I managed to figure everything for the ctm blocks out, I didn't have cheats enabled. I was wondering if, when the 1.5 update hits, it might be possible to add to the ctm blocks by letting us add which specific version of the blocks we want as opposed to them being set at random? So, with the carved head blocks for example, being able to specifically add the version of the block that we like via the ctm command?
Ah! That's something I've always wanted myself. However, I'm only a humble artist using what MC Patcher gives us, meaning I can't code to change things myself.
There's currently no way at present to choose a particular block or block face from a list/store of ctm blocks in MC Patcher or Optifine. There are various methods that allow textures to be placed in a particular order horizontally or vertically, as in horizontal extended bookcases or vertical columns with a set base and top block and a middle that extends for as long as you want it. And other methods by which textures are laid out in 8x8 or greater arrangements, matching opposite faces, etc, but nothing that allows you to use ctm commands directly in game. The commands you use to get my extra random blocks are 'console' commands which don't have anything directly to do with ctm. That's why I've only carefully tried to choose themes like carved heads, carved patterns as the best that can be used with a limited function.
I believe there are other mods out there that allow you to stick a selected texture on the face of a block. much like you do with a painting on a wall (can't think what it's called now), but mods like that are of no use to me if they're always behind the latest MC update.
You could suggest this idea over on the MC Patcher thread. To be able to choose from a range of stone carvings for a base stone texture would be excellent, but it would probably require some kind of gui selection screen too to make it workable.
That's unfortunate, love the pack though. This has been one of my favorite texture packs since I started minecraft. Glimmar, what tutorials for redstone would you recommend? I have never used it before, so I have no idea how it works.
I'm having some problems with the 1.5 snapshot version in the latest snapshot (13w09c). Here are some pictures:
I think this has to do with the new way animations are stored.
Anyone having the above problem should be able to fix it now, by running my temporary 1.5 snapshot version through kahr's latest MC Patcher, which patches and converts packs for MC snapshots 13w09a and newer. It also adds .txt files to all animations in the new 'textures' folder.
I'm currently waiting on TMI to be updated for snapshot 13w10a then I'll give it a whirl. I'm content with snapshot 13w07a for editing purposes and don't want to disturb my work by encountering other problems.
That's unfortunate, love the pack though. This has been one of my favorite texture packs since I started minecraft. Glimmar, what tutorials for redstone would you recommend? I have never used it before, so I have no idea how it works.
Haha! I bet you know more than I do about using redstone. I just use it for cosmetic purposes (no...not on my face!! ) around my city, but I'd seriously like to see any good tutorials and I'll watch 'em on my tablet over lunch breaks. I seriously get out of my depth very quickly if it gets too technical though.
Oh, any clock towers must get an airing round here. I'm wondering about working on the new animated clock next, so any time related builds will certainly be of interest.
I'm hoping the clock I make will fit nicely with the new decorative pipe/column texture and others, to make the odd grandfather clock, or 'clocking on' type factory clock, a possible feature of future builds. Only trouble is, it will take up an enormous amount of time to get it looking right, and as there are still other 1.5 terrain and item blocks to complete, I'm in two minds.
The clock tower my partner and I made has steam pipes running along it and using the mod computer craft, has a 3x3 "digital analog" clock the reacts to the in game time! I will post a screen shot for you
The clock tower my partner and I made has steam pipes running along it and using the mod computer craft, has a 3x3 "digital analog" clock the reacts to the in game time! I will post a screen shot for you
I look forward to seeing anything like that.
As mentioned above, I'm fascinated with redstone...as a novice that is, but terrified of it's potential complexities, due to my limited mental facilities. It's something I'm saving up to play with...when I retire from texturing. Long after everyone has drifted away from Minecraft to pastures new, I'll be discovering what everyone has been getting excited about.
As mentioned above, I'm fascinated with redstone...as a novice that is, but terrified of it's potential complexities, due to my limited mental facilities. It's something I'm saving up to play with...when I retire from texturing. Long after everyone has drifted away from Minecraft to pastures new, I'll be discovering what everyone has been getting excited about.
I understand that but for me minecraft shall never drift away xD I will always play this game! Today I plan to upload progress of the city!
Okay, seems I forgot to do my Mod support textures. But i'm back with an... almost updated gregtech mod support. A couple of versions behind, but they're not in FTB yet, so i'll be good for another month. Also got some new IC2 textures as well.
gregtechmod/textures/terrain.png
gregtechmod/textures/metaitems/cells.png
gregtechmod/textures/metaitems/dusts.png
gregtechmod/textures/metaitems/dustssmall.png
gregtechmod/textures/metaitems/nuggets.png
gregtechmod/textures/metaitems/materials.png
gregtechmod/textures/metaitems/components.png
ic2/sprites/crops_0.png (This is a brand new set of textures that wasn't supported before.)
ic2/sprites/item_0.png (lots of changes to this. Took out the hazmat suit and switched it for an old-school steampunk diving suit. Among other things...)
ic2/sprites/block_0.png (a few small changes. Darker reinforced door, retextured construction foam, fixed a bug with tin ore, etc...)
Yeah... Big list of mod supported stuff.
Is this in the Compendium already? or is there a separate download for it? it looks great!
Is this in the Compendium already? or is there a separate download for it? it looks great!
Not in the compendium, I'll try to add it when I get some free time. In the meantime, you can just copy the images from that post, place them in the relevant folder, and rename them (for example, rename that first one "terrain.png" and place it in "gregtechmod/textures")
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Here are those screen shots of the progress so far!
Here is the factory in the rain...because it just fits!
Here is just the factory xD
The clock tower with what I call a "Digital Analog Clock" that reacts to in-game time
Both together!
I hope you like the screen shots! In the background are the smoke stacks that have the "smoking block" for that added effect
Glimmar, I don't know if this is possible but it might be a good idea to use a stone block as a base for the 4 ctm blocks since they use a wood base right now they can be destroyed by fire and by extension lightning.
Glimmar, I don't know if this is possible but it might be a good idea to use a stone block as a base for the 4 ctm blocks since they use a wood base right now they can be destroyed by fire and by extension lightning.
Just as clarification, you mean the special stone carving blocks, right?
Here are those screen shots of the progress so far!
Here is the factory in the rain...because it just fits!
Here is just the factory xD
The clock tower with what I call a "Digital Analog Clock" that reacts to in-game time
Both together!
I hope you like the screen shots! In the background are the smoke stacks that have the "smoking block" for that added effect
Hehe! Love those smoke stacks! You should have some smog soon!
I'd love a close up shot of the clockface though, as I'm intrigued how the hands of the clock are formed.
Glimmar, I don't know if this is possible but it might be a good idea to use a stone block as a base for the 4 ctm blocks since they use a wood base right now they can be destroyed by fire and by extension lightning.
That would certainly be the ideal, except adding extra ctm blocks using stone 'metadata' doesn't work reliably. Just ask The_Fool76 who showed me that wood has plenty of spare metadata slots that Mojang aren't using and the game saves and remembers the blocks. Using stone metadata for extra blocks messes up saved games.
You could look for a separate mod to input my extra ctm blocks under a more fire resistant material, but I couldn't help with that. Or swap them with some other block in the pack. Using wood was never going to be perfect solution, but for Creative play it was fine. I believe using the console you can turn off things like wood catching fire. I think it was ksheep that had that suggestion for someone else asking about the wooden nature of the extra stone blocks.
Hey glim, I just checked out the v10 32x version and noticed that the item textures are 64x.
Yep. I decided a couple of updates back to just make one size of item texture at 64x for both packs. I wrote a paragraph about it in the Changelog at the time and asked for opinions of how my decision might effect lag etc. for some, but didn't get any replies. I don't believe 64x items put the system under as much strain as 64x blocks, but I'm blessed with a reasonably fast system.
In adding extra animations and detail to items that I couldn't fit at 32x, plus the extra work to maintain two item sizes and two terrain versions, I decided to drop 32x items back last September/October (I think it was)...at least for now. Which is also why my alts temporarily dried up. When I get a chance there will be more, but you're doin' a fine job on FTB without any extra alts from me.
************************************
Righto...I'm disappearing for a while now to try and get as much of this new 1.5 stuff finished up.
Hehe! Love those smoke stacks! You should have some smog soon!
I'd love a close up shot of the clockface though, as I'm intrigued how the hands of the clock are formed.
Great work!
Thank you They are a computer screen from computer craft! this evening when I am home I shall get some screen shots of it! They are a really cool addition from Computer Craft!
Is that smog potentially relating current fog or is that currently a secret and you gave a little teaser
Thank you They are a computer screen from computer craft! this evening when I am home I shall get some screen shots of it! They are a really cool addition from Computer Craft!
Is that smog potentially relating current fog or is that currently a secret and you gave a little teaser
Ooo! Heck! I better be careful what I say! No, nothing special planned for smog...I was just thinking that turning up the fog in game by lowering the distance in settings, might give a nice appearance of smog with those chimneys of yours.
**************************************
I'm tearing my hair out in frustration at the moment. I am now running snapshot 13w10a successfully, after squashing all sorts of glitches, missing .txt files on block and item animations (did them by hand in the end, as MC Patcher didn't make the process automatic...at least not for me ) and some additional problems I hadn't foreseen. However, I am having horrible problems with my flowing water. Somewhere in the process of conversion from 13w07 to 13w10a my flowing water was corrupted and looks awful at present. Even after using one of my many backups, it's still flashing and strobing in an ugly fashion in 13w10a. I don't remember this with 13w07, so I'm hoping it something to do with the latest snapshot or MC Patcher. I'll have to drop back to 13w07 to confirm the problem only exists with 13w10a. I can't really figure what the problem is and not having worked on animated water now for an age, I do not want to have to redo things from scratch.
If anyone has been using any other texture pack with animated flowing water in snapshot 13w10a/b, I'd be interested to know if anything noticeable has happened.
Anyways, I'm not rushing an update out until things are sorted, even though it looks like the pre-release of 1.5 will be out tomorrow. In usual classic timing, I won't be in front of my main machine for some days. So please don't get yer hopes up folks about an early release of my v11 update . At least things seem reasonably quiet round here these days.
Also, bearing in mind the amount of work involved my update will only be for the 64x version for quite some time.
Ooo! Heck! I better be careful what I say! No, nothing special planned for smog...I was just thinking that turning up the fog in game by lowering the distance in settings, might give a nice appearance of smog with those chimneys of yours.
**************************************
I'm tearing my hair out in frustration at the moment. I am now running snapshot 13w10a successfully, after squashing all sorts of glitches, missing .txt files on block and item animations (did them by hand in the end, as MC Patcher didn't make the process automatic...at least not for me ) and some additional problems I hadn't foreseen. However, I am having horrible problems with my flowing water. Somewhere in the process of conversion from 13w07 to 13w10a my flowing water was corrupted and looks awful at present. Even after using one of my many backups, it's still flashing and strobing in an ugly fashion in 13w10a. I don't remember this with 13w07, so I'm hoping it something to do with the latest snapshot or MC Patcher. I'll have to drop back to 13w07 to confirm the problem only exists with 13w10a. I can't really figure what the problem is and not having worked on animated water now for an age, I do not want to have to redo things from scratch.
If anyone has been using any other texture pack with animated flowing water in snapshot 13w10a/b, I'd be interested to know if anything noticeable has happened.
Anyways, I'm not rushing an update out until things are sorted, even though it looks like the pre-release of 1.5 will be out tomorrow. In usual classic timing, I won't be in front of my main machine for some days. So please don't get yer hopes up folks about an early release of my v11 update . At least things seem reasonably quiet round here these days.
Also, bearing in mind the amount of work involved my update will only be for the 64x version for quite some time.
Ohhh okay haha I will turn up that fog and see!!
I wish i knew more about texturing to help with your problem but all i know is basic photoshop xD There seem to be many changes mojang is doing :/ I hope you can get it figured out (with as little stress or frustration as possible) soon!
Seems like the computer screen's side textures are crooked. I'll need to fix that.
Very nice, indeed...to both of you. Thanks for the pic, Gr12zly and thanks again for your work on even making this possible in Glimmar's Steampunk to you, Vermillion, not forgetting ksheep who interprets all this for me.
To be honest, Vermillion I didn't notice the difference between the side textures, I just assumed the left-hand side was in shadow.
*********************************
I fixed the flowing water, or rather just accepted what MC Patcher seems to do to it, so that it works. In converting the pack using MC Patcher it changes the 64x anim strip into two 64x anim strips side by side. Hadn't noticed this until I had to put .txt files in the textures/block folder, where I assumed during conversion it had been changed into a 128x scale texture...so I changed it back to 64x and got the horrible problem of strobing and flickering effects. Put the side by side double strip back in the pack and all was fine again. I cannot figure why it has to be this way, but as long as it works I'm not messing with it any more. 'Still' water remains a 64x strip, which makes the mystery even harder to understand.
...right! Definitely back to work! I've got to leave the safety of my big desktop PC to travel now, but I'm taking my sketchbook and tablet to figure out a worthy compass and clock for the update. See you all as soon as poss. Also looking forward to reading all about the chaos of 1.5 when it lands. I suffer from no small pessimistic fascination with how things will turn out, for which I feel a slight tinge of guilt.
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Curse PremiumAh! That's something I've always wanted myself. However, I'm only a humble artist using what MC Patcher gives us, meaning I can't code to change things myself.
There's currently no way at present to choose a particular block or block face from a list/store of ctm blocks in MC Patcher or Optifine. There are various methods that allow textures to be placed in a particular order horizontally or vertically, as in horizontal extended bookcases or vertical columns with a set base and top block and a middle that extends for as long as you want it. And other methods by which textures are laid out in 8x8 or greater arrangements, matching opposite faces, etc, but nothing that allows you to use ctm commands directly in game. The commands you use to get my extra random blocks are 'console' commands which don't have anything directly to do with ctm. That's why I've only carefully tried to choose themes like carved heads, carved patterns as the best that can be used with a limited function.
I believe there are other mods out there that allow you to stick a selected texture on the face of a block. much like you do with a painting on a wall (can't think what it's called now), but mods like that are of no use to me if they're always behind the latest MC update.
You could suggest this idea over on the MC Patcher thread. To be able to choose from a range of stone carvings for a base stone texture would be excellent, but it would probably require some kind of gui selection screen too to make it workable.
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Curse PremiumAnyone having the above problem should be able to fix it now, by running my temporary 1.5 snapshot version through kahr's latest MC Patcher, which patches and converts packs for MC snapshots 13w09a and newer. It also adds .txt files to all animations in the new 'textures' folder.
I'm currently waiting on TMI to be updated for snapshot 13w10a then I'll give it a whirl. I'm content with snapshot 13w07a for editing purposes and don't want to disturb my work by encountering other problems.
Haha! I bet you know more than I do about using redstone. I just use it for cosmetic purposes (no...not on my face!!
The clock tower my partner and I made has steam pipes running along it and using the mod computer craft, has a 3x3 "digital analog" clock the reacts to the in game time! I will post a screen shot for you
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Curse PremiumI look forward to seeing anything like that.
As mentioned above, I'm fascinated with redstone...as a novice that is, but terrified of it's potential complexities, due to my limited mental facilities. It's something I'm saving up to play with...when I retire from texturing. Long after everyone has drifted away from Minecraft to pastures new, I'll be discovering what everyone has been getting excited about.
I understand that
Is this in the Compendium already? or is there a separate download for it? it looks great!
Not in the compendium, I'll try to add it when I get some free time. In the meantime, you can just copy the images from that post, place them in the relevant folder, and rename them (for example, rename that first one "terrain.png" and place it in "gregtechmod/textures")
Here is the factory in the rain...because it just fits!
Here is just the factory xD
The clock tower with what I call a "Digital Analog Clock" that reacts to in-game time
Both together!
Just as clarification, you mean the special stone carving blocks, right?
Yep
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Curse PremiumHehe! Love those smoke stacks! You should have some smog soon!
I'd love a close up shot of the clockface though, as I'm intrigued how the hands of the clock are formed.
Great work!
That would certainly be the ideal, except adding extra ctm blocks using stone 'metadata' doesn't work reliably. Just ask The_Fool76 who showed me that wood has plenty of spare metadata slots that Mojang aren't using and the game saves and remembers the blocks. Using stone metadata for extra blocks messes up saved games.
You could look for a separate mod to input my extra ctm blocks under a more fire resistant material, but I couldn't help with that.
Yep. I decided a couple of updates back to just make one size of item texture at 64x for both packs. I wrote a paragraph about it in the Changelog at the time and asked for opinions of how my decision might effect lag etc. for some, but didn't get any replies. I don't believe 64x items put the system under as much strain as 64x blocks, but I'm blessed with a reasonably fast system.
In adding extra animations and detail to items that I couldn't fit at 32x, plus the extra work to maintain two item sizes and two terrain versions, I decided to drop 32x items back last September/October (I think it was)...at least for now. Which is also why my alts temporarily dried up.
************************************
Righto...I'm disappearing for a while now to try and get as much of this new 1.5 stuff finished up.
Thank you
Is that smog potentially relating current fog or is that currently a secret and you gave a little teaser
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Curse PremiumOoo! Heck! I better be careful what I say! No, nothing special planned for smog...I was just thinking that turning up the fog in game by lowering the distance in settings, might give a nice appearance of smog with those chimneys of yours.
**************************************
I'm tearing my hair out in frustration at the moment. I am now running snapshot 13w10a successfully, after squashing all sorts of glitches, missing .txt files on block and item animations (did them by hand in the end, as MC Patcher didn't make the process automatic...at least not for me
If anyone has been using any other texture pack with animated flowing water in snapshot 13w10a/b, I'd be interested to know if anything noticeable has happened.
Anyways, I'm not rushing an update out until things are sorted, even though it looks like the pre-release of 1.5 will be out tomorrow. In usual classic timing, I won't be in front of my main machine for some days. So please don't get yer hopes up folks about an early release of my v11 update . At least things seem reasonably quiet round here these days.
Also, bearing in mind the amount of work involved my update will only be for the 64x version for quite some time.
Ohhh okay haha
I wish i knew more about texturing to help with your problem but all i know is basic photoshop xD There seem to be many changes mojang is doing :/ I hope you can get it figured out (with as little stress or frustration as possible) soon!
I hope you like it
Seems like the computer screen's side textures are crooked. I'll need to fix that.
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Curse PremiumVery nice, indeed...to both of you. Thanks for the pic, Gr12zly and thanks again for your work on even making this possible in Glimmar's Steampunk to you, Vermillion, not forgetting ksheep who interprets all this for me.
To be honest, Vermillion I didn't notice the difference between the side textures, I just assumed the left-hand side was in shadow.
*********************************
I fixed the flowing water, or rather just accepted what MC Patcher seems to do to it, so that it works. In converting the pack using MC Patcher it changes the 64x anim strip into two 64x anim strips side by side. Hadn't noticed this until I had to put .txt files in the textures/block folder, where I assumed during conversion it had been changed into a 128x scale texture...so I changed it back to 64x and got the horrible problem of strobing and flickering effects. Put the side by side double strip back in the pack and all was fine again. I cannot figure why it has to be this way, but as long as it works I'm not messing with it any more. 'Still' water remains a 64x strip, which makes the mystery even harder to understand.
...right! Definitely back to work! I've got to leave the safety of my big desktop PC to travel now, but I'm taking my sketchbook and tablet to figure out a worthy compass and clock for the update. See you all as soon as poss. Also looking forward to reading all about the chaos of 1.5 when it lands. I suffer from no small pessimistic fascination with how things will turn out, for which I feel a slight tinge of guilt.