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mentioned before, I didn't have the time or resources to go through all the old texture sheets to remove those that are outdated (although I'm fairly certain that most of them are outdated now), so I separated them into another folder.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.
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
Sandy Brick
Trackman's Goggles
Tekkit Lite is more like FTB now (is actually 1.4.6), so I guess those textures work.
I think the blink.png for ComputerCraft is named something else.
Tekkit Lite is more like FTB now (is actually 1.4.6), so I guess those textures work.
I think the blink.png for ComputerCraft is named something else.
For the blink file, I did check the mod and it is indeed blink.png and blink2.png (for the normal and gold computers, respectively). They are in a different part of the directory now (no longer in a sub-folder), but they are there. The really confusing part is that they typically consist of two textures straight off the terrain sheet. Why they can't just use those, I don't know. Still, it is slightly distracting when, as you have the computer turned on, the texture for the computer face reverts back to vanilla.
As for Tekkit, yeah, I had heard that Tekkit Lite uses the more up-to-date mods, although there are some mods that Tekkit has that aren't in FtB (and vice versa)… and some people still use the older versions of Tekkit, so they'd have to use textures found in the older pack.
ksheep: I read above that you've been ill...hope you're on the mend or recovered. Many thanks for all your hard work on the Mod Support Pack you've just uploaded. I imagine it was incredibly fiddly and time consuming to get everything in the right place! Your time and effort, as always is very much appreciated, and all those who have contributed to it. I will follow up on it soon for the OP, but it'll have to wait for tomorrow now, mate, sorry! Got to catch up on some sleep before work.
'Temples, Tombs & Towers'
Glimmar's Steampunk Update v10 Taster Vid 3
Showcasing 'Glimmar's Steampunk' v10 texture pack for Minecraft v1.4.7, available soon
Mainly looking at the new extra blocks I added through MC Patcher's ctm function and how I used them in little experiments in my own city of 'Newglim'
I decided to get Taster vid 3 out of the way...sorry! It was kind of essential to show off the new extra blocks, before I update, or the tutorial vid I've made to explain how to get and use the extra blocks...stone heads, marble freize, etc., featured in the above vid, will not make sense and without the tutorial it will be difficult for most users to understand where the blocks come from!
See taster vids 1 and 2 on the previous page 507 for more information about the new things in my next update.
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:
Here's that list of changes again 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!
Nice preview, as usual. If only the school internet didn't take half an hour to load a 15 minute video
Oh, and Vermillion (or anyone who wants to take a stab at fixing a few small issues in the mod textures), I noticed a few stray pixels with some of the IC2 textures. Namely, on the lower left side of the Quantum Suit Helmet, and the bottom edge of the Heat Exchanger. Also, you may want to turn the Mining Laser around. At the moment, it looks like it shoots out of the stock, not the barrel
Nice preview, as usual. If only the school internet didn't take half an hour to load a 15 minute video
Oh, and Vermillion (or anyone who wants to take a stab at fixing a few small issues in the mod textures), I noticed a few stray pixels with some of the IC2 textures. Namely, on the lower left side of the Quantum Suit Helmet, and the bottom edge of the Heat Exchanger. Also, you may want to turn the Mining Laser around. At the moment, it looks like it shoots out of the stock, not the barrel
Thanks, ksheep. Sorry about the size of the file!
Here's the final vid before I update:
'Extra 'CTM' Blocks and How to Get Them'
Glimmar's Steampunk Update v10
Showcasing 'Glimmar's Steampunk' v10 texture pack for Minecraft v1.4.7 using my 64x WIP pack
In the 64x WIP v10 of my pack, there are four new random CTM construction blocks available ...at least for the life of MC 1.4.7(some stone heads are available in the 32x version, but not the other blocks...yet). In the 64x pack these are designed to assist in making classical and ancient buildings, but obviously can be used in many other ways. To take advantage of these, you will need the latest MC 1.4.7 (non-1.5 snapshot version) MC Patcher installed and it's 'ctm' function active.
These extra blocks do not use up any existing MC block (eg. wool), instead, thanks to a suggestion and instructions provided by The_Fool76 they are generated in the world by use of the 'command line'. The video above demonstrates how to do this.
I've called the four new random blocks:
'Carved Stone Head'
'Mayan' or 'Rune' Stones
Marble Freize Block
Byzantine Mosaic (still in early development)
As you can see in the vid, you can call them whatever you want to in game. The following shows what you need to type to get a particular block as demonstrated in the tutorial vid above:
You can substitute <yourname> for 'player' if you're in a single player game. Single spaces separate the numbers.
To see the blocks in action and how I've used them in my 'Newglim' city build, look at the vid 'Glimmar's Steampunk v10 Taster vid 3' a few posts above.
As mentioned before, if there's anything you can't place, just ask.
Sound Sample Credits:
I am very grateful for the following music and sound samples being made open-source:
With the new quartz blocks coming out you can transfer some alt textures and in game textures on to them.
examples
quartz block-a clean white stone or have some pillar top carving on them
pillar quartz-use your old pillar block textures on them only whiter
quartz slabs-use the texture from your stone slabs and/or the texture from the carved stones
carved quartz-use the texture from the frieze block
quartz stairs-like the stone steps but whiter
these are just some suggestions though so do what you want.
With the new quartz blocks coming out you can transfer some alt textures and in game textures on to them.
examples
quartz block-a clean white stone or have some pillar top carving on them
pillar quartz-use your old pillar block textures on them only whiter
quartz slabs-use the texture from your stone slabs and/or the texture from the carved stones
carved quartz-use the texture from the frieze block
quartz stairs-like the stone steps but whiter
these are just some suggestions though so do what you want.
Thanks for those suggestions, alcamist12345, and welcome to the forums.
I was looking at all the new stuff for 1.5 on my tablet and trying to figure what I might do. As I've only been concentrating on updating for 1.4.7, it's all still a little confusing yet, so I'm happy to read everyone's suggestions, ideas and info. I'm usually pretty slow on the uptake.
Only after I've uploaded v10 can I have a little break and then tinker with the contents of a 1.5 snapshot, assuming kahr has managed to iron out the kinks in MC Patcher. I see he's been very busy and managed to make the Patcher almost update everything for the new 1.5 format.
I'm in the process now of updating the OP and uploading version 10 of my pack before I collapse into exhausted sleep. You never know, you might all get a couple of weeks use out of it before Mojang make it all redundant again!
I'm in the process now of updating the OP and uploading version 10 of my pack before I collapse into exhausted sleep. You never know, you might all get a couple of weeks use out of it before Mojang make it all redundant again!
Sorry for all the hassle this update is causin you Glimmar, I still wonder what Mojang is thinking with the texture pack system myself. But I, and others here, am ready to help you whenever you need it. That being said, I hope you dont have too much trouble with the 1.5 update!
Also, Im loving the v10 update previews :). The running from the zombie pigmen gave me a good laugh!
Sorry for all the hassle this update is causin you Glimmar, I still wonder what Mojang is thinking with the texture pack system myself. But I, and others here, am ready to help you whenever you need it. That being said, I hope you dont have too much trouble with the 1.5 update!
Also, Im loving the v10 update previews :). The running from the zombie pigmen gave me a good laugh!
Haha! Thanks, mate. Glad you liked the vids and once again many thanks for the offers of help...very much appreciated!
The vids take a lot of time and effort and when I'm doing them I wonder if it's worth it, but once they're done they become a permanent record I can look back on in years to come...and probably wonder what planet I was on when I did 'em!
I'll be 'demob happy' tonight, however late it is, if I manage to get this update out of the way!
So here it is...I think!
Glimmar's Steampunk v10 for MC 1.4.7
THIS PACK IS PRESENTLY ONLY EXCLUSIVE TO THE 'MINECRAFT FORUMS' HERE. Glimmar's Steampunk is and always has been only officially available on 'minecraftforum.net'.
Make vids, show pics, credit me and link back to my thread here, but DO NOT redistribute my pack or my work, or link directly to my downloads or claim the work as your own. See my licence above for more boring details.
Downloads
This pack requires the latest non- 'snapshot' version of 'MCPATCHER'MC Patcher link.
Why do you absolutely need MC Patcher?
All HD texture packs require MC Patcher to fix graphical glitches and to make use of HD custom animations and random mobs, villagers, plants. Please see the v6 changelog above and older changelogs below.
Optifine will mostly do the same, but as I don't use that patcher myself, I can't say for sure what the results would be.
To repeat- Don't forget to use the latest MC 1.4.7 version of MC Patcher if you want to see all the new animations, random mobs, new villagers, hundreds of new random plants, custom colours and animated lava, water, fire and portal and hi-rez starfield. It is also absolutely necessary to fix things like fire on bricks and gold blocks, water in the nether, compass and more...these glitches are not caused by this pack, but are common to all HD texture packs of greater than 16x pixels!
Please note: you do not have to register with Rapidshare.
Important:
Direct links to my downloads are strictly forbidden.
I count 'direct linking' or re-distribution as piracy.
Please link to my thread here. My visitors here are more important to me than my download figures!
Download: Glimmar's Steampunk Pocket Edition (This is an edited version of my pack by maces006...he has full permissions to destribute the pocket edition version of Glimmar's Steampunk)
The Extra Random 'CTM' Blocks and How to Get Them
In the 64x WIP v10 of my pack there are four new random CTM construction blocks available ...at least for the life of MC 1.4.7 (some stone heads are available in the 32x version, but not the other blocks...yet). In the 64x pack these are designed to assist in making classical and ancient buildings, but obviously can be used in many other ways. To take advantage of these, you will need the latest MC 1.4.7 (non-1.5 snapshot version) MC Patcher installed and it's 'ctm' function active.
These extra blocks do not use up any existing MC block (eg. wool), instead, thanks to a suggestion and instructions provided by The_Fool76 they are generated in the world by use of the 'command line'. The above video demonstrates how to do this.
I've called the four new random blocks:
'Carved Stone Head'
'Mayan' or 'Rune' Stones or even 'Mayan Freize Block' etc.
Marble Freize Block
Byzantine Mosaic (still in early development)
As you can see in the vid, call them whatever you want to in game by using the anvil to rename them. The following shows what you need to type to get a particular block as demonstrated in the video:
You can substitute <yourname> for 'player' if you're in a single player game. Single spaces separate the numbers.
To see the blocks in action and how I've used them in my 'Newglim' city build, look at the vid 'Glimmar's Steampunk v10 Taster vid 3' a few posts above.
As mentioned before, if there's anything you can't place, just ask.
For a complete list of all the changes in v10, check out the most recent changelog below:
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!
And now for me to figure out how I can obtain those new blocks legitly.... I guess I dont need some wool....
Well, since the new blocks are nothing but wood, what you do is cut down some wood, spawn the alts in via chat commands, and sacrifice an equal amount of normal wood to the steam gods by way of lava. Would that sacrifice been seen as enough?
Well, since the new blocks are nothing but wood, what you do is cut down some wood, spawn the alts in via chat commands, and sacrifice an equal amount of normal wood to the steam gods by way of lava. Would that sacrifice been seen as enough?
Not for me, I would at least want some way to harvest or craft them without cheats at all (since I disabled them in my world). Ive already replaced some wool with the stone blocks though (except the gold mosaic blocks, I dont really have a use for those yet) and just replaced the most color similar wool blocks. Marble Frieze = White Wool / Stone Head = Light Gray / Rune = Gray. Im fine with this and multiplayer creations should still look roughly color similar, even if they suddenly look like stone statues.
Also, I when I try to /give myself 514, 515, 516, or 517, it tells me there's no such blocks
Put a space between the 5, 1, and (4, 5, 6, or 7). What that command does is says "Give the player with the name <name> block number 5. Give him 1 of them. And make it so the block has the damage value of <4, 5, 6, or 7>" The damage values for wood blocks (the block with the ID #5) dictate whether the block is oak, elm, fir, or rainforest. However, Glimmar is spoofing this by using larger damage values that aren't normally used in the game to represent these decorative blocks.
As for the latest mod support textures, there is a download about 10 posts up, or if you look on the OP, look under the mod textures spoiler. Note: you will have to add the textures in to the texture pack, but it's very straightforward. Just unzip the pack, drag the necessary folders into it, rename the folders as necessary (see the Read Me), and re-zip the pack.
Put a space between the 5, 1, and (4, 5, 6, or 7). What that command does is says "Give the player with the name <name> block number 5. Give him 1 of them. And make it so the block has the damage value of <4, 5, 6, or 7>" The damage values for wood blocks (the block with the ID #5) dictate whether the block is oak, elm, fir, or rainforest. However, Glimmar is spoofing this by using larger damage values that aren't normally used in the game to represent these decorative blocks.
As for the latest mod support textures, there is a download about 10 posts up, or if you look on the OP, look under the mod textures spoiler. Note: you will have to add the textures in to the texture pack, but it's very straightforward. Just unzip the pack, drag the necessary folders into it, rename the folders as necessary (see the Read Me), and re-zip the pack.
They look like oak wood planks in your inventory (and it calls them that unless you rename them, like in Glimmar's last video), but they shouldn't still look like that when placed, unless you forgot to use the MCPatcher, or unchecked CTM when you did. You are using the 64x pack, right?
Also, I really like what you've done with the Stone Slab, Glimmar. It makes really nice smooth pillars.
Well, since the new blocks are nothing but wood, what you do is cut down some wood, spawn the alts in via chat commands, and sacrifice an equal amount of normal wood to the steam gods by way of lava. Would that sacrifice been seen as enough?
Haha! I like that suggestion, sheep. Can I drop that in with the 'How to Get the Extra CTM Blocks' tutorial in the OP?
They look like oak wood planks in your inventory (and it calls them that unless you rename them, like in Glimmar's last video), but they shouldn't still look like that when placed, unless you forgot to use the MCPatcher, or unchecked CTM when you did. You are using the 64x pack, right?
Also, I really like what you've done with the Stone Slab, Glimmar. It makes really nice smooth pillars.
Well, that's just me trying to get the best out of one block. I wanted it to look like fine marble, but also something that might pass for unpainted plaster or whitewash (that's what we call painted exterior walls here in the UK...sort of a catch all term really). I did wonder if I'd made it too plain, but if I hadn't, it wouldn't be possible to have large surface areas without awful patterning. It didn't seem to break any of my buildings where I'd used the half slab block to make roofs and domes, etc. or steps and walls. It strikes me as being slightly Mediterranean in appearance, which might be a good or bad thing. Anyways, glad you like it.
After a cursory glance at the extra things for MC 1.5, I'm still a little confused over the half slab block and crystal block side of things. Am I going to have to use something else for the ctm marble column?
I never really got round to making some truly epic buildings with massive columns using the extra blocks, so I'd be interested to see any future projects. I might reward myself this weekend with another building project...or I might even have a look at my 'Dishonoured' Christmas present, as I've only got as far as installing it off Steam and running the intro! I also want to solve the problem of the Byzantine mosaic block to make something that really flows naturally between each random tile. Please pray to the Mojang gods to go slow with the 1.5 update.
My demo in the video and written instructions in the OP aren't very comprehensive I'm afraid (so little time), so I'm grateful to you guys for further explanations. Also might I add that I'm not sure how future proof these unused oakplank slots are and what will happen after 1.5 with CTM and MC. It looks like kahr of MC Patcher is trying to make the transition as smooth as possible for everyone, users and texture artists alike, but I'd be very interested in any suggestions of how I might introduce additional blocks like this in future using CTM and in other ways than just using hidden wood plank slots. Obviously with the new system of individual textures in a 'textures' folder, and 'ctm' folder, it introduces the possibilities of using alts in new and more creative ways, at least in terms of choice.
Haha! I like that suggestion, sheep. Can I drop that in with the 'How to Get the Extra CTM Blocks' tutorial in the OP?
Sure, go right ahead. Oh, and you may want to clarify that they can change the second number to change how many of the blocks they get, in case they are on survival.
My demo in the video and written instructions in the OP aren't very comprehensive I'm afraid (so little time), so I'm grateful to you guys for further explanations. Also might I add that I'm not sure how future proof these unused oakplank slots are and what will happen after 1.5 with CTM and MC. It looks like kahr of MC Patcher is trying to make the transition as smooth as possible for everyone, users and texture artists alike, but I'd be very interested in any suggestions of how I might introduce additional blocks like this in future using CTM and in other ways than just using hidden wood plank slots. Obviously with the new system of individual textures in a 'textures' folder, and 'ctm' folder, it introduces the possibilities of using alts in new and more creative ways, at least in terms of choice.
Thanks for sticking around, folks.
From what it looks like, I think that this trick will still work in 1.5 (depending entirely on how Kahr deals with CTM, but I doubt he'd change it too much). As far as I know, breaking up the texture sheets won't result in a change in the block metadata, so you should be fine there.
Sure, go right ahead. Oh, and you may want to clarify that they can change the second number to change how many of the blocks they get, in case they are on survival.
Good thinking on the survival side of things. It had occurred to me while I was working on them, but like most things, rather than making notes, I tend to conveniently forget essential matters when it comes to writing things up.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Tekkit Lite is more like FTB now (is actually 1.4.6), so I guess those textures work.
I think the blink.png for ComputerCraft is named something else.
For the blink file, I did check the mod and it is indeed blink.png and blink2.png (for the normal and gold computers, respectively). They are in a different part of the directory now (no longer in a sub-folder), but they are there. The really confusing part is that they typically consist of two textures straight off the terrain sheet. Why they can't just use those, I don't know. Still, it is slightly distracting when, as you have the computer turned on, the texture for the computer face reverts back to vanilla.
As for Tekkit, yeah, I had heard that Tekkit Lite uses the more up-to-date mods, although there are some mods that Tekkit has that aren't in FtB (and vice versa)… and some people still use the older versions of Tekkit, so they'd have to use textures found in the older pack.
-
View User Profile
-
View Posts
-
Send Message
Curse Premium'Temples, Tombs & Towers'
Glimmar's Steampunk Update v10 Taster Vid 3
Showcasing 'Glimmar's Steampunk' v10 texture pack for Minecraft v1.4.7, available soon
Mainly looking at the new extra blocks I added through MC Patcher's ctm function and how I used them in little experiments in my own city of 'Newglim'
I decided to get Taster vid 3 out of the way...sorry! It was kind of essential to show off the new extra blocks, before I update, or the tutorial vid I've made to explain how to get and use the extra blocks...stone heads, marble freize, etc., featured in the above vid, will not make sense and without the tutorial it will be difficult for most users to understand where the blocks come from!
See taster vids 1 and 2 on the previous page 507 for more information about the new things in my next update.
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...ERH/packs/2126/
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
12651__mich3d__bellchurch.wav
http://www.freesound...d/sounds/12651/
13572__acclivity__rocamadorchurch.wav
http://www.freesound...y/sounds/13572/
34338__erh__wind.wav
http://www.freesound...H/sounds/34338/
42285__erh__p-b8-112-long.wav
http://www.freesound...ERH/packs/2126/
125919__klankbeeld__horror-what-are-you-doing-here-cathedral.wav
http://www.freesound.../sounds/125919/
141366__striderjapan__dst-ancientcurse-iii.mp3
http://www.freesound.../sounds/141366/
157730__davidkyoku__electric-drill-sound.wav
http://www.freesound.../sounds/157730/
92021__knufds__stream-02.wav
http://www.freesound...s/sounds/92021/
69509__zixem__ruin-wind.wav
http://www.freesound...m/sounds/69509/
76204__dkustic__080909-05-railway-station-train.wav
http://www.freesound...c/sounds/76204/
100491__jakobthiesen__go-train-passing-union-station.wav
http://www.freesound.../sounds/100491/
169458__serop2012__scary-night-at-forest.wav
http://www.freesound.../sounds/169458/
66613__susoooo__22-08-08-12-30-iglesia-con-organo.mp3
http://www.freesound...o/sounds/66613/
michiboux_44_B.mp3 by Michel Maurice Fortin
http://archive.org/d...ls/Michiboux_44
M_105_G_CouailletteTiNami.mp3 by Michel Maurice Fortin
http://archive.org/d...s/Michiboux_105
72563__wrinex__wind-ms.wav
http://www.freesound...x/sounds/72563/
72563__wrinex__wind-ms.wav
http://www.freesound...x/sounds/72563/
157294__rtb45__byzantine-chant.wav
http://www.freesound.../sounds/157294/
50865__erdie__de-profundis.wav
http://www.freesound...50865/#comments
66613__susoooo__22-08-08-12-30-iglesia-con-organo.mp3
http://www.freesound...o/sounds/66613/
Here's that list of changes again 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!
Oh, and Vermillion (or anyone who wants to take a stab at fixing a few small issues in the mod textures), I noticed a few stray pixels with some of the IC2 textures. Namely, on the lower left side of the Quantum Suit Helmet, and the bottom edge of the Heat Exchanger. Also, you may want to turn the Mining Laser around. At the moment, it looks like it shoots out of the stock, not the barrel
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumThanks, ksheep.
Here's the final vid before I update:
'Extra 'CTM' Blocks and How to Get Them'
Glimmar's Steampunk Update v10
Showcasing 'Glimmar's Steampunk' v10 texture pack for Minecraft v1.4.7 using my 64x WIP pack
In the 64x WIP v10 of my pack, there are four new random CTM construction blocks available ...at least for the life of MC 1.4.7(some stone heads are available in the 32x version, but not the other blocks...yet). In the 64x pack these are designed to assist in making classical and ancient buildings, but obviously can be used in many other ways. To take advantage of these, you will need the latest MC 1.4.7 (non-1.5 snapshot version) MC Patcher installed and it's 'ctm' function active.
These extra blocks do not use up any existing MC block (eg. wool), instead, thanks to a suggestion and instructions provided by The_Fool76 they are generated in the world by use of the 'command line'. The video above demonstrates how to do this.
I've called the four new random blocks:
'Carved Stone Head'
'Mayan' or 'Rune' Stones
Marble Freize Block
Byzantine Mosaic (still in early development)
As you can see in the vid, you can call them whatever you want to in game. The following shows what you need to type to get a particular block as demonstrated in the tutorial vid above:
Carved Stone Head: /give <yourname> 5 1 4
'Mayan' or 'Rune' Stone: /give <yourname> 5 1 5
Marble Freize Block: /give <yourname> 5 1 6
Byzantine Mosaic: /give <yourname> 5 1 7
You can substitute <yourname> for 'player' if you're in a single player game. Single spaces separate the numbers.
To see the blocks in action and how I've used them in my 'Newglim' city build, look at the vid 'Glimmar's Steampunk v10 Taster vid 3' a few posts above.
As mentioned before, if there's anything you can't place, just ask.
Sound Sample Credits:
I am very grateful for the following music and sound samples being made open-source:
M_103_F_Zangelisse.mp3 by Michel Maurice Fortin
http://archive.org/details/Michiboux_103
40165__erh__o-space-pad-2e.wav
http://www.freesound.org/people/ERH/packs/2126/
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
34338__erh__wind.wav
http://www.freesound.org/people/ERH/sounds/34338/
69509__zixem__ruin-wind.wav
http://www.freesound.org/people/Zixem/sounds/69509/
The full Changelog for my v10 update will be in the OP shortly along with the actual long overdue update!
examples
quartz block-a clean white stone or have some pillar top carving on them
pillar quartz-use your old pillar block textures on them only whiter
quartz slabs-use the texture from your stone slabs and/or the texture from the carved stones
carved quartz-use the texture from the frieze block
quartz stairs-like the stone steps but whiter
these are just some suggestions though so do what you want.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumThanks for those suggestions, alcamist12345, and welcome to the forums.
I was looking at all the new stuff for 1.5 on my tablet and trying to figure what I might do. As I've only been concentrating on updating for 1.4.7, it's all still a little confusing yet, so I'm happy to read everyone's suggestions, ideas and info. I'm usually pretty slow on the uptake.
Only after I've uploaded v10 can I have a little break and then tinker with the contents of a 1.5 snapshot, assuming kahr has managed to iron out the kinks in MC Patcher. I see he's been very busy and managed to make the Patcher almost update everything for the new 1.5 format.
I'm in the process now of updating the OP and uploading version 10 of my pack before I collapse into exhausted sleep. You never know, you might all get a couple of weeks use out of it before Mojang make it all redundant again!
Sorry for all the hassle this update is causin you Glimmar, I still wonder what Mojang is thinking with the texture pack system myself. But I, and others here, am ready to help you whenever you need it. That being said, I hope you dont have too much trouble with the 1.5 update!
Also, Im loving the v10 update previews :). The running from the zombie pigmen gave me a good laugh!
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumHaha! Thanks, mate. Glad you liked the vids and once again many thanks for the offers of help...very much appreciated!
The vids take a lot of time and effort and when I'm doing them I wonder if it's worth it, but once they're done they become a permanent record I can look back on in years to come...and probably wonder what planet I was on when I did 'em!
I'll be 'demob happy' tonight, however late it is, if I manage to get this update out of the way!
So here it is...I think!
Glimmar's Steampunk v10 for MC 1.4.7
THIS PACK IS PRESENTLY ONLY EXCLUSIVE TO THE 'MINECRAFT FORUMS' HERE. Glimmar's Steampunk is and always has been only officially available on 'minecraftforum.net'.
Make vids, show pics, credit me and link back to my thread here, but DO NOT redistribute my pack or my work, or link directly to my downloads or claim the work as your own. See my licence above for more boring details.
Downloads
This pack requires the latest non- 'snapshot' version of 'MCPATCHER' MC Patcher link.
Why do you absolutely need MC Patcher?
All HD texture packs require MC Patcher to fix graphical glitches and to make use of HD custom animations and random mobs, villagers, plants. Please see the v6 changelog above and older changelogs below.
Optifine will mostly do the same, but as I don't use that patcher myself, I can't say for sure what the results would be.
To repeat- Don't forget to use the latest MC 1.4.7 version of MC Patcher if you want to see all the new animations, random mobs, new villagers, hundreds of new random plants, custom colours and animated lava, water, fire and portal and hi-rez starfield. It is also absolutely necessary to fix things like fire on bricks and gold blocks, water in the nether, compass and more...these glitches are not caused by this pack, but are common to all HD texture packs of greater than 16x pixels!
Please note: you do not have to register with Rapidshare.
Download at MediaFire: Glimmar's Steampunk v10 x64 WIP
Download at RapidShare: Glimmar's Steampunk v10 x64 WIP
Important:
Direct links to my downloads are strictly forbidden.
I count 'direct linking' or re-distribution as piracy.
Please link to my thread here. My visitors here are more important to me than my download figures!
Download at MediaFire: Glimmar's Steampunk v10 x32
Download at RapidShare: Glimmar's Steampunk v10 x32
Download: Glimmar's Steampunk Pocket Edition (This is an edited version of my pack by maces006...he has full permissions to destribute the pocket edition version of Glimmar's Steampunk)
The Extra Random 'CTM' Blocks and How to Get Them
In the 64x WIP v10 of my pack there are four new random CTM construction blocks available ...at least for the life of MC 1.4.7 (some stone heads are available in the 32x version, but not the other blocks...yet). In the 64x pack these are designed to assist in making classical and ancient buildings, but obviously can be used in many other ways. To take advantage of these, you will need the latest MC 1.4.7 (non-1.5 snapshot version) MC Patcher installed and it's 'ctm' function active.
These extra blocks do not use up any existing MC block (eg. wool), instead, thanks to a suggestion and instructions provided by The_Fool76 they are generated in the world by use of the 'command line'. The above video demonstrates how to do this.
I've called the four new random blocks:
'Carved Stone Head'
'Mayan' or 'Rune' Stones or even 'Mayan Freize Block' etc.
Marble Freize Block
Byzantine Mosaic (still in early development)
As you can see in the vid, call them whatever you want to in game by using the anvil to rename them. The following shows what you need to type to get a particular block as demonstrated in the video:
Carved Stone Head: /give <yourname> 5 1 4
'Mayan' or 'Rune' Stone: /give <yourname> 5 1 5
Marble Freize Block: /give <yourname> 5 1 6
Byzantine Mosaic: /give <yourname> 5 1 7
You can substitute <yourname> for 'player' if you're in a single player game. Single spaces separate the numbers.
To see the blocks in action and how I've used them in my 'Newglim' city build, look at the vid 'Glimmar's Steampunk v10 Taster vid 3' a few posts above.
As mentioned before, if there's anything you can't place, just ask.
For a complete list of all the changes in v10, check out the most recent changelog below:
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!
I'll update the OP in a sec...
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumAnd now for me to figure out how I can obtain those new blocks legitly.... I guess I dont need some wool....
Well, since the new blocks are nothing but wood, what you do is cut down some wood, spawn the alts in via chat commands, and sacrifice an equal amount of normal wood to the steam gods by way of lava. Would that sacrifice been seen as enough?
Not for me, I would at least want some way to harvest or craft them without cheats at all (since I disabled them in my world). Ive already replaced some wool with the stone blocks though (except the gold mosaic blocks, I dont really have a use for those yet) and just replaced the most color similar wool blocks. Marble Frieze = White Wool / Stone Head = Light Gray / Rune = Gray. Im fine with this and multiplayer creations should still look roughly color similar, even if they suddenly look like stone statues.
Also, I when I try to /give myself 514, 515, 516, or 517, it tells me there's no such blocks
Also check me out on:
WordPress, Etsy, and Spore.
Put a space between the 5, 1, and (4, 5, 6, or 7). What that command does is says "Give the player with the name <name> block number 5. Give him 1 of them. And make it so the block has the damage value of <4, 5, 6, or 7>" The damage values for wood blocks (the block with the ID #5) dictate whether the block is oak, elm, fir, or rainforest. However, Glimmar is spoofing this by using larger damage values that aren't normally used in the game to represent these decorative blocks.
As for the latest mod support textures, there is a download about 10 posts up, or if you look on the OP, look under the mod textures spoiler. Note: you will have to add the textures in to the texture pack, but it's very straightforward. Just unzip the pack, drag the necessary folders into it, rename the folders as necessary (see the Read Me), and re-zip the pack.
Hmm... it just gives me oak wood planks.
Also check me out on:
WordPress, Etsy, and Spore.
Also, I really like what you've done with the Stone Slab, Glimmar. It makes really nice smooth pillars.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumHaha! I like that suggestion, sheep.
Well, that's just me trying to get the best out of one block. I wanted it to look like fine marble, but also something that might pass for unpainted plaster or whitewash (that's what we call painted exterior walls here in the UK...sort of a catch all term really). I did wonder if I'd made it too plain, but if I hadn't, it wouldn't be possible to have large surface areas without awful patterning. It didn't seem to break any of my buildings where I'd used the half slab block to make roofs and domes, etc. or steps and walls. It strikes me as being slightly Mediterranean in appearance, which might be a good or bad thing. Anyways, glad you like it.
After a cursory glance at the extra things for MC 1.5, I'm still a little confused over the half slab block and crystal block side of things. Am I going to have to use something else for the ctm marble column?
I never really got round to making some truly epic buildings with massive columns using the extra blocks, so I'd be interested to see any future projects. I might reward myself this weekend with another building project...or I might even have a look at my 'Dishonoured' Christmas present, as I've only got as far as installing it off Steam and running the intro!
My demo in the video and written instructions in the OP aren't very comprehensive I'm afraid (so little time), so I'm grateful to you guys for further explanations. Also might I add that I'm not sure how future proof these unused oakplank slots are and what will happen after 1.5 with CTM and MC. It looks like kahr of MC Patcher is trying to make the transition as smooth as possible for everyone, users and texture artists alike, but I'd be very interested in any suggestions of how I might introduce additional blocks like this in future using CTM and in other ways than just using hidden wood plank slots. Obviously with the new system of individual textures in a 'textures' folder, and 'ctm' folder, it introduces the possibilities of using alts in new and more creative ways, at least in terms of choice.
Thanks for sticking around, folks.
Sure, go right ahead. Oh, and you may want to clarify that they can change the second number to change how many of the blocks they get, in case they are on survival.
From what it looks like, I think that this trick will still work in 1.5 (depending entirely on how Kahr deals with CTM, but I doubt he'd change it too much). As far as I know, breaking up the texture sheets won't result in a change in the block metadata, so you should be fine there.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumGood thinking on the survival side of things. It had occurred to me while I was working on them, but like most things, rather than making notes, I tend to conveniently forget essential matters when it comes to writing things up.