually though, will it still be possible to find one's way around using a system like this? Not having tried it, I'm trying to imagine how one would go about getting to another point on the map other than the spawn point.
Flip! Minecraft is so mind-bogglingly big in scope now from what it was 2 years ago!
Glad you like and thanks for saying.
Ah! Many thanks for the encouragement, Jester.
The furnace animation is just a very simple little piece of work, but rather than having random flickering lights, I wanted something that could be used to create a kind of energy flow when the furnaces are used en masse. When compared with what can already be done with FTB and other mods, it's really only a simple cosmetic affectation, but for those who don't usually use any other mods other than MC Patcher, it gives another little feature for building with. It's still only 32x, so some day will upgrade it with a little more detail.
Just very sorry for the delay on all this, but making the vids has that multi-purpose role of introducing all the new things, showing how I envisage them being used, and providing some security of provenance through Youtube.
I have a gold sword that I've been using and it's not very suited for the pigmen eather but it might do better than the current one. i just edited one of Tlos's swords.
probably going to re edit for a more hellish sword.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumIt does work in 1.5. Feel free to use it if you want.
As for getting around with it, it's about as functional as the old style compass. You just have to stop periodically and get your bearings if you want to go in a direction other than towards spawn. "Ok, spawn is that way, so to continue my journey I need to rotate ninety degrees clockwise." Besides, if you really want a good navigation tool, that's what maps are for.
The mod pack isn't currently up to date, unfortunately. I've been meaning to work on it, but I have been ill the last few days and school is starting back up tomorrow, so haven't had a lot of time for it. However, if you look back over the last 10-15 pages or so, you will find a lot of added support for many of the mods, made my Vermillion Twilight. It may be a bit more of a hassle downloading and installing them individually, but until I get some free time, this'll probably have to do. Sorry!
-
View User Profile
-
View Posts
-
Send Message
Curse Premium'Pigmen, Pigs, Broken Things & Fireworks..'
Glimmar's Steampunk Update v10 Taster Vid 2
Showcasing 'Glimmar's Steampunk' v10 texture pack for Minecraft v1.4.7, available soon.
This has been filmed using my 64x WIP pack, but there are still more 32x textures than 64x in the terrain. However bearing in mind the scale of the challenge, with new animations and ctm change will be slow. In addition there's 1.5 which is a huge change ,so don't expect any lightning fast updates...no change there then!
There will be a 32x update too, which will be updated for 1.4.7 use, however it will not contain all the extra ctm textures yet that I've been working on at 64x.
The video is best viewed at 1080p. Sorry about the occasional stutter...Fraps and Minecraft do not always play well together at this resolution.
As mentioned before, if there's anything you can't place, just ask.
Sound Sample Credits:
I am very grateful for the following samples being made open-source:
My_Head_Is_Split_Instrumental_vbr.mp3
http://archive.org/d...litinstrumental
40165__erh__o-space-pad-2e.wav
http://www.freesound...ERH/packs/2126/
12651__mich3d__bellchurch.wav
http://www.freesound...d/sounds/12651/
13572__acclivity__rocamadorchurch.wav
http://www.freesound...y/sounds/13572/
12900__swelk__4machineloop03.wav
http://www.freesound...k/sounds/12900/
40158__sagetyrtle__crash Audio Extracted Audio Extracted.wav
http://www.freesound...e/sounds/40158/
48980__lunardrive__metal-door-slam-soundsmith.wav
http://www.freesound...e/sounds/48980/
71569__microscopia__1905-regina-table-model-disc-music-box.wav
http://www.freesound...a/sounds/71569/
Sewing Machine 2 by Teto Yasha - SoundBible.com-2092031798.mp3
http://soundbible.co...-Machine-2.html
wind_up_pedalling_water_turtle_toy.mp3
http://www.pdsounds....p_toy_pedalling
34338__erh__wind.wav
http://www.freesound...H/sounds/34338/
30708__unclesigmund__little-black-rain-cloud.wav
http://www.freesound...d/sounds/30708/
64095__dobroide__20081203-mechanical-04.wav
http://www.freesound...e/sounds/64095/
32263__linse__mechanical-pingpong-toy.wav
http://www.freesound...e/sounds/32263/
135873__crz1990__vintage-microwave-timer-bell-ring-26-november-2011-11-39-00-p-m.wav
http://www.freesound.../sounds/135873/
170106__klankbeeld__music-box-loop-05-fast.wav
http://www.freesound.../sounds/170106/
168659__lucasgonze__home-sweet-home.wav
http://www.freesound.../sounds/168659/
42285__erh__p-b8-112-long.wav
http://www.freesound...ERH/packs/2126/
90060__cottager__mournful-violin1.aif
http://www.freesound...r/sounds/90060/
131709__oldedgar__jared-helm.wav
http://www.freesound.../sounds/131709/
161361__dream4dreamtheater__girly-scream-longer.mp3
http://www.freesound.../sounds/161361/
168518__alienxxx__wooo.wav
http://www.freesound.../sounds/168518/
Taster vid 3 will probably come after I upload my update version 10. Vid 3 will mostly be a look at my extra ctm stone, marble and mosaic blocks and how they are called through the command line and also a little more of my city of Newglim will be revealed
Although the above vid only shows a few of the changes in the next update, here's a list of all the changes in my current changelog for v10:
Glimmar's Steampunk v10 for Minecraft v1.4.7
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!
Changed the colour of the animated lambent yellow eye of ender on the enderchest to match the ender particle colours, namely purple. Reason being with the new pumpkin/lantern having a glowing yellow 'tungsten' bulb I wanted some contrasting color rather than everything being yellow and green. If you prefered the old enderchest eye animation you'll find the appropriate .png anim strip in the 'alternative textures' folder. Let me know if you think the original was better.
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.
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 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!!
Added 4 random ctm jungle foliage textures for those using 'fast' graphics.
Added flickering blue light animation to sides of furnace and dispenser. Put them in a row and watch the energy surge along. If you find the animation annoying, delete the file 'custom_terrain_45' from the 'anim' folder in the pack.
Added new ball of energy animation to the inside of the beacon block. Feels more like some kind of arcane force is contained within.
Re-sized some of the item animations from 32x to 64x which might solve some problems with bleeding pixels in Optifine.
I should have mentioned that most of the above 1.4.7 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 1.4.7.
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.
If you are only just updating to Minecraft 1.4 and using my updated pack for the first time since version 7, please refer to the v8/9 changelogs, to see what all the new additions are...there's an awful lot of them and they may effect the frame rate of some more modest set-ups!
-
View User Profile
-
View Posts
-
Send Message
Retired Staff:c
The Auld Grump
If you notice any missing/broken textures, let me know. Known issues are spoilered below, and hopefully Dazqo, Vermillion, or any other artists out there can help fix those in a timely manner. Also, if these have already been fixed and I simply forgot to add the proper textures in, I'm sorry
Broken/missing textures:
Portal Gun Mod
- Potato Portal Gun
- Radio
- Ender Pearl Dust
- PotatOS
- Miniature Black Hole
IC2- Treealyzer
- Cherry
- Walnut
- Chestnut
- Nightvision Goggles
Railcraft- Lockdown Track
- Gift Cart
- Personal Anchor Cart
- Personal Anchor
Computercraft- Computer craft blink.png and blink2.png
Unknown/Other