Since 1.5 is only a hop, skip, leap, and jump away, when will we get to feed our eyes with 1.5 textures, Mr Glimmar?
Thanks for asking.
Lots to show...as soon as I get chance. Not done all the new 1.5 textures by a long shot, but what I have done, I'm pretty excited about. I've concentrated on making each new texture as valuable as possible as new components, especially with regard to NetherQuartz, et al. Not following normal Minecraft thinking is my raison d'etre! Cryptically speaking, rounding the cube has been a long hard process, but I've got something that should allow for very imaginative Steampunk projects, leaning more to the industrial side of Victorian architecture, though decorative enough for a whole range of ideas...and animations. All will be revealed in due course...through vids and screens. I'm keeping my ideas, visually speaking, a closely guarded secret until we have a launch date in sight.
Some important old things have been revamped to 64x too, including a higher res chest, and a new easily editable high-res minecart (for personalised lettering and such), with many variations. These badly needed doing, as both effected the look of new 1.5 textures, specifically the new 'hopper' texture, which has turned out to be a brilliant new addition, just from a cosmetic/prop viewpoint. Haven't a clue how to use it for loading and unloading stuff, but I like how it attached itself to other blocks, giving it many decorative properties.
Therefore, even if I don't manage to get all the new 1.5 additions finished, there will certainly be a lot of new things to play with in the 64x pack. The compass and clock will be left until last of all, as they're definitely worth spending time over, and as such may not be finished by the time 1.5 is released. 32x will be up in the air for a while, unless down-scaling proves to be easier than I'm anticipating.
I believe the latest 1.5 snapshot has been causing quite a few problems for many, as Mojang decided to change a lot of stuff at the last minute. So until kahr sorts that out for us all (God bless him), I shall be sticking with snapshot 13w07a.
My apologies for lack of communication, I've just been very busy with RL (youngest is really poorly again too) and what little spare time I've had, has been concentrated on new textures. As soon as I'm able though, I will look over my PMs and the posts above. Bear with....
Lots to show...as soon as I get chance. Not done all the new 1.5 textures by a long shot, but what I have done, I'm pretty excited about. I've concentrated on making each new texture as valuable as possible as new components, especially with regard to NetherQuartz, et al. Not following normal Minecraft thinking is my raison d'etre! Cryptically speaking, rounding the cube has been a long hard process, but I've got something that should allow for very imaginative Steampunk projects, leaning more to the industrial side of Victorian architecture, though decorative enough for a whole range of ideas...and animations. All will be revealed in due course...through vids and screens. I'm keeping my ideas, visually speaking, a closely guarded secret until we have a launch date in sight.
Some important old things have been revamped to 64x too, including a higher res chest, and a new easily editable high-res minecart (for personalised lettering and such), with many variations. These badly needed doing, as both effected the look of new 1.5 textures, specifically the new 'hopper' texture, which has turned out to be a brilliant new addition, just from a cosmetic/prop viewpoint. Haven't a clue how to use it for loading and unloading stuff, but I like how it attached itself to other blocks, giving it many decorative properties.
Therefore, even if I don't manage to get all the new 1.5 additions finished, there will certainly be a lot of new things to play with in the 64x pack. The compass and clock will be left until last of all, as they're definitely worth spending time over, and as such may not be finished by the time 1.5 is released. 32x will be up in the air for a while, unless down-scaling proves to be easier than I'm anticipating.
I believe the latest 1.5 snapshot has been causing quite a few problems for many, as Mojang decided to change a lot of stuff at the last minute. So until kahr sorts that out for us all (God bless him), I shall be sticking with snapshot 13w07a.
My apologies for lack of communication, I've just been very busy with RL (youngest is really poorly again too) and what little spare time I've had, has been concentrated on new textures. As soon as I'm able though, I will look over my PMs and the posts above. Bear with....
So the old pack is not quite dead yet!
...the old artist might be though!
Awesome to hear, chap! Just do what you need to do!
That crazy time again, just before major Minecraft updates, when everything conspires to go wrong at the same time!
This time Photobucket is making life difficult by saying I've exceeded my bandwidth! 80 pics is all I've got on there!! It's mucking up a number of my pics and worse, my important things like signature, section heading graphics in the OP and probably more as the day wears on. I'm sure my pack hasn't got so massively popular all of a sudden. More like Photobucket lures you in, makes you dependent and then automatically slaps this 'you've exceeded your 10GB bandwidth' to force you to go pro. Their right of course...I'm just getting more cynical as the years go by. Nothing's really free anymore is it? Except MC texture packs and mods!
I'm trying imgur now and just realized my free ImageShack storage limit has been massively increased...so will try that again too. I'm always interested to hear your experiences of what's best and worst.
Anyways, here's the new sig. link using imgur. Once again my sincere apologies to all of you who have faithfully flown my little banner for so long. Some day I will make a nice little animated gif version as a reward:
.....My Signature.
As added encouragement for the two years I've been working on this pack, I'd appreciate a click on my little green 'reputation' button (right at the bottom of this post - bottom right)...thanks!
If you would like to continue to support my texture pack, please consider using my banner in your signature (space at the bottom of your posts)...thanks again!
1. Copy the two lines of code underneath my signature banner.
2. Left-click on the little cog icon in the top right of this page.
3. Once on your 'Profile Page' left-click on the green 'Edit my Profile' button (right hand side).
4. Under 'Profile Settings' on the left-hand side, left-click 'Signature'.
5. If you've never created a signature box before, 'Your current Signature' will be blank. Underneath is the 'Edit Signature' box. Simply paste the two lines of code you copied in step 1. into this box. If the two lines of code still look exactly the same as they appeared on my main page, then left-click the green 'Save Changes' button at the bottom of your 'My Settings' page.
6. If all went well you should see my banner appear under the 'Your current Signature' heading. Now find one of your own posts on the forum (or post in my thread) and you should see my banner underneath your text and in every subsequent post you submit or previously submitted. If something went wrong, try stepping through these instructions again...we all make silly mistakes, and my mistakes are even sillier!
7. Thank you for taking the time to use my banner. I'm very grateful for your support.
This texture pack is amazing!! Thanks Glimmar for your hard work and attention to detail. (Your cobblestone looks great)
On the subject of mod support, I have downloaded the pack and the only one I am able to use are the railcraft textures. My other favorites and natural fits like buildcraft & forestry (and I love thaumcraft) I just mention this FYI, I understand that ksheep is helping take care of the organization of mod updates etc. Thanks for your work!
This is so inspiring I want to help with mod textures. One problem however, I know nothing about creating textures for minecraft. Is there a forum page or wiki somewhere that details the process from the beginning of creating and altering textures? I would love to learn!
This texture pack is amazing!! Thanks Glimmar for your hard work and attention to detail. (Your cobblestone looks great)
On the subject of mod support, I have downloaded the pack and the only one I am able to use are the railcraft textures. My other favorites and natural fits like buildcraft & forestry (and I love thaumcraft) I just mention this FYI, I understand that ksheep is helping take care of the organization of mod updates etc. Thanks for your work!
This is so inspiring I want to help with mod textures. One problem however, I know nothing about creating textures for minecraft. Is there a forum page or wiki somewhere that details the process from the beginning of creating and altering textures? I would love to learn!
Thanks again.
Welcome to the forum, G_E_R_R_R. Many thanks for those encouraging words.
There is a section to MC Wiki that deals with texture pack creation. However, there's an excellent compendium of tutorials and much useful information regarding all things MC texture, art and graphics related here at 'Mini's Texture Pack Tutorial Compendium':
Compiled by minihilly, I've not found anything more comprehensive than his collection. He's also a member of the 'Texture Artists Union', a first port of call if you want advice or help on any MC texture related problem or topic...the link and many other links are to be found in mini's thread.
Well, there's just time, before I go and rest my weary noggin, to show some GS v11 MC 1.5 WIP pics. First half tonight and second half tomorrow, when I can manage:
Updated to the new 1.5 texture pack format. This involved breaking the terrain.png and item.png sheets up into individual 'block and 'item' textures. This process was made much easier by The_Fool76 who intially separated all the terrain and item textures for testing and then kahr of 'MC Patcher' who made this process a feature of the patching process. Grateful thanks are also in order to all those offered to help at a time when I seriously contemplated giving up with the prospect of such tedious work.
Even though Minecraft now supports HD textures and animated blocks and items, the pack is still very much dependent on MC Patcher for animating such things as guis and mobs, etc., for 'connected textures' (ctm), and for all those other wonderful graphical features, such as HD font, custom colours, better skies, etc. Glimmar's Steampunk would be a much poorer experience without the services of MC Patcher. So don't forget to patch!
The 'ctm' and 'anim' folders are still in the pack and vitally important if you want the full experience of many extra random and connected textures and extra animated guis and mobs, etc. However, things are named and arranged differently. By comparison with my random way of organising things it feels a lot tidier. Rather than the usual format of texture 'sheets', all ctm textures are now made up of separate individual block textures, thereby following the new format introduced in Minecraft 1.5.
Having separate block, item and ctm textures, means it's a lot easier for anyone to swap textures with preferred alternatives from my vast collection...including...but not supported by me...textures from other sources. Therefore, again with The_Fool76's coding skills, all my alternative textures 'sheets' have been cut-up into separate '.png' files ready for easy swapping with terrain or item textures in the pack. These are in the pack in a folder entitled 'GS alt tile collection'.
The best thing to do with this folder, if you are contemplating swapping some of my textures around, is drag it out of the pack, then it's easier to see what's inside, note which terrain or item texture you wish to change in the 'texture' folder in the pack, then rename the alternative texture of choice and drag it into the 'blocks' or 'items' and overwrite the .png file you wish to change.
Note: a lot of the terrain or item textures in the pack are animated, so when you replace these with a single tile .png file you will obviously lose the original animated version. Some animated block textures may have accompanying '.txt' files, which tell Minecraft how to play longer versions of the fire, lava, water and portal animations. If you swap these around you'll need to make sure you either delete the accompanying .txt file or include the .txt file appropriate to the one your changing to.
If you try replacing a texture that has 'ctm' applied to it, then it won't have any effect unless you also delete the appropriate ctm .properties which controls the ctm textures in the 'ctm' folder which overwrite the standard block textures.
Perhaps keep a backup 'textures' folder with all the original textures in for swapping back.
The natural alternative pumpkin texture is now in a separate folder in the 'GS alt tile collection' folder. I've not been able to use ctm to make the natural pumpkin appear like a helmet when worn, making my Diving Helm HUD make sense, so it's up to you to either keep or delete my 'pumpkinblur.png' file in the 'misc' folder in the pack. If you delete it, Minecraft will default to the vanilla internal blurry pumpkin face.
Added a new ctm cast iron nether brick fence. Thought it was time to put some effort into this as it should also compliment my new netherquartz blocks as well as being a little more practical in many other situations. Great for Victorian lampstands, bollards, stove pipes, etc. Spent some considerable time working out how to get gold decoration on it to work, as vertical parts of the texture are also used for the top and for horizontal stretches on one side, but not the other!
Added a folder of cast iron nether fence alternatives in a folder called 'new GS v11 alt tiles' found in the 'GS alt tile collection' folder in the pack.
Repositioned 'brewing stand' brass label and 'inventory' brass label on 'achemy' gui. Looks like Mojang have been repositioning titles on some guis.
Repositioned 'Furnace' and 'Inventory' brass labels on the 'furnace' gui. Also added a new slightly more weathered brass gauge and further edited more detail into the brasswork around the recepticle...as if it needed it!
Repostioned 'Dispenser' and 'Inventory' labels on the 'trap' gui. Also added a slight variation on the more weathered brass gauge I made for the furnace.
Added an all new more 'steampunk' ghast and moved Gestankfaust's more horror/futuristic version out to use as an alt in a separate downloadable alternate textures pack. It has given much service for which I am very grateful, but I feel it's not as steampunk as I would like to use as a randommob.
Upgraded the original netherack riveted panel (hellrock) to 64x
Added another 31 random ctm nether panels in various states of corrosion, repaired patches, shade and the odd fixture. Nothing too dramatic though, which would spoil large constructions, but enough to make things interesting.
Added 11 random ctm netherquartz blocks. These are in the form of an exposed cast iron framework enclosing pipes, cogs and other arcane machinary, etc. which would normally be hidden away under the riveted nether panels. Some of these might be animated in due course, but there wasn't sufficient time to do this, believe it or not! They are designed to be rather dark, to give an impression of depth and to interconnect...meaning place one next to another and the internal pipes and mechanisms will appear to have some connection with the components in an adjacent block. As usual I wanted to make something that was more useful than just simple quartz ore. So in creative use these as extra mechanical 'innards'. In survival, they represent a source of extra metal to melt down and produce cast iron (quartz block) pipes, columns and other building blocks in your constructions.
Sorted the problem of missing bits to the wood and nether fence when held or viewd in the inventory.
Upscaled and extensively edited both the small and large chests, with much greater detail, oak wood similar to the oak planking and fixing the ugly black opening part of the lid.
Added the small and large 'trap' version of the chests, with steam locking mechanisms in the base and lid.
Refined the 'lightmap0.png file in the environment folder for more dramatic lighting at night. The old lightmap0 file is in a folder in the same location if you don't like the changes.
Edited the 'fenceIron.png' file again, This was necessary to match the new netherquartz ore 'cast iron machine' block.
New ctm'd Nether 'quartzblock_lines' cast-iron column/pipe texture. Made for use as decorative Victorian columns or as large horizontal pipework. This took an age to do to create a believable illusion of roundedness. An illusion that is retained with some success even when the spectator moves around the column/pipe. This is achieved by using smaller bronze coloured pipes with decorative ends to disguise the sharp vertical edges of the block. I went for a traditional Victorian dark green colour that works well with brass or gold decoration and with other black cast iron features, including more industrial things like pipes, cogs and wheels.
New riveted 'hopper' texture...one of my favourite 1.5 textures so far. This has many unexpected decorative uses, especially when combined with my new cast-iron nether fence, for things such as lamp holders, column tops, etc.
All new range of riveted more weather worn minecart skins. The default cart of choice for the pack will be a plain brassy/coppery/steal version. Other simple variations are included as alts, and I've made the design relatively easy to customise for the future. More detail and work has been put into the wheel and base area. The creation of new traditional Victorian industrial block textures like the 'hopper' block, meant the old 32x minecart and chest textures just weren't going to match up in quality. The railway tracks will need work in future to take advantage of the extra detail that 64x pixels provides.
Similarly the small and large chests have been comprehensively upgraded, along with new 'trap' versions, as these like the railcart would have looked seriously out of place combined with a 64x hopper block and the rest of the new updates.
Early work on the new quartzblock, using my old 32x alt texture as a template, will when finished be ctm'd and refined to a 64x version. Ctm'ing it will be necessary to get the best out of it's many forms - block, half-block and step versions. Think in terms of what I did with the birchwood plank texture.
Haven't started on the chiseled quartz block, but I'm pretty fixed on continuing with the theme of decorative cast-iron work...so something that will match the other quartz blocks in design, though usefully different in appearance, to fulfil other functions.
Still to look at the new comparator block, but although it will be different than the repeater it will have a similar style, though much more detailed...probably animated too.
I have fully formed ideas for the Activator Rail, Redstone block and DaylightDetector, but I doubt now I'll have these ready for the pre-release of MC 1.5 now. With the limited time I have I'm not wanting to rush stuff out to have a complete pack only to have to do the work over again later. The new 1.5 format of texture pack at least means things should still function straight after an MC update. Though given the way Mojang changes things suddenly at the last minute, I'm holding my breath on that one.
The new hopper gui will be a simple affair to start with, just so's there isn't a garish default minecraft menu. However, like I still have to do for the potions gui, it will be properly finished when I get a chance.
I'm not rushing the new item icons either at this stage.
V11 WIP Pics
...in no particular order...and I'll leave you to compare what you see, with what's listed in the above WIP Changelog:
More screens to follow tomorrow, though I'm conscious of the fact that this takes a lot of time away from actual texturing.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/17/2012
Posts:
50
Member Details
When i first got this (this morning) everything was fine, it looked awesome, especially the glow effect given by torches and other light blocks, but now that ambient glow around the lights is gone. Is something wrong? I am not sure what happened to it
When i first got this (this morning) everything was fine, it looked awesome, especially the glow effect given by torches and other light blocks, but now that ambient glow around the lights is gone. Is something wrong? I am not sure what happened to it
Glad you liked the look of things, when it was working ok.
Sorry to hear about the lighting problems.:(
Are you possibly using Optifine? If using MC Patcher, are you using the correct version for MC 1.4.7, and if using one of MC's snapshots, are you using the correct experimental version of MC Patcher? It's strange that things should be fine to start with and then for it to change later. Optifine I can't really help with, as I don't use it myself. If you're using MC Patcher, double check the version is correct for the version of MC you're running. Re-installing things might help, and it might just turn out to be a temporary glitch.
and I see all the awesome stuff I won't get because I'm not using 1.5
Oh dear! Sorry to tantalize you with the new screenies, mate. Glad you like the look and hopefully any mods you're using will soon be updated to allow for use of 1.5.
To tell you the truth, I wish I wasn't having to use 1.5 at the moment. I've wasted a whole evening and most of this morning trying to figure why my ctm'd oak fence won't work!! The texture and .properties file is the same arrangement as in any other pack, but all I get at the moment is the standard oak plank texture overlaid, not my ctm fence texture. My 'nether fence' texture works fine, other texture pack ctm'd oak fences work fine, all except mine!! It's such a flippin' simple .properties file, I can't see what I'm doing wrong.
'GlimOakFence' named folder containing:
0.png (fence texture)
block85.properties file, containing the following instructions:
tiles=0
method=random
The above GlimOakFence folder is located in the ctm folder in the pack as per usual. All my other ctm components work fine.
Anyways, I'm going back to uploading some more pics now, then I'm off to bury my head in texturing, if I can claw back any free time this weekend.
Updated to the new 1.5 texture pack format. This involved breaking the terrain.png and item.png sheets up into individual 'block and 'item' textures. This process was made much easier by The_Fool76 who initially separated all the terrain and item textures for testing and then kahr of 'MC Patcher' who made this process a feature of the patching process. Grateful thanks are also in order to all those offered to help at a time when I seriously contemplated giving up with the prospect of such tedious work.
Even though Minecraft now supports HD textures and animated blocks and items, the pack is still very much dependent on MC Patcher for animating such things as guis and mobs, etc., for 'connected textures' (ctm), and for all those other wonderful graphical features, such as HD font, custom colours, better skies, etc. Glimmar's Steampunk would be a much poorer experience without the services of MC Patcher. So don't forget to patch!
The 'ctm' and 'anim' folders are still in the pack and vitally important if you want the full experience of many extra random and connected textures and extra animated guis and mobs, etc. However, things are named and arranged differently. By comparison with my random way of organising things it feels a lot tidier. Rather than the usual format of texture 'sheets', all ctm textures are now made up of separate individual block textures, thereby following the new format introduced in Minecraft 1.5.
Having separate block, item and ctm textures, means it's a lot easier for anyone to swap textures with preferred alternatives from my vast collection...including...but not supported by me...textures from other sources. Therefore, again with The_Fool76's coding skills, all my alternative textures 'sheets' have been cut-up into separate '.png' files ready for easy swapping with terrain or item textures in the pack. These are in the pack in a folder entitled 'GS alt tile collection'.
The best thing to do with this folder, if you are contemplating swapping some of my textures around, is drag it out of the pack, then it's easier to see what's inside, note which terrain or item texture you wish to change in the 'texture' folder in the pack, then rename the alternative texture of choice and drag it into the 'blocks' or 'items' and overwrite the .png file you wish to change.
Note: a lot of the terrain or item textures in the pack are animated, so when you replace these with a single tile .png file you will obviously lose the original animated version. Some animated block textures may have accompanying '.txt' files, which tell Minecraft how to play longer versions of the fire, lava, water and portal animations. If you swap these around you'll need to make sure you either delete the accompanying .txt file or include the .txt file appropriate to the one your changing to.
If you try replacing a texture that has 'ctm' applied to it, then it won't have any effect unless you also delete the appropriate ctm .properties which controls the ctm textures in the 'ctm' folder which overwrite the standard block textures.
Perhaps keep a backup 'textures' folder with all the original textures in for swapping back.
The natural alternative pumpkin texture is now in a separate folder in the 'GS alt tile collection' folder. I've not been able to use ctm to make the natural pumpkin appear like a helmet when worn, making my Diving Helm HUD make sense, so it's up to you to either keep or delete my 'pumpkinblur.png' file in the 'misc' folder in the pack. If you delete it, Minecraft will default to the vanilla internal blurry pumpkin face.
Added a new ctm cast iron nether brick fence. Thought it was time to put some effort into this as it should also compliment my new netherquartz blocks as well as being a little more practical in many other situations. Great for Victorian lampstands, bollards, stove pipes, etc. Spent some considerable time working out how to get gold decoration on it to work, as vertical parts of the texture are also used for the top and for horizontal stretches on one side, but not the other!
Added a folder of cast iron nether fence alternatives in a folder called 'new GS v11 alt tiles' found in the 'GS alt tile collection' folder in the pack.
Repositioned 'brewing stand' brass label and 'inventory' brass label on 'achemy' gui. Looks like Mojang have been repositioning titles on some guis.
Repositioned 'Furnace' and 'Inventory' brass labels on the 'furnace' gui. Also added a new slightly more weathered brass gauge and further edited more detail into the brasswork around the recepticle...as if it needed it!
Repostioned 'Dispenser' and 'Inventory' labels on the 'trap' gui. Also added a slight variation on the more weathered brass gauge I made for the furnace.
Added an all new more 'steampunk' ghast and moved Gestankfaust's more horror/futuristic version out to use as an alt in a separate downloadable alternate textures pack. It has given much service for which I am very grateful, but I feel it's not as steampunk as I would like to use as a randommob.
Upgraded the original netherack riveted panel (hellrock) to 64x
Added another 31 random ctm nether panels in various states of corrosion, repaired patches, shade and the odd fixture. Nothing too dramatic though, which would spoil large constructions, but enough to make things interesting.
Added 11 random ctm netherquartz blocks. These are in the form of an exposed cast iron framework enclosing pipes, cogs and other arcane machinary, etc. which would normally be hidden away under the riveted nether panels. Some of these might be animated in due course, but there wasn't sufficient time to do this, believe it or not! They are designed to be rather dark, to give an impression of depth and to interconnect...meaning place one next to another and the internal pipes and mechanisms will appear to have some connection with the components in an adjacent block. As usual I wanted to make something that was more useful than just simple quartz ore. So in creative use these as extra mechanical 'innards'. In survival, they represent a source of extra metal to melt down and produce cast iron (quartz block) pipes, columns and other building blocks in your constructions.
Sorted the problem of missing bits to the wood and nether fence when held or viewd in the inventory.
Upscaled and extensively edited both the small and large chests, with much greater detail, oak wood similar to the oak planking and fixing the ugly black opening part of the lid.
Added the small and large 'trap' version of the chests, with steam locking mechanisms in the base and lid.
Refined the 'lightmap0.png file in the environment folder for more dramatic lighting at night. The old lightmap0 file is in a folder in the same location if you don't like the changes.
Edited the 'fenceIron.png' file again, This was necessary to match the new netherquartz ore 'cast iron machine' block.
New ctm'd Nether 'quartzblock_lines' cast-iron column/pipe texture. Made for use as decorative Victorian columns or as large horizontal pipework. This took an age to do to create a believable illusion of roundedness. An illusion that is retained with some success even when the spectator moves around the column/pipe. This is achieved by using smaller bronze coloured pipes with decorative ends to disguise the sharp vertical edges of the block. I went for a traditional Victorian dark green colour that works well with brass or gold decoration and with other black cast iron features, including more industrial things like pipes, cogs and wheels.
New riveted 'hopper' texture...one of my favourite 1.5 textures so far. This has many unexpected decorative uses, especially when combined with my new cast-iron nether fence, for things such as lamp holders, column tops, etc.
All new range of riveted more weather worn minecart skins. The default cart of choice for the pack will be a plain brassy/coppery/steal version. Other simple variations are included as alts, and I've made the design relatively easy to customise for the future. More detail and work has been put into the wheel and base area. The creation of new traditional Victorian industrial block textures like the 'hopper' block, meant the old 32x minecart and chest textures just weren't going to match up in quality. The railway tracks will need work in future to take advantage of the extra detail that 64x pixels provides.
Similarly the small and large chests have been comprehensively upgraded, along with new 'trap' versions, as these like the railcart would have looked seriously out of place combined with a 64x hopper block and the rest of the new updates.
Early work on the new quartzblock, using my old 32x alt texture as a template, will when finished be ctm'd and refined to a 64x version. Ctm'ing it will be necessary to get the best out of it's many forms - block, half-block and step versions. Think in terms of what I did with the birchwood plank texture.
Haven't started on the chiseled quartz block, but I'm pretty fixed on continuing with the theme of decorative cast-iron work...so something that will match the other quartz blocks in design, though usefully different in appearance, to fulfil other functions.
Still to look at the new comparator block, but although it will be different than the repeater it will have a similar style, though much more detailed...probably animated too.
I have fully formed ideas for the Activator Rail, Redstone block and DaylightDetector, but I doubt now I'll have these ready for the pre-release of MC 1.5 now. With the limited time I have I'm not wanting to rush stuff out to have a complete pack only to have to do the work over again later. The new 1.5 format of texture pack at least means things should still function straight after an MC update. Though given the way Mojang changes things suddenly at the last minute, I'm holding my breath on that one.
The new hopper gui will be a simple affair to start with, just so's there isn't a garish default minecraft menu. However, like I still have to do for the potions gui, it will be properly finished when I get a chance.
I'm not rushing the new item icons either at this stage.
V11 WIP Pics Set 2
...in no particular order...and I'll leave you to compare what you see, with what's listed in the above WIP Changelog:
Right...I better disappear again for a while, just to get as much extra done as I can.
Hey Glimmar, what blocks are you using for the pipe texture? That would look much better running down my ships instead of the "pipes" i have now.
It's the new 'quartzblock_lines' texture for the side of what everyone else is imagining as marble columns. With having riveted copper/iron panels as netherrack in GS, I thought it would be appropriate to make the 'nether crystal ore' into whatever it was that lay beneath those panels. So they can randomly be anything on the theme of arcane steampunk machinary. Most is just dead scrap, but some will be animated and obviously continuing to fulfil it's original purpose. I just need to wait for MC and MC Patcher to sort out animation before wasting precious time doing something wrong.
This 'nether internal machinery' can obviously be 'mined' as a resource in survival, and used as internal workings in creative. In survival, the ancient mechanisms are melted down as scrap to make the Victorian green cast-iron column/pipes (quartzblock columns) which you see in all my latest screens. My idea turns everything on it's head really, but it fits the theme and what I chose to do with nether textures very well. The other nether quartz blocks will continue the theme of decorative cast ironwork.
This was why I was joking with ksheep regarding the Victorian pumping station video he showed a page or two back, because he'd hit exactly on what I'd already been working on. It's only when you see the animated rotating wheels and other moving paraphernalia that I have, that you realize how well they work with all the new cast iron stuff to make convincing Victorian industrial contraptions. Hence why I really needed to upgrade the cart and chest, amongst other things.
It was great that Mojang in it's wisdom decided to treat the quartz column like a tree trunk, in allowing it to be placed horizontally, as it's made the decision to make it into a pipe/column a no-brainer.
If you looked at what I did with my nautilus sub as an experiment when making the texture, I think you'll find it very useful around your airships. It has many other less obvious uses too...see if you can see my Victorian pillar post box in the pics. They make good plinths for lampstands too.
Changing it's colour to suit, should be fairly easy to do in any graphics editor, but be careful you don't alter the shading too much, as it's very easy to break the illusion of curvature.
I like what you have so far. I wasn't sure if the 'repaired' nether panels were the quartz ore blocks or just random nether panels. I was going to ask, but when I quoted your taster pics post it opened up the changelog. If only I had looked at that first, I would have had all confusion resolved before it ever even got to confusion. I appreciate your changelogs better now. Every other one I see online for game walkthroughs and such show every change for every previous version, which I have no interest in seeing. Thanks for making yours worthwhile, I hadn't realized this before.
Might we expect similar color variations for the hopper as for the alt minecart textures?
On a separate note, I've begun playing on a multiplayer server for the first time. My brother told me about it, and there is something cool about seeing what every one else is building. The thing is that I had started using the snapshots for 1.5, so to play on it I've had to go back to 1.4.7. Never having played SMP before, I was intrigued to see vanilla textures on blocks, but steampunk textures on armor and mobs. For some reason I thought the texture of a SMP server was set by the server. When I realized that textures are client side and that the reason for the mixed texture was the fact that I still had the snapshot preview version of the GS pack loaded. When I went back to v10, I got all my favorite textures back, but I realized that this world was not designed for GS. Builds that made a certain kind of sense in vanilla, or vanilla derivatives, looked absolutely bizarre in GS. And my builds will look equally bizarre to those running vanilla textures.
This also means my private GS world is on hold until 1.5 hits and the SMP server updates, as I started using the 1.5 features.
I like what you have so far. I wasn't sure if the 'repaired' nether panels were the quartz ore blocks or just random nether panels. I was going to ask, but when I quoted your taster pics post it opened up the changelog. If only I had looked at that first, I would have had all confusion resolved before it ever even got to confusion. I appreciate your changelogs better now. Every other one I see online for game walkthroughs and such show every change for every previous version, which I have no interest in seeing. Thanks for making yours worthwhile, I hadn't realized this before.
Might we expect similar color variations for the hopper as for the alt minecart textures?
On a separate note, I've begun playing on a multiplayer server for the first time. My brother told me about it, and there is something cool about seeing what every one else is building. The thing is that I had started using the snapshots for 1.5, so to play on it I've had to go back to 1.4.7. Never having played SMP before, I was intrigued to see vanilla textures on blocks, but steampunk textures on armor and mobs. For some reason I thought the texture of a SMP server was set by the server. When I realized that textures are client side and that the reason for the mixed texture was the fact that I still had the snapshot preview version of the GS pack loaded. When I went back to v10, I got all my favorite textures back, but I realized that this world was not designed for GS. Builds that made a certain kind of sense in vanilla, or vanilla derivatives, looked absolutely bizarre in GS. And my builds will look equally bizarre to those running vanilla textures.
This also means my private GS world is on hold until 1.5 hits and the SMP server updates, as I started using the 1.5 features.
Flip! Have you seen the timing of our posts? Exactly the same!
Haha! I tend to waffle a lot in my changelogs, but I see them more as a place I can put explanations and not just a curt list of changes/additions. So I'm glad someone has found 'em useful.
It's sad that any theme pack, and mine has some pretty extreme differences from the norm, make it difficult to impossible for general multi-play. The biggest problem being my choices for the nether. However, I still think everyone else is wrong and I made the right choice way back when the first Halloween update landed with the nether region! I wouldn't have been able to work with all these wonderfully exotic cast iron materials now, without making that fateful decision to make netherrack riveted panels instead of hellrock.
[edit] With regard to the Hopper, I hadn't really considered it at the time, but yes...it should be fairly easy to do, and as you probably know by now, swapping stuff around is a lot easier in 1.5 to get just the look you're after. 1.5 will make it a lot easier with regard to making personalised server versions of GS too! Swap out those things that don't look right for things that do, without even having to so much as look at Photoshop or Gimp.
It's the new 'quartzblock_lines' texture for the side of what everyone else is imagining as marble columns. With having riveted copper/iron panels as netherrack in GS, I thought it would be appropriate to make the 'nether crystal ore' into whatever it was that lay beneath those panels. So they can randomly be anything on the theme of arcane steampunk machinary. Most is just dead scrap, but some will be animated and obviously continuing to fulfil it's original purpose. I just need to wait for MC and MC Patcher to sort out animation before wasting precious time doing something wrong.
This 'nether internal machinery' can obviously be 'mined' as a resource in survival, and used as internal workings in creative. In survival, the ancient mechanisms are melted down as scrap to make the Victorian green cast-iron column/pipes (quartzblock columns) which you see in all my latest screens. My idea turns everything on it's head really, but it fits the theme and what I chose to do with nether textures very well. The other nether quartz blocks will continue the theme of decorative cast ironwork.
This was why I was joking with ksheep regarding the Victorian pumping station video he showed a page or two back, because he'd hit exactly on what I'd already been working on. It's only when you see the animated rotating wheels and other moving paraphernalia that I have, that you realize how well they work with all the new cast iron stuff to make convincing Victorian industrial contraptions. Hence why I really needed to upgrade the cart and chest, amongst other things.
It was great that Mojang in it's wisdom decided to treat the quartz column like a tree trunk, in allowing it to be placed horizontally, as it's made the decision to make it into a pipe/column a no-brainer.
If you looked at what I did with my nautilus sub as an experiment when making the texture, I think you'll find it very useful around your airships. It has many other less obvious uses too...see if you can see my Victorian pillar post box in the pics. They make good plinths for lampstands too.
Changing it's colour to suit, should be fairly easy to do in any graphics editor, but be careful you don't alter the shading too much, as it's very easy to break the illusion of curvature.
Have fun...or rather, have fun 'fairly' soon.
Thank you for the reply. Your idea of using the quartz blocks as melted down scrap is genius. I love the idea.
Glad you liked the look of things, when it was working ok.
Sorry to hear about the lighting problems.
Are you possibly using Optifine? If using MC Patcher, are you using the correct version for MC 1.4.7, and if using one of MC's snapshots, are you using the correct experimental version of MC Patcher? It's strange that things should be fine to start with and then for it to change later. Optifine I can't really help with, as I don't use it myself. If you're using MC Patcher, double check the version is correct for the version of MC you're running. Re-installing things might help, and it might just turn out to be a temporary glitch.
I am using Optifine, and I am using your texture pack to create a Steampunk City in the mindcrack FTB mod pack! Your texture Pack really holds everything together. Is it optifine that is breaking the epic lights? I miss the glow effect, the lighting is the green color, but the glow effect around the border of the boundaries of the light is gone and i miss it very much :3
I also have a question, in the FTB modpack there is a smoking block, however it uses the texture from the torch smoke, and that means there is very little smoke, is there somehow to make more smoke? I don't mean like have you change the texture pack or anything, I am just wondering if there is a way on my end to get more smoke, because your pack... is the best pack. it really is! I just need smoke for meh factory
Thank you for the reply. Your idea of using the quartz blocks as melted down scrap is genius. I love the idea.
I just hate letting any texture go to waste by just having one fixed purpose. It's always been my imperative to make everything as useful as possible. It's just nice when some of my hair-brained ideas actually seem to work within the context of survival and yet be very useful in creative. Thanks, mate.
well, I was going to show how disparate the builds looked from GS to vanilla, but the mods are working on stuff that is off limits for the time being.
Haha! That actually might be rather fun, or might depress me if my pack looks truly awful.
Most of my textures, rather selfishly I know, are made with my own specialized city in mind. Therefore unless used in the same way in large built up areas, many of my customised textures will look very much out of place and the opposite would also be true.
Being so different from the norm, I've often thought it would be good to start a collection of pics showing how best to use the textures and also show useful 'tricks of the trade' combinations of blocks for making Victorian/Steampunk architecture or technology look more convincing. eg. I'm thinking of ksheep's excellent idea for using trip wires for making telegraph wires, my somewhat cute little Victorian cast iron post box and all the other little odds and ends that make a place come alive. The Auld Grump and many others have come up with some excellent arrangements of blocks to help 'set the scene'.
[edit] Oh, by the way...as a result of your suggestion, re: different coloured hoppers, there are now 16 different versions. The rim and interior are all the same, but you can choose from 16 different exterior paint/metallic effects by dropping one of the alts into the texture/blocks folder. However, like everything else, they might benefit from a few random ctm dents and scratches on the pack default.
I am using Optifine, and I am using your texture pack to create a Steampunk City in the mindcrack FTB mod pack! Your texture Pack really holds everything together. Is it optifine that is breaking the epic lights? I miss the glow effect, the lighting is the green color, but the glow effect around the border of the boundaries of the light is gone and i miss it very much :3
I also have a question, in the FTB modpack there is a smoking block, however it uses the texture from the torch smoke, and that means there is very little smoke, is there somehow to make more smoke? I don't mean like have you change the texture pack or anything, I am just wondering if there is a way on my end to get more smoke, because your pack... is the best pack. it really is! I just need smoke for meh factory
Yes, Optifine doesn't quite work as well with the custom lights as MC Patcher. I'm not sure why this hasn't been sorted yet, as custom lights have been in existence for what seems an age...at least 18 months.
As regards the smoke, I made my smoke particles texture very fine, to better fit my redstone pipes and gas lamps. You'll find this texture in the root of my pack...called 'particles.png', you could have a go at making them larger so they stand out more, or just as easily copy them from a pack with larger puffs of smoke, so long as it's only for personal use you're not stepping on anyone's toes.
Like you, and especially for this pack, it really would be nice to have some command over how far up smoke is allowed to billow, I would love to have some proper smoke stacks, or see some nice puffs of smoke coming from the powered minecart. It would seriously slow down the game I think. I dare say someone somewhere has probably modded in more smoke, but if they have, I'm not aware. Is it worth asking over at FTB if there is a way to add some control over this smoking block of which you speak? I really do like the idea of this FTB smoking block.
Glad you like the pack and many thanks for the compliments.
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Yes, Optifine doesn't quite work as well with the custom lights as MC Patcher. I'm not sure why this hasn't been sorted yet, as custom lights have been in existence for what seems an age...at least 18 months.
As regards the smoke, I made my smoke particles texture very fine, to better fit my redstone pipes and gas lamps. You'll find this texture in the root of my pack...called 'particles.png', you could have a go at making them larger so they stand out more, or just as easily copy them from a pack with larger puffs of smoke, so long as it's only for personal use you're not stepping on anyone's toes.
Like you, and especially for this pack, it really would be nice to have some command over how far up smoke is allowed to billow, I would love to have some proper smoke stacks, or see some nice puffs of smoke coming from the powered minecart. It would seriously slow down the game I think. I dare say someone somewhere has probably modded in more smoke, but if they have, I'm not aware. Is it worth asking over at FTB if there is a way to add some control over this smoking block of which you speak? I really do like the idea of this FTB smoking block.
Glad you like the pack and many thanks for the compliments.
I agree, it is odd that they havent fixed it! and there is a mod called Twilight Forest that has a block called "Smoking Block" that literally just sends out a giant version of the smoke particles, if you would like a screen shot of it I can make one, I am using it in the smoke stacks of my factory and they really bring it to life! It is an amzing block and with the textures of brick on your pack, it looks REALLY good for the factory!!! I cannot get over how amazing the mobs look, and the enchantment table. Sometime if you would like, i can show you the City either by whitelisting you on the server, or through screen shots to show how amazing your pack has changed the city into true steampunk. Especially with steam from the steam boilers from railcraft in liquiducts from thermal expansion making it real steampunk! again, AMAZING job!
The only edits I am making is adding mod support for minerals and what not, I do not want to change anything you have already put work into! It is amazing as it is. I am just going to do my best to make machines match somewhat closely to what you have, if i can haha
I run a tabletop steampunk game, and models come in right handy, guv.
The Auld Grump
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Curse PremiumThanks for asking.
Lots to show...as soon as I get chance. Not done all the new 1.5 textures by a long shot, but what I have done, I'm pretty excited about. I've concentrated on making each new texture as valuable as possible as new components, especially with regard to NetherQuartz, et al. Not following normal Minecraft thinking is my raison d'etre! Cryptically speaking, rounding the cube has been a long hard process, but I've got something that should allow for very imaginative Steampunk projects, leaning more to the industrial side of Victorian architecture, though decorative enough for a whole range of ideas...and animations. All will be revealed in due course...through vids and screens. I'm keeping my ideas, visually speaking, a closely guarded secret until we have a launch date in sight.
Some important old things have been revamped to 64x too, including a higher res chest, and a new easily editable high-res minecart (for personalised lettering and such), with many variations. These badly needed doing, as both effected the look of new 1.5 textures, specifically the new 'hopper' texture, which has turned out to be a brilliant new addition, just from a cosmetic/prop viewpoint. Haven't a clue how to use it for loading and unloading stuff, but I like how it attached itself to other blocks, giving it many decorative properties.
Therefore, even if I don't manage to get all the new 1.5 additions finished, there will certainly be a lot of new things to play with in the 64x pack. The compass and clock will be left until last of all, as they're definitely worth spending time over, and as such may not be finished by the time 1.5 is released. 32x will be up in the air for a while, unless down-scaling proves to be easier than I'm anticipating.
I believe the latest 1.5 snapshot has been causing quite a few problems for many, as Mojang decided to change a lot of stuff at the last minute. So until kahr sorts that out for us all (God bless him), I shall be sticking with snapshot 13w07a.
My apologies for lack of communication, I've just been very busy with RL (youngest is really poorly again too) and what little spare time I've had, has been concentrated on new textures. As soon as I'm able though, I will look over my PMs and the posts above. Bear with....
So the old pack is not quite dead yet!
...the old artist might be though!
Awesome to hear, chap! Just do what you need to do!
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Curse PremiumThis time Photobucket is making life difficult by saying I've exceeded my bandwidth! 80 pics is all I've got on there!! It's mucking up a number of my pics and worse, my important things like signature, section heading graphics in the OP and probably more as the day wears on. I'm sure my pack hasn't got so massively popular all of a sudden. More like Photobucket lures you in, makes you dependent and then automatically slaps this 'you've exceeded your 10GB bandwidth' to force you to go pro. Their right of course...I'm just getting more cynical as the years go by. Nothing's really free anymore is it? Except MC texture packs and mods!
I'm trying imgur now and just realized my free ImageShack storage limit has been massively increased...so will try that again too. I'm always interested to hear your experiences of what's best and worst.
Anyways, here's the new sig. link using imgur. Once again my sincere apologies to all of you who have faithfully flown my little banner for so long.
.....My Signature.
If you would like to continue to support my texture pack, please consider using my banner in your signature (space at the bottom of your posts)...thanks again!
How to use my banner:.
2. Left-click on the little cog icon in the top right of this page.
3. Once on your 'Profile Page' left-click on the green 'Edit my Profile' button (right hand side).
4. Under 'Profile Settings' on the left-hand side, left-click 'Signature'.
5. If you've never created a signature box before, 'Your current Signature' will be blank. Underneath is the 'Edit Signature' box. Simply paste the two lines of code you copied in step 1. into this box. If the two lines of code still look exactly the same as they appeared on my main page, then left-click the green 'Save Changes' button at the bottom of your 'My Settings' page.
6. If all went well you should see my banner appear under the 'Your current Signature' heading. Now find one of your own posts on the forum (or post in my thread) and you should see my banner underneath your text and in every subsequent post you submit or previously submitted. If something went wrong, try stepping through these instructions again...we all make silly mistakes, and my mistakes are even sillier!
7. Thank you for taking the time to use my banner. I'm very grateful for your support.
This texture pack is amazing!! Thanks Glimmar for your hard work and attention to detail. (Your cobblestone looks great)
On the subject of mod support, I have downloaded the pack and the only one I am able to use are the railcraft textures. My other favorites and natural fits like buildcraft & forestry (and I love thaumcraft) I just mention this FYI, I understand that ksheep is helping take care of the organization of mod updates etc. Thanks for your work!
This is so inspiring I want to help with mod textures. One problem however, I know nothing about creating textures for minecraft. Is there a forum page or wiki somewhere that details the process from the beginning of creating and altering textures? I would love to learn!
Thanks again.
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Curse PremiumWelcome to the forum, G_E_R_R_R.
There is a section to MC Wiki that deals with texture pack creation. However, there's an excellent compendium of tutorials and much useful information regarding all things MC texture, art and graphics related here at 'Mini's Texture Pack Tutorial Compendium':
http://www.minecraft...tly-overhauled/
Compiled by minihilly, I've not found anything more comprehensive than his collection. He's also a member of the 'Texture Artists Union', a first port of call if you want advice or help on any MC texture related problem or topic...the link and many other links are to be found in mini's thread.
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Well, there's just time, before I go and rest my weary noggin, to show some GS v11 MC 1.5 WIP pics. First half tonight and second half tomorrow, when I can manage:
Glimmar's Steampunk v11 WIP Changelog & Taster Pics for Minecraft 1.5
V11 WIP Changelog
Glimmar's Steampunk v11 for Minecraft v1.5
Updated to the new 1.5 texture pack format. This involved breaking the terrain.png and item.png sheets up into individual 'block and 'item' textures. This process was made much easier by The_Fool76 who intially separated all the terrain and item textures for testing and then kahr of 'MC Patcher' who made this process a feature of the patching process. Grateful thanks are also in order to all those offered to help at a time when I seriously contemplated giving up with the prospect of such tedious work.
Even though Minecraft now supports HD textures and animated blocks and items, the pack is still very much dependent on MC Patcher for animating such things as guis and mobs, etc., for 'connected textures' (ctm), and for all those other wonderful graphical features, such as HD font, custom colours, better skies, etc. Glimmar's Steampunk would be a much poorer experience without the services of MC Patcher. So don't forget to patch!
The 'ctm' and 'anim' folders are still in the pack and vitally important if you want the full experience of many extra random and connected textures and extra animated guis and mobs, etc. However, things are named and arranged differently. By comparison with my random way of organising things it feels a lot tidier. Rather than the usual format of texture 'sheets', all ctm textures are now made up of separate individual block textures, thereby following the new format introduced in Minecraft 1.5.
Having separate block, item and ctm textures, means it's a lot easier for anyone to swap textures with preferred alternatives from my vast collection...including...but not supported by me...textures from other sources. Therefore, again with The_Fool76's coding skills, all my alternative textures 'sheets' have been cut-up into separate '.png' files ready for easy swapping with terrain or item textures in the pack. These are in the pack in a folder entitled 'GS alt tile collection'.
The best thing to do with this folder, if you are contemplating swapping some of my textures around, is drag it out of the pack, then it's easier to see what's inside, note which terrain or item texture you wish to change in the 'texture' folder in the pack, then rename the alternative texture of choice and drag it into the 'blocks' or 'items' and overwrite the .png file you wish to change.
Note: a lot of the terrain or item textures in the pack are animated, so when you replace these with a single tile .png file you will obviously lose the original animated version. Some animated block textures may have accompanying '.txt' files, which tell Minecraft how to play longer versions of the fire, lava, water and portal animations. If you swap these around you'll need to make sure you either delete the accompanying .txt file or include the .txt file appropriate to the one your changing to.
If you try replacing a texture that has 'ctm' applied to it, then it won't have any effect unless you also delete the appropriate ctm .properties which controls the ctm textures in the 'ctm' folder which overwrite the standard block textures.
Perhaps keep a backup 'textures' folder with all the original textures in for swapping back.
The natural alternative pumpkin texture is now in a separate folder in the 'GS alt tile collection' folder. I've not been able to use ctm to make the natural pumpkin appear like a helmet when worn, making my Diving Helm HUD make sense, so it's up to you to either keep or delete my 'pumpkinblur.png' file in the 'misc' folder in the pack. If you delete it, Minecraft will default to the vanilla internal blurry pumpkin face.
Added a new ctm cast iron nether brick fence. Thought it was time to put some effort into this as it should also compliment my new netherquartz blocks as well as being a little more practical in many other situations. Great for Victorian lampstands, bollards, stove pipes, etc. Spent some considerable time working out how to get gold decoration on it to work, as vertical parts of the texture are also used for the top and for horizontal stretches on one side, but not the other!
Added a folder of cast iron nether fence alternatives in a folder called 'new GS v11 alt tiles' found in the 'GS alt tile collection' folder in the pack.
Repositioned 'brewing stand' brass label and 'inventory' brass label on 'achemy' gui. Looks like Mojang have been repositioning titles on some guis.
Repositioned 'Furnace' and 'Inventory' brass labels on the 'furnace' gui. Also added a new slightly more weathered brass gauge and further edited more detail into the brasswork around the recepticle...as if it needed it!
Repostioned 'Dispenser' and 'Inventory' labels on the 'trap' gui. Also added a slight variation on the more weathered brass gauge I made for the furnace.
Added an all new more 'steampunk' ghast and moved Gestankfaust's more horror/futuristic version out to use as an alt in a separate downloadable alternate textures pack. It has given much service for which I am very grateful, but I feel it's not as steampunk as I would like to use as a randommob.
Upgraded the original netherack riveted panel (hellrock) to 64x
Added another 31 random ctm nether panels in various states of corrosion, repaired patches, shade and the odd fixture. Nothing too dramatic though, which would spoil large constructions, but enough to make things interesting.
Added 11 random ctm netherquartz blocks. These are in the form of an exposed cast iron framework enclosing pipes, cogs and other arcane machinary, etc. which would normally be hidden away under the riveted nether panels. Some of these might be animated in due course, but there wasn't sufficient time to do this, believe it or not! They are designed to be rather dark, to give an impression of depth and to interconnect...meaning place one next to another and the internal pipes and mechanisms will appear to have some connection with the components in an adjacent block. As usual I wanted to make something that was more useful than just simple quartz ore. So in creative use these as extra mechanical 'innards'. In survival, they represent a source of extra metal to melt down and produce cast iron (quartz block) pipes, columns and other building blocks in your constructions.
Sorted the problem of missing bits to the wood and nether fence when held or viewd in the inventory.
Upscaled and extensively edited both the small and large chests, with much greater detail, oak wood similar to the oak planking and fixing the ugly black opening part of the lid.
Added the small and large 'trap' version of the chests, with steam locking mechanisms in the base and lid.
Refined the 'lightmap0.png file in the environment folder for more dramatic lighting at night. The old lightmap0 file is in a folder in the same location if you don't like the changes.
Edited the 'fenceIron.png' file again, This was necessary to match the new netherquartz ore 'cast iron machine' block.
New ctm'd Nether 'quartzblock_lines' cast-iron column/pipe texture. Made for use as decorative Victorian columns or as large horizontal pipework. This took an age to do to create a believable illusion of roundedness. An illusion that is retained with some success even when the spectator moves around the column/pipe. This is achieved by using smaller bronze coloured pipes with decorative ends to disguise the sharp vertical edges of the block. I went for a traditional Victorian dark green colour that works well with brass or gold decoration and with other black cast iron features, including more industrial things like pipes, cogs and wheels.
New riveted 'hopper' texture...one of my favourite 1.5 textures so far. This has many unexpected decorative uses, especially when combined with my new cast-iron nether fence, for things such as lamp holders, column tops, etc.
All new range of riveted more weather worn minecart skins. The default cart of choice for the pack will be a plain brassy/coppery/steal version. Other simple variations are included as alts, and I've made the design relatively easy to customise for the future. More detail and work has been put into the wheel and base area. The creation of new traditional Victorian industrial block textures like the 'hopper' block, meant the old 32x minecart and chest textures just weren't going to match up in quality. The railway tracks will need work in future to take advantage of the extra detail that 64x pixels provides.
Similarly the small and large chests have been comprehensively upgraded, along with new 'trap' versions, as these like the railcart would have looked seriously out of place combined with a 64x hopper block and the rest of the new updates.
Early work on the new quartzblock, using my old 32x alt texture as a template, will when finished be ctm'd and refined to a 64x version. Ctm'ing it will be necessary to get the best out of it's many forms - block, half-block and step versions. Think in terms of what I did with the birchwood plank texture.
Haven't started on the chiseled quartz block, but I'm pretty fixed on continuing with the theme of decorative cast-iron work...so something that will match the other quartz blocks in design, though usefully different in appearance, to fulfil other functions.
Still to look at the new comparator block, but although it will be different than the repeater it will have a similar style, though much more detailed...probably animated too.
I have fully formed ideas for the Activator Rail, Redstone block and DaylightDetector, but I doubt now I'll have these ready for the pre-release of MC 1.5 now. With the limited time I have I'm not wanting to rush stuff out to have a complete pack only to have to do the work over again later. The new 1.5 format of texture pack at least means things should still function straight after an MC update. Though given the way Mojang changes things suddenly at the last minute, I'm holding my breath on that one.
The new hopper gui will be a simple affair to start with, just so's there isn't a garish default minecraft menu. However, like I still have to do for the potions gui, it will be properly finished when I get a chance.
I'm not rushing the new item icons either at this stage.
V11 WIP Pics
...in no particular order...and I'll leave you to compare what you see, with what's listed in the above WIP Changelog:
More screens to follow tomorrow, though I'm conscious of the fact that this takes a lot of time away from actual texturing.
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Curse PremiumGlad you liked the look of things, when it was working ok.
Sorry to hear about the lighting problems.:(
Are you possibly using Optifine? If using MC Patcher, are you using the correct version for MC 1.4.7, and if using one of MC's snapshots, are you using the correct experimental version of MC Patcher? It's strange that things should be fine to start with and then for it to change later. Optifine I can't really help with, as I don't use it myself. If you're using MC Patcher, double check the version is correct for the version of MC you're running. Re-installing things might help, and it might just turn out to be a temporary glitch.
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Curse PremiumOh dear! Sorry to tantalize you with the new screenies, mate. Glad you like the look and hopefully any mods you're using will soon be updated to allow for use of 1.5.
To tell you the truth, I wish I wasn't having to use 1.5 at the moment. I've wasted a whole evening and most of this morning trying to figure why my ctm'd oak fence won't work!! The texture and .properties file is the same arrangement as in any other pack, but all I get at the moment is the standard oak plank texture overlaid, not my ctm fence texture. My 'nether fence' texture works fine, other texture pack ctm'd oak fences work fine, all except mine!!
'GlimOakFence' named folder containing:
0.png (fence texture)
block85.properties file, containing the following instructions:
tiles=0
method=random
The above GlimOakFence folder is located in the ctm folder in the pack as per usual. All my other ctm components work fine.
Anyways, I'm going back to uploading some more pics now, then I'm off to bury my head in texturing, if I can claw back any free time this weekend.
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Curse PremiumGlimmar's Steampunk v11 WIP Changelog & Taster Pics for Minecraft 1.5
V11 WIP Changelog
Glimmar's Steampunk v11 for Minecraft v1.5
Updated to the new 1.5 texture pack format. This involved breaking the terrain.png and item.png sheets up into individual 'block and 'item' textures. This process was made much easier by The_Fool76 who initially separated all the terrain and item textures for testing and then kahr of 'MC Patcher' who made this process a feature of the patching process. Grateful thanks are also in order to all those offered to help at a time when I seriously contemplated giving up with the prospect of such tedious work.
Even though Minecraft now supports HD textures and animated blocks and items, the pack is still very much dependent on MC Patcher for animating such things as guis and mobs, etc., for 'connected textures' (ctm), and for all those other wonderful graphical features, such as HD font, custom colours, better skies, etc. Glimmar's Steampunk would be a much poorer experience without the services of MC Patcher. So don't forget to patch!
The 'ctm' and 'anim' folders are still in the pack and vitally important if you want the full experience of many extra random and connected textures and extra animated guis and mobs, etc. However, things are named and arranged differently. By comparison with my random way of organising things it feels a lot tidier. Rather than the usual format of texture 'sheets', all ctm textures are now made up of separate individual block textures, thereby following the new format introduced in Minecraft 1.5.
Having separate block, item and ctm textures, means it's a lot easier for anyone to swap textures with preferred alternatives from my vast collection...including...but not supported by me...textures from other sources. Therefore, again with The_Fool76's coding skills, all my alternative textures 'sheets' have been cut-up into separate '.png' files ready for easy swapping with terrain or item textures in the pack. These are in the pack in a folder entitled 'GS alt tile collection'.
The best thing to do with this folder, if you are contemplating swapping some of my textures around, is drag it out of the pack, then it's easier to see what's inside, note which terrain or item texture you wish to change in the 'texture' folder in the pack, then rename the alternative texture of choice and drag it into the 'blocks' or 'items' and overwrite the .png file you wish to change.
Note: a lot of the terrain or item textures in the pack are animated, so when you replace these with a single tile .png file you will obviously lose the original animated version. Some animated block textures may have accompanying '.txt' files, which tell Minecraft how to play longer versions of the fire, lava, water and portal animations. If you swap these around you'll need to make sure you either delete the accompanying .txt file or include the .txt file appropriate to the one your changing to.
If you try replacing a texture that has 'ctm' applied to it, then it won't have any effect unless you also delete the appropriate ctm .properties which controls the ctm textures in the 'ctm' folder which overwrite the standard block textures.
Perhaps keep a backup 'textures' folder with all the original textures in for swapping back.
The natural alternative pumpkin texture is now in a separate folder in the 'GS alt tile collection' folder. I've not been able to use ctm to make the natural pumpkin appear like a helmet when worn, making my Diving Helm HUD make sense, so it's up to you to either keep or delete my 'pumpkinblur.png' file in the 'misc' folder in the pack. If you delete it, Minecraft will default to the vanilla internal blurry pumpkin face.
Added a new ctm cast iron nether brick fence. Thought it was time to put some effort into this as it should also compliment my new netherquartz blocks as well as being a little more practical in many other situations. Great for Victorian lampstands, bollards, stove pipes, etc. Spent some considerable time working out how to get gold decoration on it to work, as vertical parts of the texture are also used for the top and for horizontal stretches on one side, but not the other!
Added a folder of cast iron nether fence alternatives in a folder called 'new GS v11 alt tiles' found in the 'GS alt tile collection' folder in the pack.
Repositioned 'brewing stand' brass label and 'inventory' brass label on 'achemy' gui. Looks like Mojang have been repositioning titles on some guis.
Repositioned 'Furnace' and 'Inventory' brass labels on the 'furnace' gui. Also added a new slightly more weathered brass gauge and further edited more detail into the brasswork around the recepticle...as if it needed it!
Repostioned 'Dispenser' and 'Inventory' labels on the 'trap' gui. Also added a slight variation on the more weathered brass gauge I made for the furnace.
Added an all new more 'steampunk' ghast and moved Gestankfaust's more horror/futuristic version out to use as an alt in a separate downloadable alternate textures pack. It has given much service for which I am very grateful, but I feel it's not as steampunk as I would like to use as a randommob.
Upgraded the original netherack riveted panel (hellrock) to 64x
Added another 31 random ctm nether panels in various states of corrosion, repaired patches, shade and the odd fixture. Nothing too dramatic though, which would spoil large constructions, but enough to make things interesting.
Added 11 random ctm netherquartz blocks. These are in the form of an exposed cast iron framework enclosing pipes, cogs and other arcane machinary, etc. which would normally be hidden away under the riveted nether panels. Some of these might be animated in due course, but there wasn't sufficient time to do this, believe it or not! They are designed to be rather dark, to give an impression of depth and to interconnect...meaning place one next to another and the internal pipes and mechanisms will appear to have some connection with the components in an adjacent block. As usual I wanted to make something that was more useful than just simple quartz ore. So in creative use these as extra mechanical 'innards'. In survival, they represent a source of extra metal to melt down and produce cast iron (quartz block) pipes, columns and other building blocks in your constructions.
Sorted the problem of missing bits to the wood and nether fence when held or viewd in the inventory.
Upscaled and extensively edited both the small and large chests, with much greater detail, oak wood similar to the oak planking and fixing the ugly black opening part of the lid.
Added the small and large 'trap' version of the chests, with steam locking mechanisms in the base and lid.
Refined the 'lightmap0.png file in the environment folder for more dramatic lighting at night. The old lightmap0 file is in a folder in the same location if you don't like the changes.
Edited the 'fenceIron.png' file again, This was necessary to match the new netherquartz ore 'cast iron machine' block.
New ctm'd Nether 'quartzblock_lines' cast-iron column/pipe texture. Made for use as decorative Victorian columns or as large horizontal pipework. This took an age to do to create a believable illusion of roundedness. An illusion that is retained with some success even when the spectator moves around the column/pipe. This is achieved by using smaller bronze coloured pipes with decorative ends to disguise the sharp vertical edges of the block. I went for a traditional Victorian dark green colour that works well with brass or gold decoration and with other black cast iron features, including more industrial things like pipes, cogs and wheels.
New riveted 'hopper' texture...one of my favourite 1.5 textures so far. This has many unexpected decorative uses, especially when combined with my new cast-iron nether fence, for things such as lamp holders, column tops, etc.
All new range of riveted more weather worn minecart skins. The default cart of choice for the pack will be a plain brassy/coppery/steal version. Other simple variations are included as alts, and I've made the design relatively easy to customise for the future. More detail and work has been put into the wheel and base area. The creation of new traditional Victorian industrial block textures like the 'hopper' block, meant the old 32x minecart and chest textures just weren't going to match up in quality. The railway tracks will need work in future to take advantage of the extra detail that 64x pixels provides.
Similarly the small and large chests have been comprehensively upgraded, along with new 'trap' versions, as these like the railcart would have looked seriously out of place combined with a 64x hopper block and the rest of the new updates.
Early work on the new quartzblock, using my old 32x alt texture as a template, will when finished be ctm'd and refined to a 64x version. Ctm'ing it will be necessary to get the best out of it's many forms - block, half-block and step versions. Think in terms of what I did with the birchwood plank texture.
Haven't started on the chiseled quartz block, but I'm pretty fixed on continuing with the theme of decorative cast-iron work...so something that will match the other quartz blocks in design, though usefully different in appearance, to fulfil other functions.
Still to look at the new comparator block, but although it will be different than the repeater it will have a similar style, though much more detailed...probably animated too.
I have fully formed ideas for the Activator Rail, Redstone block and DaylightDetector, but I doubt now I'll have these ready for the pre-release of MC 1.5 now. With the limited time I have I'm not wanting to rush stuff out to have a complete pack only to have to do the work over again later. The new 1.5 format of texture pack at least means things should still function straight after an MC update. Though given the way Mojang changes things suddenly at the last minute, I'm holding my breath on that one.
The new hopper gui will be a simple affair to start with, just so's there isn't a garish default minecraft menu. However, like I still have to do for the potions gui, it will be properly finished when I get a chance.
I'm not rushing the new item icons either at this stage.
V11 WIP Pics Set 2
...in no particular order...and I'll leave you to compare what you see, with what's listed in the above WIP Changelog:
Right...I better disappear again for a while, just to get as much extra done as I can.
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Curse PremiumIt's the new 'quartzblock_lines' texture for the side of what everyone else is imagining as marble columns. With having riveted copper/iron panels as netherrack in GS, I thought it would be appropriate to make the 'nether crystal ore' into whatever it was that lay beneath those panels. So they can randomly be anything on the theme of arcane steampunk machinary. Most is just dead scrap, but some will be animated and obviously continuing to fulfil it's original purpose. I just need to wait for MC and MC Patcher to sort out animation before wasting precious time doing something wrong.
This 'nether internal machinery' can obviously be 'mined' as a resource in survival, and used as internal workings in creative. In survival, the ancient mechanisms are melted down as scrap to make the Victorian green cast-iron column/pipes (quartzblock columns) which you see in all my latest screens. My idea turns everything on it's head really, but it fits the theme and what I chose to do with nether textures very well. The other nether quartz blocks will continue the theme of decorative cast ironwork.
This was why I was joking with ksheep regarding the Victorian pumping station video he showed a page or two back, because he'd hit exactly on what I'd already been working on. It's only when you see the animated rotating wheels and other moving paraphernalia that I have, that you realize how well they work with all the new cast iron stuff to make convincing Victorian industrial contraptions. Hence why I really needed to upgrade the cart and chest, amongst other things.
It was great that Mojang in it's wisdom decided to treat the quartz column like a tree trunk, in allowing it to be placed horizontally, as it's made the decision to make it into a pipe/column a no-brainer.
If you looked at what I did with my nautilus sub as an experiment when making the texture, I think you'll find it very useful around your airships. It has many other less obvious uses too...see if you can see my Victorian pillar post box in the pics. They make good plinths for lampstands too.
Changing it's colour to suit, should be fairly easy to do in any graphics editor, but be careful you don't alter the shading too much, as it's very easy to break the illusion of curvature.
Have fun...or rather, have fun 'fairly' soon.
Might we expect similar color variations for the hopper as for the alt minecart textures?
On a separate note, I've begun playing on a multiplayer server for the first time. My brother told me about it, and there is something cool about seeing what every one else is building. The thing is that I had started using the snapshots for 1.5, so to play on it I've had to go back to 1.4.7. Never having played SMP before, I was intrigued to see vanilla textures on blocks, but steampunk textures on armor and mobs. For some reason I thought the texture of a SMP server was set by the server. When I realized that textures are client side and that the reason for the mixed texture was the fact that I still had the snapshot preview version of the GS pack loaded. When I went back to v10, I got all my favorite textures back, but I realized that this world was not designed for GS. Builds that made a certain kind of sense in vanilla, or vanilla derivatives, looked absolutely bizarre in GS. And my builds will look equally bizarre to those running vanilla textures.
This also means my private GS world is on hold until 1.5 hits and the SMP server updates, as I started using the 1.5 features.
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Curse PremiumFlip! Have you seen the timing of our posts? Exactly the same!
Haha! I tend to waffle a lot in my changelogs, but I see them more as a place I can put explanations and not just a curt list of changes/additions. So I'm glad someone has found 'em useful.
It's sad that any theme pack, and mine has some pretty extreme differences from the norm, make it difficult to impossible for general multi-play. The biggest problem being my choices for the nether. However, I still think everyone else is wrong and I made the right choice way back when the first Halloween update landed with the nether region!
[edit] With regard to the Hopper, I hadn't really considered it at the time, but yes...it should be fairly easy to do, and as you probably know by now, swapping stuff around is a lot easier in 1.5 to get just the look you're after. 1.5 will make it a lot easier with regard to making personalised server versions of GS too! Swap out those things that don't look right for things that do, without even having to so much as look at Photoshop or Gimp.
Thank you for the reply. Your idea of using the quartz blocks as melted down scrap is genius. I love the idea.
I am using Optifine, and I am using your texture pack to create a Steampunk City in the mindcrack FTB mod pack! Your texture Pack really holds everything together. Is it optifine that is breaking the epic lights? I miss the glow effect, the lighting is the green color, but the glow effect around the border of the boundaries of the light is gone and i miss it very much :3
I also have a question, in the FTB modpack there is a smoking block, however it uses the texture from the torch smoke, and that means there is very little smoke, is there somehow to make more smoke? I don't mean like have you change the texture pack or anything, I am just wondering if there is a way on my end to get more smoke, because your pack... is the best pack. it really is! I just need smoke for meh factory
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Curse PremiumI just hate letting any texture go to waste by just having one fixed purpose. It's always been my imperative to make everything as useful as possible. It's just nice when some of my hair-brained ideas actually seem to work within the context of survival and yet be very useful in creative. Thanks, mate.
Haha! That actually might be rather fun, or might depress me if my pack looks truly awful.
Most of my textures, rather selfishly I know, are made with my own specialized city in mind. Therefore unless used in the same way in large built up areas, many of my customised textures will look very much out of place and the opposite would also be true.
Being so different from the norm, I've often thought it would be good to start a collection of pics showing how best to use the textures and also show useful 'tricks of the trade' combinations of blocks for making Victorian/Steampunk architecture or technology look more convincing. eg. I'm thinking of ksheep's excellent idea for using trip wires for making telegraph wires, my somewhat cute little Victorian cast iron post box and all the other little odds and ends that make a place come alive. The Auld Grump and many others have come up with some excellent arrangements of blocks to help 'set the scene'.
[edit] Oh, by the way...as a result of your suggestion, re: different coloured hoppers, there are now 16 different versions. The rim and interior are all the same, but you can choose from 16 different exterior paint/metallic effects by dropping one of the alts into the texture/blocks folder. However, like everything else, they might benefit from a few random ctm dents and scratches on the pack default.
Yes, Optifine doesn't quite work as well with the custom lights as MC Patcher. I'm not sure why this hasn't been sorted yet, as custom lights have been in existence for what seems an age...at least 18 months.
As regards the smoke, I made my smoke particles texture very fine, to better fit my redstone pipes and gas lamps. You'll find this texture in the root of my pack...called 'particles.png', you could have a go at making them larger so they stand out more, or just as easily copy them from a pack with larger puffs of smoke, so long as it's only for personal use you're not stepping on anyone's toes.
Like you, and especially for this pack, it really would be nice to have some command over how far up smoke is allowed to billow, I would love to have some proper smoke stacks, or see some nice puffs of smoke coming from the powered minecart. It would seriously slow down the game I think. I dare say someone somewhere has probably modded in more smoke, but if they have, I'm not aware. Is it worth asking over at FTB if there is a way to add some control over this smoking block of which you speak? I really do like the idea of this FTB smoking block.
Glad you like the pack and many thanks for the compliments.
I agree, it is odd that they havent fixed it! and there is a mod called Twilight Forest that has a block called "Smoking Block" that literally just sends out a giant version of the smoke particles, if you would like a screen shot of it I can make one, I am using it in the smoke stacks of my factory and they really bring it to life! It is an amzing block and with the textures of brick on your pack, it looks REALLY good for the factory!!! I cannot get over how amazing the mobs look, and the enchantment table. Sometime if you would like, i can show you the City either by whitelisting you on the server, or through screen shots to show how amazing your pack has changed the city into true steampunk. Especially with steam from the steam boilers from railcraft in liquiducts from thermal expansion making it real steampunk! again, AMAZING job!
The only edits I am making is adding mod support for minerals and what not, I do not want to change anything you have already put work into! It is amazing as it is. I am just going to do my best to make machines match somewhat closely to what you have, if i can haha