Uploading a new video, entitled 'Potato Growth & Vertical Dispenser/Dropper Tops...' to Youtube. Will upload here when I get a chance and hopefully before I need to crash out.
Will upload GS v.11.1 tomorrow with the necessary additions...the video will show what I've been doing mainly with the vertical dispenser and dropper tops, including a new 64x furnace top and side border, now converted to more of a brass look to fit the vertical tops. The potato stages are edited versions of the old carrot/potato growth stages where I've simply broadened and darkened the leaves. I'd like to do something a little more worthy eventually.
I didn't get time to edit some new wild flowers in, as I thought I'd press on directly to making the vid and checking the texture pack ready for uploading.
It's late here now...been working on two lots of animated tops this afternoon and all evening, so I don't want to have to hang around waiting for Curse to approve the pack...I'll just get something wrong...again. Will tackle uploading tomorrow, when I have some more free time.
Glimmar's Steampunk Update v11.1 Taster Vid, showcasing changes necessary for 'Glimmar's Steampunk' v11.1 texture pack for Minecraft v1.5.1, available soon.
If there's anything you can't recognize in the vid, just ask and I'll do my best to answer. However, I made this just to show off the new potato growth stages and vertical dispenser/dropper top animated textures. Unfortunately I missed these out in my latest GS v.11 update, hence the need for a GS v.11.1, which should be out very soon. Many thanks to TheDoctorZoose for quickly spotting the missing dispenser/dropper tops and many thanks also to 7gigawatts for spotting the missing potato stages.
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:
GS v.11.1 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.
GS v.11.1 necessary additions:
New potato growth stages
New 64x animated vertical dispenser top.
New 64x animated vertical dropper top.
New 64x furnace top.
New 64x brass trim around top of furnace, dropper, dispenser and anything else which uses the furnace top.
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.
I have an updated Language pack specifically for Glimmar's Steampunk. Click on the link below to download the language pack, then use MC Patcher to install it just like a mod. If you are looking for a language pack that brings the textures alive with new and invigorating names truly befitting of Glimmar's Steampunk, look no further and just click on the link.
I have an updated Language pack specifically for Glimmar's Steampunk. Click on the link below to download the language pack, then use MC Patcher to install it just like a mod. If you are looking for a language pack that brings the textures alive with new and invigorating names truly befitting of Glimmar's Steampunk, look no further and just click on the link.
Anybody wanna show me where the download button/link is in this ridiculously bloated post?
Ridiculously bloated post? What do you expect? This is steampunk...why do something simple when you can over-complicate it needlessly.
Here try this:
.....Download
Please choose the 'Download Now' button then follow the instructions in the 'Using This Well Oiled Precision Machine' Section in the OP.
If for some strange reason you can't see or activate the download widget above, here's the direct download link to my CURSE/FORGE Download Page:link
The OP and thread is over-bloated as you say, because I put a lot of work into providing vast amounts of material at no expense to visitors other than a little patience and good manners. It is over-bloated because many kindly good-mannered users regularly visit this thread, like to contribute in a good-natured way and have the manners to thank people for giving up immense amounts of their free time for their pleasure at no cost to themselves...other than a tiny little bit of patience.
If I mis-read the tone of your comment, then of course ignore the over-bloated rant above.
Just successfully uploaded the latest update to my Curse/Forge page. However it is awaiting approval:
Here's the direct download link to my CURSE/FORGE Download Page to give some advantage to any regulars reading this. I'll update the main page here later today:link
Here's the latest little vid again showing the changes and an up-to-date changelog
Glimmar's Steampunk Update v11.1 Taster Vid, showcasing changes necessary for 'Glimmar's Steampunk' v11.1 texture pack for Minecraft v1.5.1, available soon.
If there's anything you can't recognize in the vid, just ask and I'll do my best to answer. However, I made this just to show off the new potato growth stages and vertical dispenser/dropper top animated textures. Unfortunately I missed these out in my latest GS v.11 update, hence the need for a GS v.11.1, which should be out very soon. Many thanks to TheDoctorZoose for quickly spotting the missing dispenser/dropper tops and many thanks also to 7gigawatts for spotting the missing potato stages.
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:
GS v.11.1 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 many other little edits and possibly some big things too!
Yep! I did forget bigtime that temporarily I've included some higher res versions of of the diamond, gold and iron swords that asikar kindly edited for himself and offered for use in the pack. Bearing in mind everything else I've been working on, I still haven't got round to upgrading the tools and weapons. Thanks to asikar.
The_Fool76's intriguing 'Geiger-Counter' styled compass, has been included too, until I can come up with my own version. Rather than having a needle that appears to point to your origianl spawn point like the magnetic needle on a compass, The_Fool76's shows a kind of original spawn point 'signal strength', therefore so long as the needle is swung way over to the right hand side of the gauge, then you're heading in the direction of your original spawn point. Imagine the sound of a geiger counter while you're using it and you'll get the feel of how it works. Thanks to The_Fool76.
GS v.11.1 necessary additions:
New potato growth stages
New 64x animated vertical dispenser top.
New 64x animated vertical dropper top.
New 64x furnace top.
New 64x brass trim around top of furnace, dropper, dispenser and anything else which uses the furnace top.
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.
Good news for those that work on mod support here. Over on the MCPatcher thread kahr has stated that adding ctm, animation, and randomization to mod textures should be just as easy as for vanilla textures. Now it is just up to the mods to update to 1.5.1 so you can get the proper block names/IDs.
Glimmar, just to say I'm loving all the new changes Great work. Thanks for all the effort you put in to the pack and to answering the questions etc here on the forum and on YouTube.
Making use of the new quartz blocks, been wanting a good ceiling for the base of my docking tower and the quartz blocks are such a good fit.
Looks very nice! Hope you're managing to find places for my new quartz pipe/column blocks. Also you should be able to use the new animated blocks as props at least in various places like the bridge or engine rooms.
Yay new update! Now, does anyone know where I can rent a Tardis so I can have the time to properly enjoy this?
Hope you like it! Many thanks for that Geiger Counter compass, I'm getting rather attached to it now, so I'll probably work on a nice steampunk clock as a first priority, next. I may make it 128x experiment with that and reduce to 64x for the main pack.
You'll have downloaded v.11 of my pack with the missing potato growth stages and missing vertical dispenser/dropper top textures. After successfully uploading v11.1 I'm still waiting 5hrs later for it to be approved! I've raised a ticket now.
Hey, if you do get that Tardis, I want a go in it too!
Good news for those that work on mod support here. Over on the MCPatcher thread kahr has stated that adding ctm, animation, and randomization to mod textures should be just as easy as for vanilla textures. Now it is just up to the mods to update to 1.5.1 so you can get the proper block names/IDs.
Sounds good!
I wish kahr would add 'More Paintings' to the MC Patcher fold, then I could add lots of useful working animated and non-animated 'mechanical' paintings to my pack. However, just upgrading everything to 64x keeps me busy enough. There's no denying the many wonderful possibilities MC Patcher creates. It is such a pity that Mojang have stated they will not ever look at MC Patcher!
You'll have downloaded v.11 of my pack with the missing potato growth stages and missing vertical dispenser/dropper top textures. After successfully uploading v11.1 I'm still waiting 5hrs later for it to be approved! I've raised a ticket now.
Hey, if you do get that Tardis, I want a go in it too!
It looks like it has updated on curse though the widget is still showing the older file. I think Citricsquid did say it could take those widgets a while to pick up the updates.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
It looks like it has updated on curse though the widget is still showing the older file. I think Citricsquid did say it could take those widgets a while to pick up the updates.
Ah, yes! I remember reading that in his widget thread. Just checked again now and my files listing is now ok...meaning the 'awaiting approval' has been deleted. Up until I sent a ticket it was still showing approval was needed.
It's a bit confusing really, because I also changed my page title to reflect the new file version and that didn't seem to change. I can't seem to use the upload wizard either, but manage to upload in a roundabout way that's hard to describe in my sleep deprived state. I'll have a look at changing the page heading again, then updating my OP.
I do like being able to upload there though and having an official looking download widget is pretty nice too.
My GSv11.1 update is all systems go on my Curse/Forge page and the download widget also seems to have updated now. Check it out!
Don't forget: if the download widget doesn't work for you, there's a direct link to my Curse/Forge downloads page just underneath it.
Please choose the 'Download Now' button.
If for some strange reason you can't see or activate the download widget above, here's the direct download link to my CURSE/FORGE Download Page: link
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Curse PremiumWill upload GS v.11.1 tomorrow with the necessary additions...the video will show what I've been doing mainly with the vertical dispenser and dropper tops, including a new 64x furnace top and side border, now converted to more of a brass look to fit the vertical tops. The potato stages are edited versions of the old carrot/potato growth stages where I've simply broadened and darkened the leaves. I'd like to do something a little more worthy eventually.
I didn't get time to edit some new wild flowers in, as I thought I'd press on directly to making the vid and checking the texture pack ready for uploading.
It's late here now...been working on two lots of animated tops this afternoon and all evening, so I don't want to have to hang around waiting for Curse to approve the pack...I'll just get something wrong...again. Will tackle uploading tomorrow, when I have some more free time.
Thanks for your patience.
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Curse PremiumGlimmar's Steampunk Update v.11.1 Taster Vid
Glimmar's Steampunk Update v11.1 Taster Vid, showcasing changes necessary for 'Glimmar's Steampunk' v11.1 texture pack for Minecraft v1.5.1, available soon.
If there's anything you can't recognize in the vid, just ask and I'll do my best to answer. However, I made this just to show off the new potato growth stages and vertical dispenser/dropper top animated textures. Unfortunately I missed these out in my latest GS v.11 update, hence the need for a GS v.11.1, which should be out very soon. Many thanks to TheDoctorZoose for quickly spotting the missing dispenser/dropper tops and many thanks also to 7gigawatts for spotting the missing potato stages.
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
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
GS v.11.1 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.
GS v.11.1 necessary additions:
New potato growth stages
New 64x animated vertical dispenser top.
New 64x animated vertical dropper top.
New 64x furnace top.
New 64x brass trim around top of furnace, dropper, dispenser and anything else which uses the furnace top.
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.
I have an updated Language pack specifically for Glimmar's Steampunk. Click on the link below to download the language pack, then use MC Patcher to install it just like a mod. If you are looking for a language pack that brings the textures alive with new and invigorating names truly befitting of Glimmar's Steampunk, look no further and just click on the link.
~Asikar~
Link:
http://adf.ly/Lpcvt
This, this is genius!
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Retired StaffAlso, I wonder if Bioshock Infinite maps are going to start to appear soon. That would be rather nifty.
-Arthur C. Clarke
I'm in the process of making one :3 Or the Prophet's Hand anyway. (That name isn't a spoiler don't worry :D)
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Curse PremiumAh! Thanks, mate!
I am so looking forward to 'Father's Day'. I'm sure I can persuade my kids to think 'Bioshock Infinite'.
I believe Thief 4 is also on it's way. It's a good time for those who like over-complicated gadgetry and good storylines.
Thank you. Glad you found it!
I look forward to seeing this. Hopefully I can put a link to it in my Adventure Map section.
Ridiculously bloated post? What do you expect? This is steampunk...why do something simple when you can over-complicate it needlessly.
Here try this:
.....Download
Please choose the 'Download Now' button then follow the instructions in the 'Using This Well Oiled Precision Machine' Section in the OP. If for some strange reason you can't see or activate the download widget above, here's the direct download link to my CURSE/FORGE Download Page:link
The OP and thread is over-bloated as you say, because I put a lot of work into providing vast amounts of material at no expense to visitors other than a little patience and good manners. It is over-bloated because many kindly good-mannered users regularly visit this thread, like to contribute in a good-natured way and have the manners to thank people for giving up immense amounts of their free time for their pleasure at no cost to themselves...other than a tiny little bit of patience.
If I mis-read the tone of your comment, then of course ignore the over-bloated rant above.
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Curse PremiumHere's the direct download link to my CURSE/FORGE Download Page to give some advantage to any regulars reading this. I'll update the main page here later today:link
Here's the latest little vid again showing the changes and an up-to-date changelog
'Potato Growth & Vertical Dispenser/Dropper Tops...'
Glimmar's Steampunk Update v.11.1 Taster Vid
Glimmar's Steampunk Update v11.1 Taster Vid, showcasing changes necessary for 'Glimmar's Steampunk' v11.1 texture pack for Minecraft v1.5.1, available soon.
If there's anything you can't recognize in the vid, just ask and I'll do my best to answer. However, I made this just to show off the new potato growth stages and vertical dispenser/dropper top animated textures. Unfortunately I missed these out in my latest GS v.11 update, hence the need for a GS v.11.1, which should be out very soon. Many thanks to TheDoctorZoose for quickly spotting the missing dispenser/dropper tops and many thanks also to 7gigawatts for spotting the missing potato stages.
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
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
GS v.11.1 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 many other little edits and possibly some big things too!
Yep! I did forget bigtime that temporarily I've included some higher res versions of of the diamond, gold and iron swords that asikar kindly edited for himself and offered for use in the pack. Bearing in mind everything else I've been working on, I still haven't got round to upgrading the tools and weapons. Thanks to asikar.
The_Fool76's intriguing 'Geiger-Counter' styled compass, has been included too, until I can come up with my own version. Rather than having a needle that appears to point to your origianl spawn point like the magnetic needle on a compass, The_Fool76's shows a kind of original spawn point 'signal strength', therefore so long as the needle is swung way over to the right hand side of the gauge, then you're heading in the direction of your original spawn point. Imagine the sound of a geiger counter while you're using it and you'll get the feel of how it works. Thanks to The_Fool76.
GS v.11.1 necessary additions:
New potato growth stages
New 64x animated vertical dispenser top.
New 64x animated vertical dropper top.
New 64x furnace top.
New 64x brass trim around top of furnace, dropper, dispenser and anything else which uses the furnace top.
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.
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Curse PremiumI'm a compulsive replier!
Many thanks, Lindreth.
Looks very nice! Hope you're managing to find places for my new quartz pipe/column blocks. Also you should be able to use the new animated blocks as props at least in various places like the bridge or engine rooms.
Hope you like it!
You'll have downloaded v.11 of my pack with the missing potato growth stages and missing vertical dispenser/dropper top textures. After successfully uploading v11.1 I'm still waiting 5hrs later for it to be approved!
Hey, if you do get that Tardis, I want a go in it too!
Sounds good!
I wish kahr would add 'More Paintings' to the MC Patcher fold, then I could add lots of useful working animated and non-animated 'mechanical' paintings to my pack. However, just upgrading everything to 64x keeps me busy enough. There's no denying the many wonderful possibilities MC Patcher creates. It is such a pity that Mojang have stated they will not ever look at MC Patcher!
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Curse PremiumIt looks like it has updated on curse though the widget is still showing the older file. I think Citricsquid did say it could take those widgets a while to pick up the updates.
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Curse PremiumAh, yes! I remember reading that in his widget thread. Just checked again now and my files listing is now ok...meaning the 'awaiting approval' has been deleted. Up until I sent a ticket it was still showing approval was needed.
It's a bit confusing really, because I also changed my page title to reflect the new file version and that didn't seem to change. I can't seem to use the upload wizard either, but manage to upload in a roundabout way that's hard to describe in my sleep deprived state. I'll have a look at changing the page heading again, then updating my OP.
I do like being able to upload there though and having an official looking download widget is pretty nice too.
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Curse PremiumAh! Many thanks for those kind words, gnolb.
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My GSv11.1 update is all systems go on my Curse/Forge page and the download widget also seems to have updated now. Check it out!
Don't forget: if the download widget doesn't work for you, there's a direct link to my Curse/Forge downloads page just underneath it.
Please choose the 'Download Now' button. If for some strange reason you can't see or activate the download widget above, here's the direct download link to my CURSE/FORGE Download Page: link
I'm looking forward to stealing from people instead of mindlessly killing them! I hope that they keep the story line and the backstories in it.
-Arthur C. Clarke
they are paintings, not blocks. just keep placing them until you get the right one.