can i port your texture pack to mcpe? the credit is yours:)
It's already been converted to pocket edition, here
The link to it is already in my OP near my other download links.
maces006 was the only person who had my permission to convert my texture pack to a pocket edition version. He had a well thought out thread, giving proper credit and links back here and it was on these forums which I prefer, he also respected most texture artists belief that no money was requested for the pocket edition versions. I believe it is no longer being supported though.
Anyone else offering a Glimmar's Steampunk pocket edition version online, without my permission or without adhering to my conditions, would be doing so illegally of course.
However, before giving permission for my pack to be converted or supported by someone else, you'd first need to PM me then we can speak about terms and conditions and I'd need to know a lot more about your intentions and means of offering it publicly. If indeed that is your intention. Basically, I would need more information and assurances than just, "the credit is yours", if I was going to give permission, as that would be the very least of my conditions.
If this request is only for your personal use, then you don't need my permission.
If you wanted to make a pocket edition version and only offer it here in my thread or OP, let me know in your PM.
Got around to cleaning up my downloads folder today, and I found four mod texture projects which people had submitted, but I'm not entirely sure who made them or what they are for. One seems to be for Enhanced Portals, another is Wireless Redstone (actually has a read me, attributing it to Wade (Yoger)), another had partial Millinaire support and Simple Ores armor (Millinaire has mostly armors, with some other stuff as well. However it doesn't look like it's of the same style as the rest of the pack, not sure if textures are borrowed from another pack or are original textures), and the fourth has a mix of things which I think are already included (Iron Chests, IC2 armor, Crafting Table II). If anyone has any information about these, it would be greatly appreciated…
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Well G, I can only say I really like what you've done with the place. Suddenly, looking at you video presentations, I feel myself immerged in a Jules Verne novel and it's a great experience. Very, very well done.
As I'm new to this. I've one question. Since I'm using vanilla 1.4.7 you're advising MCPatcher while I would rather go for Optifine because of the multicore support in there. All those cores here should get involved so to say, so the question is would that be a problem, or doesn't it matter which flavour I use to run this incredible set of textures.
Well G, I can only say I really like what you've done with the place. Suddenly, looking at you video presentations, I feel myself immerged in a Jules Verne novel and it's a great experience. Very, very well done.
As I'm new to this. I've one question. Since I'm using vanilla 1.4.7 you're advising MCPatcher while I would rather go for Optifine because of the multicore support in there. All those cores here should get involved so to say, so the question is would that be a problem, or doesn't it matter which flavour I use to run this incredible set of textures.
Greetings from nighttime Amsterdam,
Jan
The texture pack works just fine with Optifine. Glimmar just suggests MCPatcher because that's what he uses when making the pack. Most features from MCPatcher are also in Optifine, but there may be a few differences in how they are implemented (namely CTM implementation and custom colors for lighting).
On a related note to some of the discussion last week about internet etiquette, looks like I am taking another break from commenting on my favorite sports message board. I made a joke, with only one comment on it most of the day. Then someone felt the need to tell me just how poor my joke was. Got me riled up. I fired back, and now I'm done. Not enough time in the day to get caught up in a silly fight.
In other news, I started playing around with importing my world into cinema4d (3d rendering program) to play around with setting up atmospheric screen shots. I love some of the minecraft animation vids on youtube, especially CaptainSparklez, Bootstrap Buckaroo, and Slamacow. If you haven't seen it yet, they have a new channel called dig.build.live. I am not so ambitious as to do something of that magnitude, but I thought it would be cool to do some renders with Glimmar's pack. I'm still importing assets and setting up lights, but I'm really happy with how things are looking so far. Will post in the near future.
Can you please make some textures for Tekkit, it's already a little steampunk, there's pneumatic pipes, copper, bronze, armor, laser guns, engines, cogs and more tools. I love Tekkit and your texture pack, so I would love to play a real steampunk Minecraft, that not only has technology but looks steampunk also, Thanks.
Look in the mod support section of the OP, should be a download for mod textures. They've mainly been tested for FtB, but they should also be compatible with Tekkit.
Distracted eh!? Now I know what 'censors'...oops...I mean 'spoilers' were really designed for!
Also, first 'house of ill-repute' I'm aware of in Minecraft, and it's been built using Glimmar's Steampunk...best news this week!! Gives a whole new meaning to using redstone lights, hehehe!
Seriously though, that's a nicely designed building. I like the use of the iron bars for making grates for the basements.
Sadly my city is lacking a good variety of city and suburban dwellings...something I want to rectify when I get a chance. The idea being that more spectacular buildings look more impressive when seen against a backdrop of more human scaled structures, like tenements, mansions, houses and the like. I like the idea of visitors getting lost down dark back alleys and exploring sewers, etc. then turning corners and seeing awe-inspiring vistas.
Well I guess you've now got better accommodation than the morgue, Auld Grump. Just watch out for those villagers, they'll be flocking in in no time.
Can't wait to see what you build next...
As a recent addendum - the villagers have finally found the new area.
The primary customers for Madame's appear to be priests....
My brother's a poor missionary.
He saves fallen women from sin.
He'll save you a blond for a shillin'.
My God, how the money rolls in!
They're two important projects I want to get right, though whether or not I'm up to the task to do the theme justice is anyone's guess. The compass I see as being straight forwardly tilted to the horizontal. The clock/watch is something slightly more problematical, because I would really like to do the thing face on so that it can be used as a wall clock in the picture frames. Set at an illusory tilted angle wouldn't look right. So I hope folk will be as happy when holding up their clock-come-pocket watch vertically.
Glimmar I have no doubt you are up to the task! I sometimes change tex packs for themed maps or maybe for one I might have specially themed for myself but in general play I ALWAYS come back to your pack and every chance I get I show it to others I meet. I use FTB a lot and as far as I'm concerned anything with buildcraft, railcraft or industrial craft just has to be looked at with your tex pack!
I always look forward to MC updates even more because I know it means an update of clever ideas amd more animation from you.
But I actually came here to once again thank you from the bottom of my mineshaft for your AWESOME pack and also give to the guys here that help out with your texpack build supporting some of the mods that are in FTB. All of you guys are brilliant! Thanks guys!
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Save the environment and kill a blockstealing Enderman today!
Any chance of Aether mod support being added? The mod is currently being updated and will be re-released soon.
I know we have some support for the older version of the Æther mod in the mod download, but I'm not sure what all would have to be changed to update it. I'm sure someone could have a look at it…
Love the pack, glad i found it I love steampunk stuff. here is a house i made.
However I came across something Unusual, Just wanted to ask if its a glitch or...you know lol, the grassed blocks seems to have some sort of window with flames in it. as shown below.
Not sure if its something to do with when i put the pack in or what but eh xD I guess i have to wait and see what you say. other then that awesome job :3
You need to patch the game using either MCPatcher or Optifine. This is due to Minecraft not supporting HD graphics (although Mojang is adding that for the next version of the game), so for now you'll have to add one of those two mods in to get it working properly.
Amazing ! Wish I was as talented . Maybe we can do a collab texture pack where you teach me how to make a texture pack while making one with me :3 Oh, and I'm using a 1.5 snapshot, so we should use the 1.5 format for texture packs. :3
I've been meaning to ask you, how do you change the color emitted from light sources?
I have been fascinated by your green torches since... Well, basically since the day i first acquired minecraft, since your pack was the first i downloaded.
I've been meaning to ask you, how do you change the color emitted from light sources?
I have been fascinated by your green torches since... Well, basically since the day i first acquired minecraft, since your pack was the first i downloaded.
I'm wanting to say that's just him working with the custom lighting functionality from MCPatcher. Here's the how-to from that page, and you can probably look at Glim's lightmap0.png to get some idea how his works. Not sure if this works with Optifine though, I tend to remember (some months back) that it didn't, and it typically isn't all that obvious unless you turn the brightness in-game down…
/environment/lightmap-1.png: (Nether)
/environment/lightmap0.png: (Overworld)
/environment/lightmap1.png: (The End)
These are custom lighting palettes for each world. The height must be exactly 32 (or 64, see update below) pixels but they can be any width. Each bitmap actually consists of two palettes, but we'll get into that later.
First an explanation of how lighting normally works in Minecraft. Every block has two light values from 0 to 15 assigned to it, one for sky brightness and one for torch brightness. A block in direct sunlight has a sky value of 15. A block in the shade directly adjacent to it has a value of 14 and so on. Blocks deep underground far from any block that can see the sky have sky brightness 0. Similarly for torches. A torch block has light value 14 and the light value drops by 1 each block away from it.
To generate the lighting you actually see in game, Minecraft uses a 16x16 lightmap. Its axes correspond to the 16 light levels of each type. If a block has torch brightness x and sky brightness y, it uses (x,y) for its lightmap coordinates. The lightmap is not in any of the game's files but is generated each frame. You may have found that light_normal.png file in minecraft.jar, but it is not used at all. Two variables affect the lightmap, the time of day and the torch flicker. Minecraft implements night and day and torch flicker by making the entire lightmap darker or lighter rather than by adjusting the sky/torch brightness values.
So how does MCPatcher convert lightmap0.png into a 16x16 lightmap? Remember your palette must be exactly 32 pixels high, but can be any width. The top 16 rows represent sunlight and the bottom 16 represent torchlight. Two columns, 16 pixels from the top half and 16 pixels from the bottom half, are chosen to form the axes of the final 16x16 lightmap used for rendering.
In the top half, the left-hand side represents night and the right-hand side represents day, with the dusk/dawn transitions in between. The very far right of the palette represents lightning flashes. Again, there is no specified width for the palette, but more width means more room for detail in the dusk/dawn transitions.
Blue=night, orange=dusk/dawn, cyan=day, yellow=lightning. (Template by Misa.)
Torches work similarly, but in this case x is a random value based on the torch flicker.
The method described above is used for all three worlds (Overworld, Nether, The End), but since there is no night or day in Nether and The End, the "time of day" value is constant. For these worlds you can simply give each row 0-15 the same color all the way across.
New! Snapshot 12w34a introduced nightvision potions. In the vanilla game, the nightvision effect is computed by scaling the RGB values by 1.0 / max(R,G, . For example, (0.2, 0.3, 0.6) would brighten to (0.333, 0.5, 1.0). You can override this behavior with a custom lightmap by making the height 64 pixels instead of 32. Provide four palettes instead of two: normal sun, normal torch, nightvision sun, nightvision torch.
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Curse PremiumHaha!
It's already been converted to pocket edition, here
The link to it is already in my OP near my other download links.
maces006 was the only person who had my permission to convert my texture pack to a pocket edition version. He had a well thought out thread, giving proper credit and links back here and it was on these forums which I prefer, he also respected most texture artists belief that no money was requested for the pocket edition versions. I believe it is no longer being supported though.
Anyone else offering a Glimmar's Steampunk pocket edition version online, without my permission or without adhering to my conditions, would be doing so illegally of course.
However, before giving permission for my pack to be converted or supported by someone else, you'd first need to PM me then we can speak about terms and conditions and I'd need to know a lot more about your intentions and means of offering it publicly. If indeed that is your intention. Basically, I would need more information and assurances than just, "the credit is yours", if I was going to give permission, as that would be the very least of my conditions.
If this request is only for your personal use, then you don't need my permission.
If you wanted to make a pocket edition version and only offer it here in my thread or OP, let me know in your PM.
Looks very nice indeed!
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Curse PremiumMany thanks!
Many thanks, creeping_creepers. Have replied, but I'm away for a few days, so won't be able to reply to any new PMs for a short while.
As I'm new to this. I've one question. Since I'm using vanilla 1.4.7 you're advising MCPatcher while I would rather go for Optifine because of the multicore support in there. All those cores here should get involved so to say, so the question is would that be a problem, or doesn't it matter which flavour I use to run this incredible set of textures.
Greetings from nighttime Amsterdam,
Jan
The texture pack works just fine with Optifine. Glimmar just suggests MCPatcher because that's what he uses when making the pack. Most features from MCPatcher are also in Optifine, but there may be a few differences in how they are implemented (namely CTM implementation and custom colors for lighting).
In other news, I started playing around with importing my world into cinema4d (3d rendering program) to play around with setting up atmospheric screen shots. I love some of the minecraft animation vids on youtube, especially CaptainSparklez, Bootstrap Buckaroo, and Slamacow. If you haven't seen it yet, they have a new channel called dig.build.live. I am not so ambitious as to do something of that magnitude, but I thought it would be cool to do some renders with Glimmar's pack. I'm still importing assets and setting up lights, but I'm really happy with how things are looking so far. Will post in the near future.
Greetings from sunny Amsterdam,
Jan
Look in the mod support section of the OP, should be a download for mod textures. They've mainly been tested for FtB, but they should also be compatible with Tekkit.
The primary customers for Madame's appear to be priests....
My brother's a poor missionary.
He saves fallen women from sin.
He'll save you a blond for a shillin'.
My God, how the money rolls in!
The Auld Grump
Glimmar I have no doubt you are up to the task! I sometimes change tex packs for themed maps or maybe for one I might have specially themed for myself but in general play I ALWAYS come back to your pack and every chance I get I show it to others I meet. I use FTB a lot and as far as I'm concerned anything with buildcraft, railcraft or industrial craft just has to be looked at with your tex pack!
I always look forward to MC updates even more because I know it means an update of clever ideas amd more animation from you.
But I actually came here to once again thank you from the bottom of my mineshaft for your AWESOME pack and also give
Save the environment and kill a blockstealing Enderman today!
I know we have some support for the older version of the Æther mod in the mod download, but I'm not sure what all would have to be changed to update it. I'm sure someone could have a look at it…
You need to patch the game using either MCPatcher or Optifine. This is due to Minecraft not supporting HD graphics (although Mojang is adding that for the next version of the game), so for now you'll have to add one of those two mods in to get it working properly.
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Retired StaffI have been fascinated by your green torches since... Well, basically since the day i first acquired minecraft, since your pack was the first i downloaded.
I'm wanting to say that's just him working with the custom lighting functionality from MCPatcher. Here's the how-to from that page, and you can probably look at Glim's lightmap0.png to get some idea how his works. Not sure if this works with Optifine though, I tend to remember (some months back) that it didn't, and it typically isn't all that obvious unless you turn the brightness in-game down…