@ Auld Grump:
Everything's getting very exotic these days in your neck of the woods. Love the Thermae but a little unsure about bathing with those squid around!
Yeah - I went in to take a nice relaxing soak in the hot water (the overhead channel leads to a boiler that I didn't take a screenshot of) and there were three squid, swimming around in the bath - happy as clams.
Odd as it sounds, that drain does help, or at least that lower tank does - I have found plenty of squid in the holding tank, but none in the bath since then.
On the other hand I put a pressure plate on the water side of the door, and sometimes I will hear the door opening and shutting... then find ink sacs on the floor outside the access hatch.
The Thermae is in the area that I am 'reclaiming' from the desert - I had plenty of sand and sandstone, this was a place to put it. (There are also a whole bunch of chests in the basement - each holding a whole lot of sand, sandstone, or glass.)
The Thermae is the oldest building in that area - doing the building as a bath also meant that I could move an oasis that would otherwise have been lost under the wheels of progress.
Just thought I'd give a bit of an update on my build. I recently moved by Dome Island into FtB, and I've been updating it a bit. I found that I REALLY like the Wand of Equivalent Exchange when dealing with changing large sections of blocks. Made something that would normally take 5-10 hours only take about half an hour. I decided to switch out the base of the dome with Marble bricks, changed the supports for the dome to copper blocks, updated the crane, and completely redid the airstrip. Pics below:
As for the mod textures, I am still awaiting fixes for the issues noted earlier, but hopefully someone can work on those. I myself should probably get off Minecraft and start working on my homework
Rreeaally like those cranes! I will steal them when it is time to build my harbor. Love the fact that they are properly counterbalanced.
I was just going to go with a gantry crane for the drydock, with faux tracks on both the ground and the gantry. Maybe a hammerhead crane or two.
Any closeups of the cranes?
*EDIT* Some Tesla Inspiration:
The Auld Grump, they have finished an Indiegogo campaign to fund a 'Goddamn Tesla museum!'...
Salutations fellow sailors, captains, shipwrights, and a whole slew of others. I have a new ship fresh from the yard for you all to see. She is the air carrier HMS Harbinger. She was based on the Japanese carrier Kaga in WW II. She has 14 total AA guns to keep away pesky fighters or dirigibles enemy carriers might have. She also has 2 fixed ship-to-ship cannons at the base of the communications and flight control towers. The AA guns can also be fired ship to ship, however, they would not do nearly as much damage. She carries up to seven monoplane fighters and two bi-plane bombers each with a payload of 6 TNT blocks.
The only thing that I don't like about this texture pack is that my Minecraft crashes when I use it. :C
If you're having performance issues, you could try Optifine. Might be able to get the computer to run smoother by messing with the options there. Then again, the pack was built to use MCPatcher, and while Optfine does have HD support, there are a few features that aren't implemented the same…
Rreeaally like those cranes! I will steal them when it is time to build my harbor. Love the fact that they are properly counterbalanced.
I was just going to go with a gantry crane for the drydock, with faux tracks on both the ground and the gantry. Maybe a hammerhead crane or two.
Any closeups of the cranes?
Sure thing! In fact, here's two sets of pics: Vanilla and FtB. Hope you enjoy!
Vanilla
The entire crane sits in on a dais in the moat around the city
The main tower is made with a 1x2 tower of iron blocks, with ladders along one side. This is then surrounded by a 4x4 cage of iron bars.
Fairly straightforward design here. Counterweight made of stone bricks, cab of netherrack, and arm made of netherbrick fence posts (although I may swap this out with stone fence now)
Cable is supported by a dispenser, and a light was added to the end to help the operator see where it is.
Another dispenser attaches the cable to the payload.
Fairly small and simple cab. Not much to say here…
Feed the Beast
Note: This version uses a large amount of RP2's Microblocks, among other things.
Main body of the tower is the same as above.
Added some microblocks to smooth the angles a bit at the bottom, but otherwise it's the same.
The cab was rebuilt using copper, and new multi-color lights were added. The counterweight is now made of concrete, and the lights on the counterweight are now on top of instead of embedded in it
As you can see here, I surrounded the fences with glass cover microblocks and placed silver block cover strips along the edges.
The control cable here was made with copper block panel strips, with triple-panel corners at the end.
Cable is now made of copper microblocks (can't remember the name off the top of my head… pillar, perhaps?) and the connectors at both end were replaced with Forestry engines (not sure if biogas or electric…)
Cabin is still about the same. Not much to see here.
Ah - the tower is much simpler than I was thinking - thanks for letting me know!
Looks like you use Netherrack in much the way that I have been using grey wool
I was thinking iron railings for the arm, brick fence for the cable.
When I was a kid there were still a few steam shovels around Boston - watching them chug along was always something that I looked forward to. (They were pretty much working exhibits - used as much for their history as the fact that they could pick up a ton of detritus at a go.)
My da was a Naval engineer - I grew up around the Boston Naval Shipyard in Quincy.
Salutations fellow sailors, captains, shipwrights, and a whole slew of others. I have a new ship fresh from the yard for you all to see. She is the air carrier HMS Harbinger. She was based on the Japanese carrier Kaga in WW II. She has 14 total AA guns to keep away pesky fighters or dirigibles enemy carriers might have. She also has 2 fixed ship-to-ship cannons at the base of the communications and flight control towers. The AA guns can also be fired ship to ship, however, they would not do nearly as much damage. She carries up to seven monoplane fighters and two bi-plane bombers each with a payload of 6 TNT blocks.
The only thing that I don't like about this texture pack is that my Minecraft crashes when I use it. :C
To get my pack uploaded onto Bukkit/Curse recently, I had to remove all instances of 'thumbs.db' files from the pack (files that aren't normally seen in the windows environment, unless 'hidden system' files are switched on) a windows file that is seen as being problematical for some. On the slim chance that this file might be causing a problem for you, if it's not a performance issue (covered by ksheep above), then it might be worth downloading my pack from my Bukkit page: http://dev.bukkit.org/texture-packs/glimmars-steampunk/
If it does make a difference, please let me know, as it might help others. Future versions of my pack will of course come without pesky 'thumbs.db' files onboard.
Experimenting with CTM's 'ctm' format at the mo'. A style of ctm that understanding of as so far eluded me! I'm hoping to use this to make some kind of bolted cast iron or copper tubing/pipe. Any advice, snippets, pics or ideas on the matter will be gratefully received. I'm expecting that my version will throw up some pretty weird examples!
The Meaning of Life, the Universe, and Everything.
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Join Date:
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Posts:
381
Minecraft:
VermillionX
Member Details
I don't think i've ever posted any of my steampunk builds before. Might as well do it now.
Here be my Trainstation on the FTB Mindcrack server I play (UGL).
There's probably a few textures you can see in those that I haven't finished/released yet. Like those blue torches are Aluminium Torches from XyCraft.
I'd be very grateful if you'd take a look. I've introduced a whole new blurb and some page graphics I might be introducing back here and possibly over at Planet Minecraft at some stage in the future.
PLANET MINECRAFT: Although I'm a long standing member, I have not yet released Glimmar's Steampunk over there. If you see it, or any part of it, at PM, please report and notify me here. When I open up a page at Planet Minecraft, I will give proper notice here so there's no confusions over ownership...thanks for your help.
Yay! Now everyone just needs to download your stuff so that you can get your free curse premium!
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Tis far better to be a witty fool than a foolish wit.
Started conversion of my tower. About 1/3rd of the way done. Decided to go with Basalt with Ruby block accents. Still debating whether to keep the supports on the top as iron blocks or switch it out with copper, tin, or some other type of block…
I don't think i've ever posted any of my steampunk builds before. Might as well do it now.
Here be my Trainstation on the FTB Mindcrack server I play (UGL).
There's probably a few textures you can see in those that I haven't finished/released yet. Like those blue torches are Aluminium Torches from XyCraft.
Love your architectural prowess, Vermillion! It well matches your artistic talent. I'm envious of all those extra blocks and features you FTB officianados have to play with. You and ksheep are definitely putting them to good use...thanks for sharing. There are lots of nice features on show, particularly that clock tower to the left of the station entrance. Must make a note to build some clock towers in Newglim!
Yay! Now everyone just needs to download your stuff so that you can get your free curse premium!
Haha! Thanks, mate. Wouldn't be up there without your help and the kind admins at Bukkit!
I wasn't sure if that offer from Curse was still being applied. How many downloads does it take and does premium memebership just occur automatically or do I need to apply for it?
Started conversion of my tower. About 1/3rd of the way done. Decided to go with Basalt with Ruby block accents. Still debating whether to keep the supports on the top as iron blocks or switch it out with copper, tin, or some other type of block…
Great tower build, sheep! Looks very sinister too. Is that two telegraph poles and wires in the background, or something else. In any event, what a flippin' cool idea and use for those trip wires. I bet you're employing some FTB feature and I'll find I can't do something similar. I'm most definitely adding telegraph wires and clock towers as soon as I get a chance.
Okay, took a while, but here's the brand new textures for the RP2 wiring as well as the XyCraft blocks and items.
Eloraam/wiring/wiring.png
soaryn/xycraft/world/sprites/sprite_blocks.png
soaryn/xycraft/world/sprites/sprite_items.png
afaik, this is the only mod support for Xycraft that anyone's released so far.
Brilliant as usual. It's mostly meaningless to a mod noob like me, but awesome and frustrating to be reminded of all those cool toys out there that I can't really take advantage of. Except who knows what might occur with future mod api inclusion on the horizon.
At least I'm just about managing to hold my sanity together, with not having to try and texture everything... my Texture Pack is quite enough, thank you! However, many thanks for all the effort from you guys.
***************************************
Just updated the 'Legal' section of my OP. Shouldn't effect anything to do with Mod Support, so long as you remember to follow my conditions in the Mod Support Section.
***************************************
Also got chance to try out MC Patcher's latest snapshot version for 1.5 and I'm happy to report it seems to have managed to convert everything (textures, ctm, guis and animation, et al), completely without a hitch. It not only did that, but it correctly converted my extra blocks and made them visible in respect of their material (carved heads, marble freize, etc.), so they don't all look like oak wood planks any more!! All animations seem to run at the correct speed and it conveniently re-organised all my horribly confusing ctm .png and .properties files so they're less confusing.
So it's made me less fearful of the changeover, however I am still mindful of the generous offers of help you guys gave while I ran around like a headless chicken. Speaking of which, if anyone had the patience to sort through all my alt sheets, separating each texture off into standalone 32x and 64x files (there are 64x and 32x sheets in their respective packs, so you don't need to up or downscale) It would be a great help. Simply number them 0-999, and I'll try and organise them in to rough categories. I doubt I will name the files, so that users are free to experiment with naming the files for whatever purpose they wish to use them for in their Minecraft world. Certain things like alt beds and doors that get split up, will need to be kept together in their own folder...so they don't get separated.
No probs if no one wants the task, I'll get round to it eventually, but priority will be all the new 1.5 textures needed, including compass and clock animations and hopefully a new ctm steampunk 'pipe' block, as suggested by Duffman.
Great tower build, sheep! Looks very sinister too. Is that two telegraph poles and wires in the background, or something else. In any event, what a flippin' cool idea and use for those trip wires. I bet you're employing some FTB feature and I'll find I can't do something similar. I'm most definitely adding telegraph wires and clock towers as soon as I get a chance.
Nice work, mate.
Those are indeed telegraph/power poles, and they are indeed using tripwires. No mod items were used in the creating of those poles.
I had originally made those shortly after the tripwires were added, to see if it would work for telegraph lines. I had been meaning to have them stretch out to some building behind the tower, but I never got around to building said building, and I can't remember what it was going to be now… I'll eventually expand the compound out that way, and make a sprawling cityscape of some sort, but for now I'm just messing around with FtB, seeing what sort of things I can upgrade. Unfortunately, Optifine doesn't want to play nice with the latest version, so I'm stuck with vanilla textures for the time being.
Haha! Thanks, mate. Wouldn't be up there without your help and the kind admins at Bukkit!
I wasn't sure if that offer from Curse was still being applied. How many downloads does it take and does premium memebership just occur automatically or do I need to apply for it?
...
So it's made me less fearful of the changeover, however I am still mindful of the generous offers of help you guys gave while I ran around like a headless chicken. Speaking of which, if anyone had the patience to sort through all my alt sheets, separating each texture off into standalone 32x and 64x files (there are 64x and 32x sheets in their respective packs, so you don't need to up or downscale) It would be a great help. Simply number them 0-999, and I'll try and organise them in to rough categories. I doubt I will name the files, so that users are free to experiment with naming the files for whatever purpose they wish to use them for in their Minecraft world. Certain things like alt beds and doors that get split up, will need to be kept together in their own folder...so they don't get separated.
No probs if no one wants the task, I'll get round to it eventually, but priority will be all the new 1.5 textures needed, including compass and clock animations and hopefully a new ctm steampunk 'pipe' block, as suggested by Duffman.
It's 1,000 downloads on a project that gets you premium and it should happen automatically but it could take it a while to register that you have hit the magic number.
As for splitting your alt textures... I'd love to say my mixer would just handle that without having to split them but adding support for the individual texture files and animations is proving harder than I anticipated so I'm not sure if I will be able to finish that before 1.5 actually arrives. Having said that, I can help with breaking up your alt texture sheets into tiles. Should only take me a few minutes to modify my script for exploding the sheet for 1.5 to handle that.
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Tis far better to be a witty fool than a foolish wit.
Snapshots are an actual good idea from Mojang
Imagine if we just went straight to full patches with 1.5
I cannot disagree with you on that, Deepblue However, it's still torture for someone as slow as me! RL makes it difficult to focus long enough to efficiently tackle each job from start to finish. Which is what I'm experiencing at the mo'.
Those are indeed telegraph/power poles, and they are indeed using tripwires. No mod items were used in the creating of those poles.
I had originally made those shortly after the tripwires were added, to see if it would work for telegraph lines. I had been meaning to have them stretch out to some building behind the tower, but I never got around to building said building, and I can't remember what it was going to be now… I'll eventually expand the compound out that way, and make a sprawling cityscape of some sort, but for now I'm just messing around with FtB, seeing what sort of things I can upgrade. Unfortunately, Optifine doesn't want to play nice with the latest version, so I'm stuck with vanilla textures for the time being.
I'm definitely going to stretch telegraph poles all over the place. It's those sorts of details that help make a place look believable. Now where's that Google button to check out what a good telegraph pole looks like.
Letting your build just 'sprawl' naturally, is close to how real cities develop, obviously with a little planning for big projects, but I find it relaxing this way, rather than trying to plan the whole thing out before hand.
It's 1,000 downloads on a project that gets you premium and it should happen automatically but it could take it a while to register that you have hit the magic number.
As for splitting your alt textures... I'd love to say my mixer would just handle that without having to split them but adding support for the individual texture files and animations is proving harder than I anticipated so I'm not sure if I will be able to finish that before 1.5 actually arrives. Having said that, I can help with breaking up your alt texture sheets into tiles. Should only take me a few minutes to modify my script for exploding the sheet for 1.5 to handle that.
I think I've reached a thousand. As you say things seem to take time to register. I watched my page for the first couple of days and nothing seemed to happen, then the total sprang up, so I'm guessing things get refreshed every so often. Heheh, when it updates, I shall enjoy 'swanking' around with my new curse premium status. Except I haven't a clue what it really means.
As regards the alternative textures, I was only really referring to the five terrain.png sized sheets of alts I've had for a while, not all the other stuff, sorry about that! If you could modify your script to explode old terrain, that would make things a whole lot easier, both now and in the future. All the other stuff I was expecting to do by hand, bit by bit...or trick MC Patcher into doing it for me, by making up dummy 1.4 packs and then running them through MC Patcher's 'texture pack converter'.
While on that subject, would it not also be useful in the future to be able to take a folder of individual terrain texture files (I'm only really thinking of the normal terrain block squares) and reassemble them onto a sheet for easy editing and comparison? I still can't think of an easier way to make global color changes than on something like the terrain.png sheet. And could this not also be incorporated into something like your Texture Mixture Machine, not necessarily for editing purposes, but to easily view the new individualized texture files...mainly the blocks in 'spinnable' 3d? Whereas before it was easy to see all the textures at once up to 1.5. After 1.5 we're just not going to get that easy global view of all the terrain textures outside the game. I suppose it would be possible to write some sort of script for Gimp that assembles a folder of terrain squares neatly onto a sheet for editing.
If I worked on a series of alternative textures in the future, would you have a handy version of that 'exploder' script for anyone to easily convert sheets of 32x and 64x terrain squares into 1.5 texture files? It's only really to quickly split them up and dump 'em into a folder, nothing fancy like giving them texture names.
Yesterday the free time gods were not kind to me, thankfully today seems to be fairing better. I've exploded your alt texture sheets into tiles. Glimmars_alt_tiles.zip They are numbered starting at the top left of the first sheet and going across then down through all the sheets. The gaps in the numbering are where I removed the nameplates. (Didn't think you really needed a bunch of tiles with G's on them and such ;))
As far as what curse premium gets you, faster downloads from their site, some extra features in the Curse Client (like being able to update all the mods/packs at once) and no more adds on their websites (my favorite feature).
There are definitely some things that could be done in terms of combining the files into a sheet for viewing and color adjustments and I do have some plans along those lines for the mixer. I might be able to just do that portion of it as it's own thing rather than making everyone wait for me to solve my animation and multiple image file issues.
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Tis far better to be a witty fool than a foolish wit.
While you can make a map using the texture pack and can post screen shots of it, you cannot redistribute the pack itself with the map. However, you are free to suggest that users use this pack, and can link to the pack freely. Furthermore, if you plan to modify the textures, you can post the modified texture sheets here (as an image) and link directly to that in your thread. You can also provide links for your map here, and Glimmar will likely include a link in the OP under the maps section (assuming its still there).
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Yeah - I went in to take a nice relaxing soak in the hot water (the overhead channel leads to a boiler that I didn't take a screenshot of) and there were three squid, swimming around in the bath - happy as clams.
Odd as it sounds, that drain does help, or at least that lower tank does - I have found plenty of squid in the holding tank, but none in the bath since then.
On the other hand I put a pressure plate on the water side of the door, and sometimes I will hear the door opening and shutting... then find ink sacs on the floor outside the access hatch.
The Thermae is in the area that I am 'reclaiming' from the desert - I had plenty of sand and sandstone, this was a place to put it. (There are also a whole bunch of chests in the basement - each holding a whole lot of sand, sandstone, or glass.)
The Thermae is the oldest building in that area - doing the building as a bath also meant that I could move an oasis that would otherwise have been lost under the wheels of progress.
The Auld Grump
I was just going to go with a gantry crane for the drydock, with faux tracks on both the ground and the gantry. Maybe a hammerhead crane or two.
Any closeups of the cranes?
*EDIT* Some Tesla Inspiration:
The Auld Grump, they have finished an Indiegogo campaign to fund a 'Goddamn Tesla museum!'...
To get a better look at the HMS harbinger and to download the world please visit my humble thread.
http://www.minecraft...1#entry19056591
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Curse PremiumIf you're having performance issues, you could try Optifine. Might be able to get the computer to run smoother by messing with the options there. Then again, the pack was built to use MCPatcher, and while Optfine does have HD support, there are a few features that aren't implemented the same…
Sure thing! In fact, here's two sets of pics: Vanilla and FtB. Hope you enjoy!
Vanilla
The entire crane sits in on a dais in the moat around the city
The main tower is made with a 1x2 tower of iron blocks, with ladders along one side. This is then surrounded by a 4x4 cage of iron bars.
Fairly straightforward design here. Counterweight made of stone bricks, cab of netherrack, and arm made of netherbrick fence posts (although I may swap this out with stone fence now)
Cable is supported by a dispenser, and a light was added to the end to help the operator see where it is.
Another dispenser attaches the cable to the payload.
Fairly small and simple cab. Not much to say here…
Feed the Beast
Note: This version uses a large amount of RP2's Microblocks, among other things.
Main body of the tower is the same as above.
Added some microblocks to smooth the angles a bit at the bottom, but otherwise it's the same.
The cab was rebuilt using copper, and new multi-color lights were added. The counterweight is now made of concrete, and the lights on the counterweight are now on top of instead of embedded in it
As you can see here, I surrounded the fences with glass cover microblocks and placed silver block cover strips along the edges.
The control cable here was made with copper block panel strips, with triple-panel corners at the end.
Cable is now made of copper microblocks (can't remember the name off the top of my head… pillar, perhaps?) and the connectors at both end were replaced with Forestry engines (not sure if biogas or electric…)
Cabin is still about the same. Not much to see here.
I hope this gives you enough inspiration!
Looks like you use Netherrack in much the way that I have been using grey wool
I was thinking iron railings for the arm, brick fence for the cable.
When I was a kid there were still a few steam shovels around Boston - watching them chug along was always something that I looked forward to. (They were pretty much working exhibits - used as much for their history as the fact that they could pick up a ton of detritus at a go.)
My da was a Naval engineer - I grew up around the Boston Naval Shipyard in Quincy.
The Auld Grump
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Curse PremiumAwesome scale!
To get my pack uploaded onto Bukkit/Curse recently, I had to remove all instances of 'thumbs.db' files from the pack (files that aren't normally seen in the windows environment, unless 'hidden system' files are switched on) a windows file that is seen as being problematical for some. On the slim chance that this file might be causing a problem for you, if it's not a performance issue (covered by ksheep above), then it might be worth downloading my pack from my Bukkit page: http://dev.bukkit.org/texture-packs/glimmars-steampunk/
If it does make a difference, please let me know, as it might help others. Future versions of my pack will of course come without pesky 'thumbs.db' files onboard.
***************************************************************
Experimenting with CTM's 'ctm' format at the mo'. A style of ctm that understanding of as so far eluded me! I'm hoping to use this to make some kind of bolted cast iron or copper tubing/pipe. Any advice, snippets, pics or ideas on the matter will be gratefully received. I'm expecting that my version will throw up some pretty weird examples!
Wish me luck...
Here be my Trainstation on the FTB Mindcrack server I play (UGL).
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Curse PremiumEloraam/wiring/wiring.png
soaryn/xycraft/world/sprites/sprite_blocks.png
soaryn/xycraft/world/sprites/sprite_items.png
afaik, this is the only mod support for Xycraft that anyone's released so far.
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Curse PremiumLove your architectural prowess, Vermillion! It well matches your artistic talent.
Haha! Thanks, mate. Wouldn't be up there without your help and the kind admins at Bukkit!
I wasn't sure if that offer from Curse was still being applied. How many downloads does it take and does premium memebership just occur automatically or do I need to apply for it?
Great tower build, sheep! Looks very sinister too.
Nice work, mate.
Brilliant as usual. It's mostly meaningless to a mod noob like me, but awesome and frustrating to be reminded of all those cool toys out there that I can't really take advantage of. Except who knows what might occur with future mod api inclusion on the horizon.
At least I'm just about managing to hold my sanity together, with not having to try and texture everything... my Texture Pack is quite enough, thank you! However, many thanks for all the effort from you guys.
Just updated the 'Legal' section of my OP. Shouldn't effect anything to do with Mod Support, so long as you remember to follow my conditions in the Mod Support Section.
Also got chance to try out MC Patcher's latest snapshot version for 1.5 and I'm happy to report it seems to have managed to convert everything (textures, ctm, guis and animation, et al), completely without a hitch. It not only did that, but it correctly converted my extra blocks and made them visible in respect of their material (carved heads, marble freize, etc.), so they don't all look like oak wood planks any more!! All animations seem to run at the correct speed and it conveniently re-organised all my horribly confusing ctm .png and .properties files so they're less confusing.
So it's made me less fearful of the changeover, however I am still mindful of the generous offers of help you guys gave while I ran around like a headless chicken. Speaking of which, if anyone had the patience to sort through all my alt sheets, separating each texture off into standalone 32x and 64x files (there are 64x and 32x sheets in their respective packs, so you don't need to up or downscale) It would be a great help. Simply number them 0-999, and I'll try and organise them in to rough categories. I doubt I will name the files, so that users are free to experiment with naming the files for whatever purpose they wish to use them for in their Minecraft world. Certain things like alt beds and doors that get split up, will need to be kept together in their own folder...so they don't get separated.
No probs if no one wants the task, I'll get round to it eventually, but priority will be all the new 1.5 textures needed, including compass and clock animations and hopefully a new ctm steampunk 'pipe' block, as suggested by Duffman.
Those are indeed telegraph/power poles, and they are indeed using tripwires. No mod items were used in the creating of those poles.
I had originally made those shortly after the tripwires were added, to see if it would work for telegraph lines. I had been meaning to have them stretch out to some building behind the tower, but I never got around to building said building, and I can't remember what it was going to be now… I'll eventually expand the compound out that way, and make a sprawling cityscape of some sort, but for now I'm just messing around with FtB, seeing what sort of things I can upgrade. Unfortunately, Optifine doesn't want to play nice with the latest version, so I'm stuck with vanilla textures for the time being.
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Curse PremiumAs for splitting your alt textures... I'd love to say my mixer would just handle that without having to split them but adding support for the individual texture files and animations is proving harder than I anticipated so I'm not sure if I will be able to finish that before 1.5 actually arrives. Having said that, I can help with breaking up your alt texture sheets into tiles. Should only take me a few minutes to modify my script for exploding the sheet for 1.5 to handle that.
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Curse PremiumI cannot disagree with you on that, Deepblue
I'm definitely going to stretch telegraph poles all over the place. It's those sorts of details that help make a place look believable. Now where's that Google button to check out what a good telegraph pole looks like.
Letting your build just 'sprawl' naturally, is close to how real cities develop, obviously with a little planning for big projects, but I find it relaxing this way, rather than trying to plan the whole thing out before hand.
I think I've reached a thousand. As you say things seem to take time to register. I watched my page for the first couple of days and nothing seemed to happen, then the total sprang up, so I'm guessing things get refreshed every so often. Heheh, when it updates, I shall enjoy 'swanking' around with my new curse premium status. Except I haven't a clue what it really means.
As regards the alternative textures, I was only really referring to the five terrain.png sized sheets of alts I've had for a while, not all the other stuff, sorry about that! If you could modify your script to explode old terrain, that would make things a whole lot easier, both now and in the future. All the other stuff I was expecting to do by hand, bit by bit...or trick MC Patcher into doing it for me, by making up dummy 1.4 packs and then running them through MC Patcher's 'texture pack converter'.
While on that subject, would it not also be useful in the future to be able to take a folder of individual terrain texture files (I'm only really thinking of the normal terrain block squares) and reassemble them onto a sheet for easy editing and comparison? I still can't think of an easier way to make global color changes than on something like the terrain.png sheet. And could this not also be incorporated into something like your Texture Mixture Machine, not necessarily for editing purposes, but to easily view the new individualized texture files...mainly the blocks in 'spinnable' 3d? Whereas before it was easy to see all the textures at once up to 1.5. After 1.5 we're just not going to get that easy global view of all the terrain textures outside the game. I suppose it would be possible to write some sort of script for Gimp that assembles a folder of terrain squares neatly onto a sheet for editing.
If I worked on a series of alternative textures in the future, would you have a handy version of that 'exploder' script for anyone to easily convert sheets of 32x and 64x terrain squares into 1.5 texture files? It's only really to quickly split them up and dump 'em into a folder, nothing fancy like giving them texture names.
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Curse PremiumAs far as what curse premium gets you, faster downloads from their site, some extra features in the Curse Client (like being able to update all the mods/packs at once) and no more adds on their websites (my favorite feature).
There are definitely some things that could be done in terms of combining the files into a sheet for viewing and color adjustments and I do have some plans along those lines for the mixer. I might be able to just do that portion of it as it's own thing rather than making everyone wait for me to solve my animation and multiple image file issues.
While you can make a map using the texture pack and can post screen shots of it, you cannot redistribute the pack itself with the map. However, you are free to suggest that users use this pack, and can link to the pack freely. Furthermore, if you plan to modify the textures, you can post the modified texture sheets here (as an image) and link directly to that in your thread. You can also provide links for your map here, and Glimmar will likely include a link in the OP under the maps section (assuming its still there).