Just the most magical thing to effect MC blocks since the appearance of HD textures.
The very simple explanation...because others will explain in greater detail I hope...is that ctm (standing for 'connected textures') allows the artist to make individual blocks (including plants and foliage, etc) behave in 'intelligent' connected ways.
For example, look at the vid I uploaded yesterday. It shows me constructing a column from my 'cast-iron' quartz 'column' block. Normally in vanilla MC this block would just be the same texture whichever way you placed it (even though MC allows you to place it horizontally). With ctm I've given it a unique 'first block' texture for the base, a unique repeating middle texture for the smooth curved section of pipe, and a unique 'last block' texture. If just one block is placed, it combines the top and bottom ctm textures for that block...two blocks placed vertically would have a bottom and middle...place a third block on top of that and you'll get a 'top ctm texture version. All those individual textures are achieved in-game by using just one Minecraft block. And that is just one of many magical things you can do with ctm.
ctm allows me to add hundreds of random plants under just the tall grass and fern textures, or lots of random features on one wood plank block, or make a block behave in a particular way when it's placed in a horizontal line, or even place a random texture over another ctm block texture, or random animated textures on a block.
There are many other features of ctm I've not even touched on here! It's no exaggeration to say it makes any texture pack many, many times richer than one without ctm. This is why MC Patcher (and Optifine) is still as incredibly important after MC 1.5 as it was before. Mojang have a long, long way to go to catch up with the refinements that those who use the patchers have enjoyed for years.
Just the most magical thing to effect MC blocks since the appearance of HD textures.
The very simple explanation...because others will explain in greater detail I hope...is that ctm (standing for 'connected textures') allows the artist to make individual blocks (including plants and foliage, etc) behave in 'intelligent' connected ways.
For example, look at the vid I uploaded yesterday. It shows me constructing a column from my 'cast-iron' quartz 'column' block. Normally in vanilla MC this block would just be the same texture whichever way you placed it (even though MC allows you to place it horizontally). With ctm I've given it a unique 'first block' texture for the base, a unique repeating middle texture for the smooth curved section of pipe, and a unique 'last block' texture. If just one block is placed, it combines the top and bottom ctm textures for that block...two blocks placed vertically would have a bottom and middle...place a third block on top of that and you'll get a 'top ctm texture version. All those individual textures are achieved in-game by using just one Minecraft block. And that is just one of many magical things you can do with ctm.
ctm allows me to add hundreds of random plants under just the tall grass and fern textures, or lots of random features on one wood plank block, or make a block behave in a particular way when it's placed in a horizontal line, or even place a random texture over another ctm block texture, or random animated textures on a block.
There are many other features of ctm I've not even touched on here! It's no exaggeration to say it makes any texture pack many, many times richer than one without ctm. This is why MC Patcher (and Optifine) is still as incredibly important after MC 1.5 as it was before. Mojang have a long, long way to go to catch up with the refinements that those who use the patchers have enjoyed for years.
Even with these ctm textures, will the pack still be compatible with vanilla? I can't download any mods (including Optifine or MCpatcher) because of restrictions on my computer.
We can't see those images you made, because it looks like you're trying to directly link to files on your computer. You first need to upload your edited images to an 'image hosting' website, like 'Imageshack' or 'TinyPic'. Then you copy the 'URL' link code they give you for each uploaded pic and enclose the link codes you get in the 'img' commands, just like you tried to do above.
Even with these ctm textures, will the pack still be compatible with vanilla? I can't download any mods (including Optifine or MCpatcher) because of restrictions on my computer.
Yep. Just tested it for you.
If you don't apply MC Patcher to your version of Minecraft then all the extra stuff in the pack just lies dormant. Animated terrain blocks and items seem to work fine. However, as mentioned previously, you'll be missing all the extra stuff like animated menus, mobs, ctm, randommobs, betterskies, etc etc. and you'll find the HD text that Mojang claim to have doesn't work with any texture artist's own HD font, so you'll probably need to delete mine and hope for the best with gui labels, etc.
Mojang have a long, long way to go to catch up with the refinements MC Patcher has perfected over the past 3 years. Sad that they don't seem to want to talk to MC Patcher's creator and hence why there will be all sorts of headaches for new users of HD textures, because I can't see any established texture artist giving up the advantages of MC Patcher or Optifine to rely solely on Mojang's version of HD. I'd rather give up Minecraft altogether if that happened.
Wow, i just had a look at your newest video, and i gotta say, your pack has come pretty far from when i last had a look at it.
Your quartz is absolutely amazing. I had actually been planning to do something similar in my pack, for one of the plank varients inspired by something i saw on doctor who once... is that perchance where you got the idea?
Wow, i just had a look at your newest video, and i gotta say, your pack has come pretty far from when i last had a look at it.
Your quartz is absolutely amazing. I had actually been planning to do something similar in my pack, for one of the plank varients inspired by something i saw on doctor who once... is that perchance where you got the idea?
Haha! Many thanks, 13thMurder! There's a lot more to show in my second vid...due soon if I can get my Changelog sowed up. I had a quick glance at your new animated tools in your OP and have to say was very impressed by what you came up with. They round off your other tools perfectly and you know how much I like those!
As regards the quartz block 'cast iron' choice of material, it was about the only thing that was suitable as a material for this pack, that was most lacking. It's something I've had sketches and pics on my hard drive for the past couple of years, but never had the opportunity to include until Mojang decided to make a building block that could be placed horizontally, it's ore was mined in the nether (where I've always had metal panels of course), and I was challenged to make a 'pipe' block texture by Duffman. As I already have a white 'marble' texture, it seemed the right thing to do for quartz. I've never followed the Minecraft norm, as you know.
I've even made another 20 Victorian villagers in honor of the pumping station look...more suited top hatted gents and other surprises. Very Isambard Kingdom Brunel-ish! You'll see some of them int he next vid.
Living in the UK I'm surrounded by lovely black, red, green cast iron bridges and buildings, especially where I live, near the cotton mill capital of the world (that place of so many dark satanic mills)...you'd love it! I'm lucky in that my house overlooks a Victorian dock, still with it's own working steam train (only a tourist attraction now). However my quartz blocks are more closely based on a number of Victorian pumping stations I've visited, specifically Crossness pumping station in London, designed by Joseph Bazelgette. A veritable temple of Victorian industrial architecture. ksheep showed a beautiful video of it off a few pages back and nearly gave the game away! It might be the same place that the Doctor Who episode you refer to was filmed at, but as I'm about 2 or 3 series behind everyone else (record 'em but never watch 'em because my youngest has nightmares with anything showing scary alien eyes!), so I haven't seen it yet.
I am LOVING the new video. Am starting to make plans for when the final release comes.
I'm just sorry it's taking so long. There's a lot of new material, and most of it had to be made as a knock-on effect of other new textures making upgrades absolutely necessary. Still a long way to go...unfortunately!
I was moreso talking about the green paneling with gold trim. And it's quite possible doctor who was filmed around there at some point, they film all around the UK from what ive heard.
Quick, Glimmar! Tell me how to CTM birch stairs! (Iloveyouryou'remybestfriend)
Cor, flip! You're looking at the worlds least expert ctm artist! Seriously...by the time I've struggled to understand even the most basic ctm concept and I've moved my mouse pointer over to my textures folder to start work, I've already forgotten what I struggled to understand! The_Fool76 is the guy with the brains, but he's also sensibly having a break playing SimCity, so I still had to struggle, but at least taught myself some more basics. I bet 13thMurder knows an awful lot more than me.
However, excuses aside, ctm'ing the stairs fortunately turned out to be relatively easy, but only because I chose to do it the easy way. This is where TMI and the Wiki Minecraft Block and Items DataValues sheet comes in handy, because that's where you gets the unique block id code from. Just look at my birch or quartz stairs in my ctm folder when I upload soon. The birch is already in my v.10 pack. TMI is best, because ingame it shows you the unique code for every block and item you run your mouse pointer over in the menu.
Anyways, the way I approach things with the stairs is to only try to make a texture split equally into 4 quarters, because in typical fashion, the way Mojang slaps textures on the stairs, means it flips it all over the place, but definitely not the way any sensible artist would want it! You could make a plain or random texture of course, but as soon as you try to involve a 'design' with any pattern like I wanted with my green cast iron, the only way to go was to quarter it so it would fit the step and the side format of the stairs. Hence on my 64x stairs the texture is made up of a 64x texture split into four quarter cast iron mesh panels.
The ctm code for applying it is pretty simple...eg. in the case of birchwood steps in 1.5 format:
block135.properties
tiles=0
method=random
All that does is slap a different texture on the stairs than would automatically be applied from the normal birchwood texture. Nothing more than that. I am sure there are probably more sophisticated ways of approaching the stairs, but I wouldn't know anything about that.
I was moreso talking about the green paneling with gold trim. And it's quite possible doctor who was filmed around there at some point, they film all around the UK from what ive heard.
Well, having grown up on all the old original Doctor who episodes, they were always set somewhere in the UK (apparantly the UK has outposts all over the galaxy too!), and seeing them when they were originally broadcast back in the sixties and seventies on an old black & white tv, you'll get an idea of how ancient I am! Not quite a Time Lord though...yet!
Well, having grown up on all the old original Doctor who episodes, they were always set somewhere in the UK (apparantly the UK has outposts all over the galaxy too!), and seeing them when they were originally broadcast back in the sixties and seventies on an old black & white tv, you'll get an idea of how ancient I am! Not quite a Time Lord though...yet!
We were fortunate that our local Public Broadcasting station had been able to get a few of the original Doctor Who series for broadcast. I remember those b & w ones and the campy aliens (though the Daleks are my favorites).
You are indeed fortunate to have examples of Victorian artifacts still. The US never had gotten so refined. There are bits and pieces of very nice architecture but our machinery leaned more towards German aesthetics than English.
In other words, I'm waaaaaaiting....
I don't want to rush great art, though. Take you time.
Believe it or not, I'm still rushing as fast as I can, guys...honestly, and I'm really doing my best not to keep anyone waiting any longer than absolutely necessary...myself included. Blame it on this last vid which was a little involved and tricky to edit. Also TMI being released, allowing me to muck about with paintings again and making me re-edit some bits of film footage.
We were fortunate that our local Public Broadcasting station had been able to get a few of the original Doctor Who series for broadcast. I remember those b & w ones and the campy aliens (though the Daleks are my favorites).
You are indeed fortunate to have examples of Victorian artifacts still. The US never had gotten so refined. There are bits and pieces of very nice architecture but our machinery leaned more towards German aesthetics than English.
Haha! Yes, there was a time when stories were ok, but special effects and acting (by extras) was abysmal. These days the series has good writers, pretty decent effects and good actors. Given the tight budget most British sci-fi series are constrained by, it doesn't do too badly, even though it's still necessary to excuse the frequent break downs in the suspension of disbelief. The premise behind the whole Doctor Who story can't be faulted, and the originality of many of the individual episodes...it's just a shame it took forty odd years for everything to come together.
2nd and final GS v.11 taster video is currently uploading to Youtube. t-minus 220 minutes and counting.
Now I'm just frantically trying to remember all the changes I've made since GS v.10 for my latest changelog. There are lots of little things as well as big new things, making it very difficult to log it all. When I get stuck in to some prolonged work, I forget to note down what things got changed at the end, as it's usually 3.00am when I finish and all I want to do is crash out!
Showcasing 'Glimmar's Steampunk' v.11 texture pack for Minecraft v1.5.1, available soon.
This has been filmed using my 64x WIP pack, but there are still a lot of 32x textures in there. The process of updating to 64x is slow because of the additional work of adding ctm, animations and of course new things from Mojang and MC Patcher. Also the big change to 1.5 has been quite a challenge during a pretty trying time in my RL.
As previously mentioned, hopefully there will be a 32x GS v.11 update for 1.5.x at some stage, but it won't be soon. Also, it is unlikely to contain all the animations or the extra ctm textures that I've been working on at 64x, unless my spare free time improves. I'm not abandoning my 32x version...far from it, but I'm more commited to my 64x version now, as textures, animations and ctm at that scale, given the theme of retro-machinary, are just easier to realize with 4x the number of pixels.
This video is best viewed at 1080p. Sorry about the occasional stutter...Fraps and Minecraft, as per usual, don't always play well together at this resolution on my system. It is certainly not an indication of lag in normal gameplay on my now fairly modest PC rig. Although I am probably stretching the limits with additional animations and ctm for low end sytems, I may be able to improve speed for some, by providing alternative 'un-animated' block and item textures to replace all the new animation strips I've included. Things'll just be a little less animated, but at least you'll still have a playable GS texture pack with all the new MC 1.5 stuff! I just haven't had time to do that at the moment...sorry!
If there's anything you can't recognize in the vid, just ask and I'll do my best to answer. However, most if not all you need to know about my GS v.11 update is in my voluminous Changelog below.
Music and Sound Sample Credits:
I am very grateful for the following music and sound samples being made open-source. I give due credit to the kind and talented individuals for their time and generosity:
Here's GS v.11 taster vid 1 again, incase you missed it on the previous page.
Music and Sound credits are the same as for Video 1
V.11 Detailed Changelog Glimmar's Steampunk v.11 for Minecraft v1.5.1
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 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.
Edited the 'trading' gui. Reworked the gauges and flipped the inventory boxes around to make the shadows fall in the same direction as the trading contraption on the trading gui. The trading brass label needed repositioning into the centre due to Mojang shifting the title heading...sigh!
Fixed none-animating controller block animation on the 'repair' gui.
Added an all new more 'steampunk' 'diving bell' 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 viewed 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, including new top handles
Added the small and large 'trap' version of the chests, with steam locking mechanisms in the base and lid and a subtle dusting of redstone around the lock to indicate to the cautious that care must be taken.
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.
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.
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.
Added an animated interior to the new hopper block...sliding doors!
New hopper item icon.
Included 15 more variously coloured hopper side skins in the alts folder, if you like the idea of making the things a little more gawdy or to fit in with some subtle colour scheme you have in mind.
New animated Hopper gui. As per usual, spent an inordinate amount of time on this. Crazy that I should, considering I only play in creative. However, having once feared the idea of tackling my first gui, I now actually like doing the things. Well, hope you like this one. The nature of these things to me is that like real gadgets, when the fancy takes me, I can add fancy little upgrades in when I feel like it.
New extensively animated 64x comparator texture. Sporting animated valves, signal strength lights, and two separate gauges. Quite a bit of work for such a tiny little square of pixels!
Added a 2nd 'witch' mad professor mob wearing a brass and leather gasmask.
Added 19 new villagers! This should alter the balance of what villagers appear to better fit a bustling city, rather than small village.
Darkened all the 32x railway track, as I felt it was a little too bright and cartoony.
re-edited and re-animated the 'detector' rail track...adding flowing power lines when activated and changing the slightly modern lights to a colour more remeniscent of valve lights. The thing pulses gently until it detects a cart and then springs to life with a gush of redstone energy.
New 32x 'activator' rail track using an old 32x texture. A large bulb valve springs to light when activated.
New 64x horizontal 'ctm' quartzblock based on a traditional muted green cast-iron, so favoured by Victorian engineers. Think 'pumping stations' and check out my v.11 taster vids. It comes with a traditional dull gold leaf border design in-keeping with the period.
New 64x horizontal 'ctm' quartzblock slab in the same style as the green cast iron quartz block. The two green cast-iron block and slab both combine together in many interesting ways, as can be seen in the two v.11 taster videos.
New 64x horizontal 'ctm' chiseled quartz block. Continuing the theme of painted cast iron in the style of a Victorian pumping station. Designed to complement the green quartz block, but in red with extra decoration.
New 64x 'ctm' vertical quartz 'column/pipe' block. Again following the theme of traditional decorative Victorian cast iron work and complimentary in design to the other new cast iron quartz blocks. 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 64x quartz column block 'end' texture designed as a decorative grill to work well as the end of a pipe, and four ends to the vertical bronze looking corner pipes.
Separate 64x 'ctm' quartz block steps designed as cast iron grillwork panels, as an answer to them being used in as many imaginative ways as possible, yet still compliment the rest of the cast iron quartz blocks.
Added a temporary 32x texture from my extensive collection of alts for the daylightDetector block. When I'm ready I'll switch this out for something a little more appropriate and useful at 64x.
New 64x animated Redstone block designed with a copper/brass/iron/brass riveted frame in similar style to the hopper, so both can be combined for decorative effects.
New 64x animated dropper front texture with flickering gauges and rotating flywheels in the base. It has a square opening for blocks and stuff to drop from
As a result of making the 64x dropper front texture I upgraded the following:
Brand new animated 64x dispenser front texture. It now sports a large animated 'Gatling' gun wheel at the top and two rotating flywheel inkeeping with the dispensor. It sports a refined circular brass gun barrel, which along with the Gatling gun wheel at the top is more suggestive of it's deadlier nature by comparison with the dropper.
Edited the trap gui to include an animated cog and my new more worn gauge. Title labels needed re-sizing and repositioning and I probably made other little edits I can't now remember.
New 64x brass side supports and top decoration on the furnace_front and furnace _front_lit and included a new furnace animation.
New 64x brass side supports and top decoration on the furnace_side texture.
New 64x brass side supports and top decoration on the command block animated texture.
New 64x brass side supports on the animated enchantment_side texture.
Extensively re-worked my 3 year old redstone dust pipes to somethiing more worthy of a 64x pack, whilst retaining the informative nature of the redstone pulsing glow.
Included 'painting' versions of the redstone dust pipes for vertical placement on walls.
As a result of re-working my old redstone dust pipes, I thought it appropriate to drastically improve my brass thinglass_top texture to better fit the glass vertical supports as handrails and to also tie in seamlessly with the redstone dust pipe texture. See GS v.11 taster videos 1 and 2 for examples.
Finally fixed my oak fence not palying with ctm since the 1.5 update. Now works as before.
Either a new Java, Minecraft or MC Patcher update highlighted a myriad little tranparency problems with my foliage and glass and other transparent textures resulting in little flecks of bright pixels on foliage, glass and some plants when viewed from certain angles. Hundreds of ctm textures neede enlarging and carefully examining against a dark background to spot any semi transparent pixels I hadn't properly removed when first created. Very tedious work!
Two new animated 'chain' paintings for vertical and horizontal placement and made in such a way as they can be placed end to end for almost any length. Thought this would be a very useful addition for use with my animated flywheels. See examples of use in GS v.11 taster video 2.
Added a pulsing red light to the 'controller' painting. See GS v.11 taster videos.
New netherbrick item icon.
New Comparator item icon.
New NetherQuartz crystal item icon.
New minecart item icon.
New minecartChest item icon.
New minecartFurnace item icon.
New minecartHopper item icon.
New minecartTnt item icon.
Probably forgot a many other little edits and possibly some big things too!
If you are only just updating to Minecraft 1.5 and using my updated pack for the first time in a while, please refer to the previous Changelogs in the OP on page 1 of this thread.
Believe it or not, I'm still rushing as fast as I can, guys...honestly, and I'm really doing my best not to keep anyone waiting any longer than absolutely necessary...myself included. Blame it on this last vid which was a little involved and tricky to edit. Also TMI being released, allowing me to muck about with paintings again and making me re-edit some bits of film footage.
By all means, take your time! All I was saying was, "I can't wait for this to come out!" and "I wonder if I could format text to go up and down..."
Wow glimmar, im really loving the gasmask, new chests, and your hoppers, i have a garbage disposal idea for a lab build, like those drains on the floor, but for thicker things then water...
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Curse PremiumJust the most magical thing to effect MC blocks since the appearance of HD textures.
The very simple explanation...because others will explain in greater detail I hope...is that ctm (standing for 'connected textures') allows the artist to make individual blocks (including plants and foliage, etc) behave in 'intelligent' connected ways.
For example, look at the vid I uploaded yesterday. It shows me constructing a column from my 'cast-iron' quartz 'column' block. Normally in vanilla MC this block would just be the same texture whichever way you placed it (even though MC allows you to place it horizontally). With ctm I've given it a unique 'first block' texture for the base, a unique repeating middle texture for the smooth curved section of pipe, and a unique 'last block' texture. If just one block is placed, it combines the top and bottom ctm textures for that block...two blocks placed vertically would have a bottom and middle...place a third block on top of that and you'll get a 'top ctm texture version. All those individual textures are achieved in-game by using just one Minecraft block. And that is just one of many magical things you can do with ctm.
ctm allows me to add hundreds of random plants under just the tall grass and fern textures, or lots of random features on one wood plank block, or make a block behave in a particular way when it's placed in a horizontal line, or even place a random texture over another ctm block texture, or random animated textures on a block.
There are many other features of ctm I've not even touched on here! It's no exaggeration to say it makes any texture pack many, many times richer than one without ctm. This is why MC Patcher (and Optifine) is still as incredibly important after MC 1.5 as it was before. Mojang have a long, long way to go to catch up with the refinements that those who use the patchers have enjoyed for years.
Even with these ctm textures, will the pack still be compatible with vanilla? I can't download any mods (including Optifine or MCpatcher) because of restrictions on my computer.
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Curse PremiumHi Phillipzu.
We can't see those images you made, because it looks like you're trying to directly link to files on your computer. You first need to upload your edited images to an 'image hosting' website, like 'Imageshack' or 'TinyPic'. Then you copy the 'URL' link code they give you for each uploaded pic and enclose the link codes you get in the 'img' commands, just like you tried to do above.
Yep. Just tested it for you.
If you don't apply MC Patcher to your version of Minecraft then all the extra stuff in the pack just lies dormant. Animated terrain blocks and items seem to work fine. However, as mentioned previously, you'll be missing all the extra stuff like animated menus, mobs, ctm, randommobs, betterskies, etc etc. and you'll find the HD text that Mojang claim to have doesn't work with any texture artist's own HD font, so you'll probably need to delete mine and hope for the best with gui labels, etc.
Mojang have a long, long way to go to catch up with the refinements MC Patcher has perfected over the past 3 years. Sad that they don't seem to want to talk to MC Patcher's creator and hence why there will be all sorts of headaches for new users of HD textures, because I can't see any established texture artist giving up the advantages of MC Patcher or Optifine to rely solely on Mojang's version of HD. I'd rather give up Minecraft altogether if that happened.
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Retired StaffYour quartz is absolutely amazing. I had actually been planning to do something similar in my pack, for one of the plank varients inspired by something i saw on doctor who once... is that perchance where you got the idea?
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Curse PremiumHaha! Many thanks, 13thMurder! There's a lot more to show in my second vid...due soon if I can get my Changelog sowed up. I had a quick glance at your new animated tools in your OP and have to say was very impressed by what you came up with. They round off your other tools perfectly and you know how much I like those!
As regards the quartz block 'cast iron' choice of material, it was about the only thing that was suitable as a material for this pack, that was most lacking. It's something I've had sketches and pics on my hard drive for the past couple of years, but never had the opportunity to include until Mojang decided to make a building block that could be placed horizontally, it's ore was mined in the nether (where I've always had metal panels of course), and I was challenged to make a 'pipe' block texture by Duffman. As I already have a white 'marble' texture, it seemed the right thing to do for quartz. I've never followed the Minecraft norm, as you know.
I've even made another 20 Victorian villagers in honor of the pumping station look...more suited top hatted gents and other surprises. Very Isambard Kingdom Brunel-ish!
Living in the UK I'm surrounded by lovely black, red, green cast iron bridges and buildings, especially where I live, near the cotton mill capital of the world (that place of so many dark satanic mills)...you'd love it!
Nice to have you visit again.
I'm just sorry it's taking so long. There's a lot of new material, and most of it had to be made as a knock-on effect of other new textures making upgrades absolutely necessary. Still a long way to go...unfortunately!
Many thanks, Gorstavich. Glad you like!
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Retired StaffI was moreso talking about the green paneling with gold trim. And it's quite possible doctor who was filmed around there at some point, they film all around the UK from what ive heard.
Good luck, it's awesome so far!
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Curse PremiumCor, flip! You're looking at the worlds least expert ctm artist! Seriously...by the time I've struggled to understand even the most basic ctm concept and I've moved my mouse pointer over to my textures folder to start work, I've already forgotten what I struggled to understand! The_Fool76 is the guy with the brains, but he's also sensibly having a break playing SimCity, so I still had to struggle, but at least taught myself some more basics. I bet 13thMurder knows an awful lot more than me.
However, excuses aside, ctm'ing the stairs fortunately turned out to be relatively easy, but only because I chose to do it the easy way. This is where TMI and the Wiki Minecraft Block and Items DataValues sheet comes in handy, because that's where you gets the unique block id code from. Just look at my birch or quartz stairs in my ctm folder when I upload soon. The birch is already in my v.10 pack. TMI is best, because ingame it shows you the unique code for every block and item you run your mouse pointer over in the menu.
Anyways, the way I approach things with the stairs is to only try to make a texture split equally into 4 quarters, because in typical fashion, the way Mojang slaps textures on the stairs, means it flips it all over the place, but definitely not the way any sensible artist would want it! You could make a plain or random texture of course, but as soon as you try to involve a 'design' with any pattern like I wanted with my green cast iron, the only way to go was to quarter it so it would fit the step and the side format of the stairs. Hence on my 64x stairs the texture is made up of a 64x texture split into four quarter cast iron mesh panels.
The ctm code for applying it is pretty simple...eg. in the case of birchwood steps in 1.5 format:
block135.properties
All that does is slap a different texture on the stairs than would automatically be applied from the normal birchwood texture. Nothing more than that. I am sure there are probably more sophisticated ways of approaching the stairs, but I wouldn't know anything about that.
That's all I know, guv, honest!
Well, having grown up on all the old original Doctor who episodes, they were always set somewhere in the UK (apparantly the UK has outposts all over the galaxy too!), and seeing them when they were originally broadcast back in the sixties and seventies on an old black & white tv, you'll get an idea of how ancient I am! Not quite a Time Lord though...yet!
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Curse PremiumOoo! Don't downgrade just yet, as I'll be updating soon. There's plenty of vids to look at in the meantime, and a new one coming soon.
Many thanks.
Same here.
Jepro- theme Jepro- theme...
musicIn other words, I'm waaaaaaiting....
I don't want to rush great art, though. Take you time.
We were fortunate that our local Public Broadcasting station had been able to get a few of the original Doctor Who series for broadcast. I remember those b & w ones and the campy aliens (though the Daleks are my favorites).
You are indeed fortunate to have examples of Victorian artifacts still. The US never had gotten so refined. There are bits and pieces of very nice architecture but our machinery leaned more towards German aesthetics than English.
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Curse PremiumBelieve it or not, I'm still rushing as fast as I can, guys...honestly, and I'm really doing my best not to keep anyone waiting any longer than absolutely necessary...myself included. Blame it on this last vid which was a little involved and tricky to edit. Also TMI being released, allowing me to muck about with paintings again and making me re-edit some bits of film footage.
Haha! Yes, there was a time when stories were ok, but special effects and acting (by extras) was abysmal. These days the series has good writers, pretty decent effects and good actors. Given the tight budget most British sci-fi series are constrained by, it doesn't do too badly, even though it's still necessary to excuse the frequent break downs in the suspension of disbelief. The premise behind the whole Doctor Who story can't be faulted, and the originality of many of the individual episodes...it's just a shame it took forty odd years for everything to come together.
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2nd and final GS v.11 taster video is currently uploading to Youtube. t-minus 220 minutes and counting.
Now I'm just frantically trying to remember all the changes I've made since GS v.10 for my latest changelog. There are lots of little things as well as big new things, making it very difficult to log it all. When I get stuck in to some prolonged work, I forget to note down what things got changed at the end, as it's usually 3.00am when I finish and all I want to do is crash out!
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Curse PremiumGlimmar's Steampunk Update v.11 Taster Vid 2
Showcasing 'Glimmar's Steampunk' v.11 texture pack for Minecraft v1.5.1, available soon.
This has been filmed using my 64x WIP pack, but there are still a lot of 32x textures in there. The process of updating to 64x is slow because of the additional work of adding ctm, animations and of course new things from Mojang and MC Patcher. Also the big change to 1.5 has been quite a challenge during a pretty trying time in my RL.
As previously mentioned, hopefully there will be a 32x GS v.11 update for 1.5.x at some stage, but it won't be soon. Also, it is unlikely to contain all the animations or the extra ctm textures that I've been working on at 64x, unless my spare free time improves. I'm not abandoning my 32x version...far from it, but I'm more commited to my 64x version now, as textures, animations and ctm at that scale, given the theme of retro-machinary, are just easier to realize with 4x the number of pixels.
This video is best viewed at 1080p. Sorry about the occasional stutter...Fraps and Minecraft, as per usual, don't always play well together at this resolution on my system. It is certainly not an indication of lag in normal gameplay on my now fairly modest PC rig. Although I am probably stretching the limits with additional animations and ctm for low end sytems, I may be able to improve speed for some, by providing alternative 'un-animated' block and item textures to replace all the new animation strips I've included. Things'll just be a little less animated, but at least you'll still have a playable GS texture pack with all the new MC 1.5 stuff! I just haven't had time to do that at the moment...sorry!
If there's anything you can't recognize in the vid, just ask and I'll do my best to answer. However, most if not all you need to know about my GS v.11 update is in my voluminous Changelog below.
Music and Sound Sample Credits:
I am very grateful for the following music and sound samples being made open-source. I give due credit to the kind and talented individuals for their time and generosity:
Music credits:
M_102_G_Freeday_27_01_12.mp3
http://archive.org/details/Michiboux_102
michiboux_44_B.mp3
http://archive.org/details/Michiboux_44
Title Sound Sample credits:
12900__swelk__4machineloop03.wav
http://www.freesound.org/people/swelk/sounds/12900/
40158__sagetyrtle__crash Audio Extracted Audio Extracted.wav
http://www.freesound.org/people/sagetyrtle/sounds/40158/
48980__lunardrive__metal-door-slam-soundsmith.wav
http://www.freesound.org/people/Lunardrive/sounds/48980/
71569__microscopia__1905-regina-table-model-disc-music-box.wav
http://www.freesound.org/people/Microscopia/sounds/71569/
Sewing Machine 2 by Teto Yasha - SoundBible.com-2092031798.mp3
http://soundbible.com/1541-Sewing-Machine-2.html
wind_up_pedalling_water_turtle_toy.mp3
http://www.pdsounds.org/sounds/wound_up_toy_pedalling
In Movie Ambient Sounds:
114492__nocommonera__middlesex-ave-warehouse.wav
http://www.freesound.org/people/nocommonera/sounds/114492/
21555__pooleside__nnb01-maxed.wav
http://www.freesound.org/people/Pooleside/sounds/21555/
104548__yasser__highvoltage.wav
http://www.freesound.org/people/yasser/sounds/104548/#comments
100491__jakobthiesen__go-train-passing-union-station.wav
http://www.freesound.org/people/jakobthiesen/sounds/100491/
73416__3bagbrew__steam-engine-at-museum.wav
http://www.freesound.org/people/3bagbrew/sounds/73416/
25718__acclivity__steamenginechugsoff.mp3
http://www.freesound.org/people/acclivity/sounds/25718/
Here's GS v.11 taster vid 1 again, incase you missed it on the previous page.
Music and Sound credits are the same as for Video 1
V.11 Detailed Changelog
Glimmar's Steampunk v.11 for Minecraft v1.5.1
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 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.
Edited the 'trading' gui. Reworked the gauges and flipped the inventory boxes around to make the shadows fall in the same direction as the trading contraption on the trading gui. The trading brass label needed repositioning into the centre due to Mojang shifting the title heading...sigh!
Fixed none-animating controller block animation on the 'repair' gui.
Added an all new more 'steampunk' 'diving bell' 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 viewed 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, including new top handles
Added the small and large 'trap' version of the chests, with steam locking mechanisms in the base and lid and a subtle dusting of redstone around the lock to indicate to the cautious that care must be taken.
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.
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.
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.
Added an animated interior to the new hopper block...sliding doors!
New hopper item icon.
Included 15 more variously coloured hopper side skins in the alts folder, if you like the idea of making the things a little more gawdy or to fit in with some subtle colour scheme you have in mind.
New animated Hopper gui. As per usual, spent an inordinate amount of time on this. Crazy that I should, considering I only play in creative. However, having once feared the idea of tackling my first gui, I now actually like doing the things. Well, hope you like this one. The nature of these things to me is that like real gadgets, when the fancy takes me, I can add fancy little upgrades in when I feel like it.
New extensively animated 64x comparator texture. Sporting animated valves, signal strength lights, and two separate gauges. Quite a bit of work for such a tiny little square of pixels!
Added a 2nd 'witch' mad professor mob wearing a brass and leather gasmask.
Added 19 new villagers! This should alter the balance of what villagers appear to better fit a bustling city, rather than small village.
Darkened all the 32x railway track, as I felt it was a little too bright and cartoony.
re-edited and re-animated the 'detector' rail track...adding flowing power lines when activated and changing the slightly modern lights to a colour more remeniscent of valve lights. The thing pulses gently until it detects a cart and then springs to life with a gush of redstone energy.
New 32x 'activator' rail track using an old 32x texture. A large bulb valve springs to light when activated.
New 64x horizontal 'ctm' quartzblock based on a traditional muted green cast-iron, so favoured by Victorian engineers. Think 'pumping stations' and check out my v.11 taster vids. It comes with a traditional dull gold leaf border design in-keeping with the period.
New 64x horizontal 'ctm' quartzblock slab in the same style as the green cast iron quartz block. The two green cast-iron block and slab both combine together in many interesting ways, as can be seen in the two v.11 taster videos.
New 64x horizontal 'ctm' chiseled quartz block. Continuing the theme of painted cast iron in the style of a Victorian pumping station. Designed to complement the green quartz block, but in red with extra decoration.
New 64x 'ctm' vertical quartz 'column/pipe' block. Again following the theme of traditional decorative Victorian cast iron work and complimentary in design to the other new cast iron quartz blocks. 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 64x quartz column block 'end' texture designed as a decorative grill to work well as the end of a pipe, and four ends to the vertical bronze looking corner pipes.
Separate 64x 'ctm' quartz block steps designed as cast iron grillwork panels, as an answer to them being used in as many imaginative ways as possible, yet still compliment the rest of the cast iron quartz blocks.
Added a temporary 32x texture from my extensive collection of alts for the daylightDetector block. When I'm ready I'll switch this out for something a little more appropriate and useful at 64x.
New 64x animated Redstone block designed with a copper/brass/iron/brass riveted frame in similar style to the hopper, so both can be combined for decorative effects.
New 64x animated dropper front texture with flickering gauges and rotating flywheels in the base. It has a square opening for blocks and stuff to drop from
As a result of making the 64x dropper front texture I upgraded the following:
Brand new animated 64x dispenser front texture. It now sports a large animated 'Gatling' gun wheel at the top and two rotating flywheel inkeeping with the dispensor. It sports a refined circular brass gun barrel, which along with the Gatling gun wheel at the top is more suggestive of it's deadlier nature by comparison with the dropper.
Edited the trap gui to include an animated cog and my new more worn gauge. Title labels needed re-sizing and repositioning and I probably made other little edits I can't now remember.
New 64x brass side supports and top decoration on the furnace_front and furnace _front_lit and included a new furnace animation.
New 64x brass side supports and top decoration on the furnace_side texture.
New 64x brass side supports and top decoration on the command block animated texture.
New 64x brass side supports on the animated enchantment_side texture.
Extensively re-worked my 3 year old redstone dust pipes to somethiing more worthy of a 64x pack, whilst retaining the informative nature of the redstone pulsing glow.
Included 'painting' versions of the redstone dust pipes for vertical placement on walls.
As a result of re-working my old redstone dust pipes, I thought it appropriate to drastically improve my brass thinglass_top texture to better fit the glass vertical supports as handrails and to also tie in seamlessly with the redstone dust pipe texture. See GS v.11 taster videos 1 and 2 for examples.
Finally fixed my oak fence not palying with ctm since the 1.5 update. Now works as before.
Either a new Java, Minecraft or MC Patcher update highlighted a myriad little tranparency problems with my foliage and glass and other transparent textures resulting in little flecks of bright pixels on foliage, glass and some plants when viewed from certain angles. Hundreds of ctm textures neede enlarging and carefully examining against a dark background to spot any semi transparent pixels I hadn't properly removed when first created. Very tedious work!
Two new animated 'chain' paintings for vertical and horizontal placement and made in such a way as they can be placed end to end for almost any length. Thought this would be a very useful addition for use with my animated flywheels. See examples of use in GS v.11 taster video 2.
Added a pulsing red light to the 'controller' painting. See GS v.11 taster videos.
New netherbrick item icon.
New Comparator item icon.
New NetherQuartz crystal item icon.
New minecart item icon.
New minecartChest item icon.
New minecartFurnace item icon.
New minecartHopper item icon.
New minecartTnt item icon.
Probably forgot a many other little edits and possibly some big things too!
If you are only just updating to Minecraft 1.5 and using my updated pack for the first time in a while, please refer to the previous Changelogs in the OP on page 1 of this thread.
By all means, take your time! All I was saying was, "I can't wait for this to come out!" and "I wonder if I could format text to go up and down..."