Hello! I still follow your pack, im just busy in life right now, been sick for six weeks since friday, just thought that i should say hello! Love the horse, and look forward to the rest of the pack when it updates, if i get a chance to play
Hello! I still follow your pack, im just busy in life right now, been sick for six weeks since friday, just thought that i should say hello! Love the horse, and look forward to the rest of the pack when it updates, if i get a chance to play
Howdy, mate.
So sorry to hear about you being laid low with sickness...RL can be a real downer at times. It sounds like something a bit more serious than just a cold or flu then, for you to be out of it for more than six weeks. I certainly hope things get better soon, Hunter. Everything will still be waiting for you when you get the energy and enthusiasm back, even if a bit delayed.
Pop in when you can and we'll try and cheer you up.
I've been meaning to comment on your thread for a while now, Glimmar, but I haven't gotten around to it. In the spoiler I have a very thorough and in-depth personal review of your pack.
Alright, I just want you no know that it was actually your pack that got me into texturing, and it was the fist pack that I ever truly really liked. That was way back in 1.2 or something, and I was using an outdated version (for Minecraft alpha) so, as more blocks and things were added, I wondered why some of their textures looked a little strange. I didn't understand about packs being updated. I also wondered why there were glitches with the bricks. Yours was the first HD texture pack that I'd ever used and I didn't know about patching. Eventually I tried making my own texture pack (not very pretty) and I became a little frustrated because I couldn't understand how you got your textures to look so good. "It just looks like it has more pixels!" (Not at all that that's the only reason your textures look so good.) That's when I learned about HD texturing and made my first blurry mess of a 32x32 texture pack. So, thanks for being such an unknowing inspiration. Trip down memory lane over.
First off I want to say that I really like your style. Mostly what I like is how you make your textures look realistic without actually having them be realistic- you have a very unique style which suits your pack perfectly. Somehow you add noise flawlessly. I sort of wish that you would come around the texture discussion a bit more so that I could prey upon your techniques.
I highly approve of the 64x upgrade; I’ve felt for a while now that the pack could really be fully realized in a slightly higher resolution. (But never 128x- I seriously doubt that would be good) The 64x mobs and armor really showcased your skill at that resolution.
A few things that I’ve noticed, focused mostly on the newer updates:
· Ores: My first reaction to the 64x ores was very positive- they’re definitely well done. I do think, however, that they could be improved. First, the gold ore doesn’t seem to fit the diamond emerald and redstone. It is slightly blurrier and more cartoony; generally more reminiscent of the 32x ores. I like the style, but I like the style of the others a bit more, mostly because it seems more fitting with the rest of the pack. My main thought with the rest of the ores is that they don’t quite seem to know what they want to be, if you know what I mean. On one hand they appear pasted on, not really embedded. This can work to some degree in realistic packs, but your ores also have very defined chunks in the center, which look like they should be embedded. I think this sort of thing worked better when they were 32x, a lower resolution lets you get away with not really defining exactly what’s going on, but right now they seem a bit like you took a Google image and pasted it on, darkened behind it, and erased the edges. I’m sure this is not what you did, but it’s just a way to show you what I mean. I’ve been looking at them while I was writing this, and now that I look some more I questioning myself, because they’re starting to look like there are more extraneous bits of ore towards the outside, and bigger, more pure clumps/chunks towards the center, so I’m not so sure… Sorry if that was useless, but I just wanted you to know my thoughts.
(I’m getting some serious nostalgia looking at that 32x coal ore…)
· Redstone block- I was a bit disappointed in this (although what you have done with it is amazing, that animation blows my mind, as someone who can appreciate how complicated that must have been to make it look realistic and good) because I was expecting some sort of fantastic machine, like the command block. (One of my favorite textures.) This I suppose is just personal preference, but I feel like with something that easily lending itself to steampunk machinery, it’s a bit of a waste not to take advantage of it.
· Daylight detector- my initial impression was that it just looks a bit blurry and undefined compared to most of the textures, but now that I’m looking at it more, I think that it does an excellent job looking like glass and everything, so I think it’s good.
· I think all of the ore blocks need a revamp, (especially the diamond) but you probably know that.
· When are you planning on making the crafting table 64x, because I think that it is very much needed. (Both because it’s such a commonly used block, and because an upgrade in my opinion.
· The tools in your pack never really seemed to go with the blocks to me. They’re very well done, but they seem more cartoony, brighter, more colorful, and cleaner than the rest. I do think that the designs are excellent; the balancing of different themes, but the actual textures never really seemed to be as skillfully done as the rest. And I was really hoping that the 64x upgrade was going to include more than just the same texture, only smoother. I know the tools are a big part of the pack, and not something that is easily changed, but I just thought you should know. (Especially compared to some of the other items such as the glowstone- that texture is incredible.)
On to the good:
· The armor is fantastic. It blows my mind every time I look at it. The detail and design is simply brilliant. I also like how they each have a different “backpack” and general theme that fits the armor set so well.
· All of the CTM and animations are really fantastic. I can’t imagine how long all of those animations must have taken (especially the ones which are part of a GUI or mob texture and the ones that are of a pure energy, like the placed eye of ender and the redstone block. They do really add a lot to the pack though; with your theme it would seem dull and strange without all of the moving cogs and machines.
· Your newest skies are indescribably good- how did you ever manage to attain such flawless realism? And you’re working in Gimp? Very impressive.
· All of your GUI’s are really good. Even if they look a little real-life imagey, they are well designed and very well done. It must have taken a very long time.
· Every single one of the mobs is amazing. Truth be told, they might be my favorite part of the pack. From the iron golem (perfectly done; so detailed- you really went all out for a texture that, in vanilla, possibly fits the pack the best) to the perfectly done “natural” (not mechanical) zombie pigman. Even the squids are superb.
· As for the blocks, the hopper is unattainably amazing, as are all of the stonebricks and quartz. Even the basic textures are great, such as all of the planks and logs, the dirt, the ladder and the furnace. And you will never know how much I want to be able to imitate those bricks. This is, of course, just to name a few. All of the textures (the rail, the cauldron, the dispenser and dropper the JUKEBOX TOP!) are wonderful. (I also like how you re-use texture in different and fitting ways to save time, but they aren't noticeable.)
Well, I believe this wraps up my mini-essay.
P. S. – I just want to compliment you on your excellent writing. Good grammar and vocabulary seem to be in decline on the internet, and I just want to show my appreciation. I've seen what you've sent to those who have stolen your work, and they are exceedingly well-written.
I am at a loss on how to get the airship, airship skins, and the extra texture packs to work. I downloaded Forge, downloaded the mods, followed the instructions to combine files, and nothing. I used 7-zip to extract the files. I spent 2 hours so far and just can't get it lol!
I am sooo frustrated as I love the steampunk theme, I really need some step by step noob instructions here. When using the links provided by the person who did the airship mod, I get at least a dozen other crappy toolbars and spam downloaded also. I hate popups!
Any advice??? Thanks, Wolfehouse
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The airship textures are probably out of date. More so if you're using a 1.5+ mod and the airship textures, afaik are for pre-1.5.
Been getting a lot of messages for gregtech machine textures. Since I was upgrading it to 64x it's not finished and still has a lot of failed 32x textures (advanced buffer, electric sorter, etc...). I haven't finished testing the ones i've finished so far so don't complain.
gregtechmod/textures/terrain.png (1.4.7 support. Won't work with 1.5+ until I can be bothered when FTB ultimate updates)
I've been meaning to comment on your thread for a while now, Glimmar, but I haven't gotten around to it. In the spoiler I have a very thorough and in-depth personal review of your pack.
Alright, I just want you no know that it was actually your pack that got me into texturing, and it was the fist pack that I ever truly really liked. That was way back in 1.2 or something, and I was using an outdated version (for Minecraft alpha) so, as more blocks and things were added, I wondered why some of their textures looked a little strange. I didn't understand about packs being updated. I also wondered why there were glitches with the bricks. Yours was the first HD texture pack that I'd ever used and I didn't know about patching. Eventually I tried making my own texture pack (not very pretty) and I became a little frustrated because I couldn't understand how you got your textures to look so good. "It just looks like it has more pixels!" (Not at all that that's the only reason your textures look so good.) That's when I learned about HD texturing and made my first blurry mess of a 32x32 texture pack. So, thanks for being such an unknowing inspiration. Trip down memory lane over.
First off I want to say that I really like your style. Mostly what I like is how you make your textures look realistic without actually having them be realistic- you have a very unique style which suits your pack perfectly. Somehow you add noise flawlessly. I sort of wish that you would come around the texture discussion a bit more so that I could prey upon your techniques.
I highly approve of the 64x upgrade; I’ve felt for a while now that the pack could really be fully realized in a slightly higher resolution. (But never 128x- I seriously doubt that would be good) The 64x mobs and armor really showcased your skill at that resolution.
A few things that I’ve noticed, focused mostly on the newer updates:
· Ores: My first reaction to the 64x ores was very positive- they’re definitely well done. I do think, however, that they could be improved. First, the gold ore doesn’t seem to fit the diamond emerald and redstone. It is slightly blurrier and more cartoony; generally more reminiscent of the 32x ores. I like the style, but I like the style of the others a bit more, mostly because it seems more fitting with the rest of the pack. My main thought with the rest of the ores is that they don’t quite seem to know what they want to be, if you know what I mean. On one hand they appear pasted on, not really embedded. This can work to some degree in realistic packs, but your ores also have very defined chunks in the center, which look like they should be embedded. I think this sort of thing worked better when they were 32x, a lower resolution lets you get away with not really defining exactly what’s going on, but right now they seem a bit like you took a Google image and pasted it on, darkened behind it, and erased the edges. I’m sure this is not what you did, but it’s just a way to show you what I mean. I’ve been looking at them while I was writing this, and now that I look some more I questioning myself, because they’re starting to look like there are more extraneous bits of ore towards the outside, and bigger, more pure clumps/chunks towards the center, so I’m not so sure… Sorry if that was useless, but I just wanted you to know my thoughts.
(I’m getting some serious nostalgia looking at that 32x coal ore…)
· Redstone block- I was a bit disappointed in this (although what you have done with it is amazing, that animation blows my mind, as someone who can appreciate how complicated that must have been to make it look realistic and good) because I was expecting some sort of fantastic machine, like the command block. (One of my favorite textures.) This I suppose is just personal preference, but I feel like with something that easily lending itself to steampunk machinery, it’s a bit of a waste not to take advantage of it.
· Daylight detector- my initial impression was that it just looks a bit blurry and undefined compared to most of the textures, but now that I’m looking at it more, I think that it does an excellent job looking like glass and everything, so I think it’s good.
· I think all of the ore blocks need a revamp, (especially the diamond) but you probably know that.
· When are you planning on making the crafting table 64x, because I think that it is very much needed. (Both because it’s such a commonly used block, and because an upgrade in my opinion.
· The tools in your pack never really seemed to go with the blocks to me. They’re very well done, but they seem more cartoony, brighter, more colorful, and cleaner than the rest. I do think that the designs are excellent; the balancing of different themes, but the actual textures never really seemed to be as skillfully done as the rest. And I was really hoping that the 64x upgrade was going to include more than just the same texture, only smoother. I know the tools are a big part of the pack, and not something that is easily changed, but I just thought you should know. (Especially compared to some of the other items such as the glowstone- that texture is incredible.)
On to the good:
· The armor is fantastic. It blows my mind every time I look at it. The detail and design is simply brilliant. I also like how they each have a different “backpack” and general theme that fits the armor set so well.
· All of the CTM and animations are really fantastic. I can’t imagine how long all of those animations must have taken (especially the ones which are part of a GUI or mob texture and the ones that are of a pure energy, like the placed eye of ender and the redstone block. They do really add a lot to the pack though; with your theme it would seem dull and strange without all of the moving cogs and machines.
· Your newest skies are indescribably good- how did you ever manage to attain such flawless realism? And you’re working in Gimp? Very impressive.
· All of your GUI’s are really good. Even if they look a little real-life imagey, they are well designed and very well done. It must have taken a very long time.
· Every single one of the mobs is amazing. Truth be told, they might be my favorite part of the pack. From the iron golem (perfectly done; so detailed- you really went all out for a texture that, in vanilla, possibly fits the pack the best) to the perfectly done “natural” (not mechanical) zombie pigman. Even the squids are superb.
· As for the blocks, the hopper is unattainably amazing, as are all of the stonebricks and quartz. Even the basic textures are great, such as all of the planks and logs, the dirt, the ladder and the furnace. And you will never know how much I want to be able to imitate those bricks. This is, of course, just to name a few. All of the textures (the rail, the cauldron, the dispenser and dropper the JUKEBOX TOP!) are wonderful. (I also like how you re-use texture in different and fitting ways to save time, but they aren't noticeable.)
Well, I believe this wraps up my mini-essay.
P. S. – I just want to compliment you on your excellent writing. Good grammar and vocabulary seem to be in decline on the internet, and I just want to show my appreciation. I've seen what you've sent to those who have stolen your work, and they are exceedingly well-written.
Haha! There's not a single thing I can take umbrage with in your review, zamaj. However, here's some excuses in a spoiler:
The ores are very much needing lots of work, absolutely. The redstone and gold ores were 'additions' provided by Lady Eternity, back when animation had just become a possibility, so it was nice to include them. I'm not overly happy now with any of the ores being animated, as I think they are too overtly distracting. When I take a deep breath and plunge into having another go at my 'concrete' stone texture (and cobble, etc.), which is way overdue, I hope to add more ore variations through ctm, minus animation, all at 64x.
The weapons and tools as you probably know aren't my own work, they were kindly donated by Vondell way back at the beginning, and like a lot of things in my pack I have plans for making my own...(after 3 years! Lol!). It is most likely that I will make tools and weapons less colourful, probably will not be adding animation unless it is very subtle and then only to very special weapons or tools where I think it enhances rather than distracts. They will, I hope, fit well with a more rugged Victorian/Edwardian 'believable' steampunk world. In the meantime, while I work in other areas, I have to be very grateful for the things I have that allow most users who like the pack to get the best out of it. I would have preferred to only have used default textures for anything that I haven't had time to work on personally, but I've always understood that over time this would probably create more problems due to my slow pace of work and for many users would spoil the immersive nature of the theme.
I agree with you that 64x is about the limit I would consider going to for Minecraft. This is a personal preference of course, but, lag issues aside, I still think as you add more pixels into the equation, you accentuate the sharp edged nature of certain blocks, which somewhat detracts from the tomfoolery of realism. That doesn't stop me enjoying using many 128x packs, and given certain themes that scale works to their advantage. However, for my own work, where I do like to try to make things 'realistic' at that middle distance for epic construction work, 64x still works very well, but with the advantage of allowing me that extra detail for steampunk gadgetry/decoration.
Like anyone around here making texture packs, I'm learning how to do certain things better all the time, however, the frustrating thing is not having the time to go back and re-edit, mainly because of all the new things Mojang keep throwing into the pack and the infinite possibilities of MC Patcher. It's very easy to lose weeks of free time in perfecting just one area, as in the case of my recent BetterSkies and horse texturing. I tend to work pretty chaotically and with no master plan of attack, but it's probably why I'm still as interested in Minecraft as I was at the beginning. I just pursue whatever takes my fancy at the time as a challenge, but I'm also painfully aware of where all the weak areas are, because they stare me in the face all the time when I'm building too.
To improve many weak areas means the prospect of days of work to get it right and being as human as anyone else and wanting to have fun, it takes just the right moment and mood to get stuck in and finally start. To keep things going, it's necessary to compromise, even though by doing so you know you have left yourself open to fair criticism down the line. So in slowly converting the pack to 64x I'm left with many original 32x textures and even additional 32x alts where I haven't had time to make something better. The Daylight Detector is a case in point, that's an old 32x alt...not ideal at all, but better than leaving it 16x default. I even re-edited the rail track components at 32x again this last update, even though they are begging to be updated to x64 for better curves and texture, but I just didn't have the time to go as far as that, and still update with necessary 1.5 additions.
The craftbench, as with many other 'feature' blocks, is way overdue for improvement...I could make a long list here, but really anything that is still 32x needs a lot of attention.
As I said at the start, I agree with every one of your observations, and because you know what it's like to work on a pack, I think you'll understand my 'excuses' for the way the pack is at this moment in time. As often as I can, I'm doing my best to improve things, but inevitably it won't be as fast as I like, nor necessarily in the areas that most need attention...mainly because I'm a lazy so and so, or possibly just very tired at the end of a busy day.
I am at a loss on how to get the airship, airship skins, and the extra texture packs to work. I downloaded Forge, downloaded the mods, followed the instructions to combine files, and nothing. I used 7-zip to extract the files. I spent 2 hours so far and just can't get it lol!
I am sooo frustrated as I love the steampunk theme, I really need some step by step noob instructions here. When using the links provided by the person who did the airship mod, I get at least a dozen other crappy toolbars and spam downloaded also. I hate popups!
Any advice??? Thanks, Wolfehouse
Ooo, there's a lot to tackle there.
There is an up-to-date 'official' mod for the 'steampunk' airship which is currently being updated here by GoToLink:
You might have more success with this, as unlike some other 'airship' mods, it is designed for use with my textures and is a proper continuation of pchan3's original mod. You'll need to follow any specific instructions for installation in GoToLink's thread, as I'm not familiar yet with any changes that might have been made in updating it. Sorry, wolfehouse, but that's the best I can do at the moment. Someone else around here might be able to help with more specific instructions, but I think GoToLink's thread is the best bet.
Sorry, I just haven't had time to update the info in my Mod Support section.
Not sure if you're having problems with other textures, but individual extra textures such as blocks and items just need to be renamed as per what they are called in the 'textures/blocks' and 'textures/items' folders in the pack before you drop them in. Any alternative skins, etc. just need to be carefully renamed to correspond with the original textures in the pack before you drop them in.
Been getting a lot of messages for gregtech machine textures. Since I was upgrading it to 64x it's not finished and still has a lot of failed 32x textures (advanced buffer, electric sorter, etc...). I haven't finished testing the ones i've finished so far so don't complain.
gregtechmod/textures/terrain.png (1.4.7 support. Won't work with 1.5+ until I can be bothered when FTB ultimate updates)
They're like little jewels. I never tire of looking at sheets of little textures.
Glimmar- Of course I completely understand about all of the problems associated with texturing, an I certainly would never fault you for it. What you manage right now is extremely impressive. I knew that the tools weren't your own work, but I didn't know about the ores. I would volunteer for another placeholder donations, but I don't really have the time, and I would rather wait and see what you do.
Glimmar- Of course I completely understand about all of the problems associated with texturing, an I certainly would never fault you for it. What you manage right now is extremely impressive. I knew that the tools weren't your own work, but I didn't know about the ores. I would volunteer for another placeholder donations, but I don't really have the time, and I would rather wait and see what you do.
Do you think you'll ever do a mechanical horse alt?
Oh yes, for sure...and not just alt versions. Remember there are the zombie and skeleton horse textures to make and I will probably go down the machine road on those, although at present I don't think they feature in game. Until they become real in game players, they'll of necessity be left until absolutely needed. Then if anyone wants a mechanical horse it'll just be a case of switching names or the game may make it possible to tame the undead versions. Either way, once I've got a basic mechanical model in the bag it's a lot easier to roll out variations, including normal horses or saddles with prosthetic brass attachments. Lots of possibilities, but not lots of time I'm afraid.
I still hear talk of some other mysterious mobs to be included in 1.6. I hope not, as horse textures this time around have been a real mammoth task...and lets hope it's not mammoths either, eh? There has been talk of jungle birds, crabs, lobsters, et al. I certainly think there should be some bird life and fish would make fishing and the sea seem a little more life-like, but lets leave it for the next update Mojang, please.
I checked this out, but you have some upward movement of individual frames resulting in skipping which will need correcting. The glow seems to work quite well though. I also think the non-glowing darkest frame would look better being the primary for 60+ frames, but that's just my preference and I might not be seeing it properly due to the movement of the individual frames.
Weird - I'm not getting that at all, and I just did a quick check on the image itself by placing another tiled 64x64 texture behind it - each image lies in exactly the same place in each tile.
I think imageshack just sucks (or I accidentally "optimized" or something when I uploaded)
I re-uploaded it and version linked below, performed the same tile check, ran it in-game, and there is NO shift:
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Time to throw out a few more mod support revisions.
Not sure if I uploaded this one or not though...
Minefactory Reloaded support (64x): Replaced the old versions of the glowstone, obsidian and lapis bricks with small tiles (blue, purple and glowy yellow bricks just dont look good.)
powercrystals/minefactoryreloaded/textures/terrain_0.png
Some redpower fixes that fixed a tiling problem with basalt and retextured it and marble. Kept the old versions at the bottom as alternative textures. Still 32x.
Eloraam/world/world1.png
Dont think I covered these last time. Was still using the old ones that someone else made.
Eloraam/base/base1.png
Here's a screenshot of the MFR bricks: Lapis Bricks, Obsidian Bricks and Glowstone Bricks along the bottom, stone paver bricks and all 3 versions of the Road and Road Lights at the bottom of the wall. Snow bricks on top of the road, with basalt and marble at the top.
Might make a few changes to the paver and snow bricks in the future. The last batch looked like they were glowing at night.
Weird - I'm not getting that at all, and I just did a quick check on the image itself by placing another tiled 64x64 texture behind it - each image lies in exactly the same place in each tile.
I think imageshack just sucks (or I accidentally "optimized" or something when I uploaded)
I re-uploaded it and version linked below, performed the same tile check, ran it in-game, and there is NO shift:
This one works absolutely fine and a a very nice random pulsing glow. I think I may put this in the pack with credit to you for the animation work. Thanks Artifex.
The problem with the last one may have been a problem with the download, but equally it may have just been an aberration at my end. When I tested your original animation of my glowstone it was through the latest snapshot, so even considered the problem might have been to do with that. As it happens, your new animation worked fine with the same snapshot, so it wasn't that. Anyways, nothing to panic about now and all is well.
Don't forget things may get re-edited, swapped out or completely updated over time, but any appropriate work donated will be kept as alts along with details of who did what.
Time to throw out a few more mod support revisions.
Not sure if I uploaded this one or not though...
Minefactory Reloaded support (64x): Replaced the old versions of the glowstone, obsidian and lapis bricks with small tiles (blue, purple and glowy yellow bricks just dont look good.)
powercrystals/minefactoryreloaded/textures/terrain_0.png
Some redpower fixes that fixed a tiling problem with basalt and retextured it and marble. Kept the old versions at the bottom as alternative textures. Still 32x.
Eloraam/world/world1.png
Dont think I covered these last time. Was still using the old ones that someone else made.
Eloraam/base/base1.png
Here's a screenshot of the MFR bricks: Lapis Bricks, Obsidian Bricks and Glowstone Bricks along the bottom, stone paver bricks and all 3 versions of the Road and Road Lights at the bottom of the wall. Snow bricks on top of the road, with basalt and marble at the top.
Might make a few changes to the paver and snow bricks in the future. The last batch looked like they were glowing at night.
*briefly pops in from a parallel dimension full of LAMP stacks (don't ask)*
Two things I have to say before the vortex reclaims me.
1. I love that horse.
2. Those clay blocks would be a great place to stick all those 'alt' stone textures you had on the unused ids for the wood blocks and such. Since they are a brand new block, you should be able to do whatever you want with them without breaking anyone's builds. Personally, I'd stick a somewhat 'normal' stucco texture on the base baked clay block and then go nuts with the 16 colored ones.
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Tis far better to be a witty fool than a foolish wit.
*briefly pops in from a parallel dimension full of LAMP stacks (don't ask)*
Two things I have to say before the vortex reclaims me.
1. I love that horse.
2. Those clay blocks would be a great place to stick all those 'alt' stone textures you had on the unused ids for the wood blocks and such. Since they are a brand new block, you should be able to do whatever you want with them without breaking anyone's builds. Personally, I'd stick a somewhat 'normal' stucco texture on the base baked clay block and then go nuts with the 16 colored ones.
Now what dimension have you gone and got yourself stuck in now Mr Fool..not the 'Lamp-stack' dimension again!? Or are you visiting Narnia again?
It's always good to know your still around, mate!
Glad you like the brown horse...I'm not so confident now about the others though, knowing what I know now about making just one horse...by others I mean those that aren't just straight colour change!
By stucco you mean a kind of rough exterior plaster work...again it was another consideration that I had that might have to wait until I've finished the other stuff, and the other extra blocks like the heads and runic stones also came up as a possibility, but I think I'd rather let users drop those into place for themselves with a little instruction. However, if I was going to use them in a 'legal' fashion, it would be best to do it early on don't you think, then it doesn't break worlds later? Oh, flip! Decisions, decisions...it's the worst aspect of texturing I find! I really don't know which way to go with those extra textures for the best now, or the dried clay blocks.
All I know is that if something is coloured like the wool, most users tend to like it to follow the same rule of colour. Or am I wrong? Aaaaagh! ...I think I need an alternative dimension at the moment.
Phillipzu, I had a quick glance in the zip file and forgive my complete and utter noobish Pocket Edition query, but why are all the mobs, guis etc., both in and out of folders...so effectively almost doubling up on the size of the zip? Is that how it has to be for PE?
This one works absolutely fine and a a very nice random pulsing glow. I think I may put this in the pack with credit to you for the animation work. Thanks Artifex.
...
Don't forget things may get re-edited, swapped out or completely updated over time, but any appropriate work donated will be kept as alts along with details of who did what.
Absolutely no worries! I'm glad ya like it. I love animated textures! One of my favorite things about this pack has been watching it grow more and more animated as time goes on.
A few mods add actual crossbows, so currently I'm working on a more traditional bow in a baroque style for the alt folder. I just learned how to bevel the edges rather than shade pixel-by-pixel!
I hadn't used this texture pack in awhile, but I came back and was astounded by all the amazing new stuff. My favorite feature by far is the night sky, however I only managed to see it once, and every time I use this texture pack now, it never shows up. I'm using Optifine instead of MCpatcher because my computer can't handle the pack regularly, so that might be the issue.
If so, is it possible to fix?
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Superlative digital lushness Mr Glimmar you have set the bar with your great steed.
The gauntlet has been thrown down and I humbly bow down and say " ooh eck i hope i can find my extra special horse texturing hat!"
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Curse PremiumHaha! Your superlatives are always very funny, Syclone.
I have no doubt you will way surpass my humble frustrated attempts, for which I am busy saving up as many equine jokes as I can!
Howdy, mate.
So sorry to hear about you being laid low with sickness...RL can be a real downer at times. It sounds like something a bit more serious than just a cold or flu then, for you to be out of it for more than six weeks. I certainly hope things get better soon, Hunter. Everything will still be waiting for you when you get the energy and enthusiasm back, even if a bit delayed.
Pop in when you can and we'll try and cheer you up.
Alright, I just want you no know that it was actually your pack that got me into texturing, and it was the fist pack that I ever truly really liked. That was way back in 1.2 or something, and I was using an outdated version (for Minecraft alpha) so, as more blocks and things were added, I wondered why some of their textures looked a little strange. I didn't understand about packs being updated. I also wondered why there were glitches with the bricks. Yours was the first HD texture pack that I'd ever used and I didn't know about patching. Eventually I tried making my own texture pack (not very pretty) and I became a little frustrated because I couldn't understand how you got your textures to look so good. "It just looks like it has more pixels!" (Not at all that that's the only reason your textures look so good.) That's when I learned about HD texturing and made my first blurry mess of a 32x32 texture pack. So, thanks for being such an unknowing inspiration.
First off I want to say that I really like your style. Mostly what I like is how you make your textures look realistic without actually having them be realistic- you have a very unique style which suits your pack perfectly. Somehow you add noise flawlessly. I sort of wish that you would come around the texture discussion a bit more so that I could prey upon your techniques.
I highly approve of the 64x upgrade; I’ve felt for a while now that the pack could really be fully realized in a slightly higher resolution. (But never 128x- I seriously doubt that would be good) The 64x mobs and armor really showcased your skill at that resolution.
A few things that I’ve noticed, focused mostly on the newer updates:
· Ores: My first reaction to the 64x ores was very positive- they’re definitely well done. I do think, however, that they could be improved. First, the gold ore doesn’t seem to fit the diamond emerald and redstone. It is slightly blurrier and more cartoony; generally more reminiscent of the 32x ores. I like the style, but I like the style of the others a bit more, mostly because it seems more fitting with the rest of the pack. My main thought with the rest of the ores is that they don’t quite seem to know what they want to be, if you know what I mean. On one hand they appear pasted on, not really embedded. This can work to some degree in realistic packs, but your ores also have very defined chunks in the center, which look like they should be embedded. I think this sort of thing worked better when they were 32x, a lower resolution lets you get away with not really defining exactly what’s going on, but right now they seem a bit like you took a Google image and pasted it on, darkened behind it, and erased the edges. I’m sure this is not what you did, but it’s just a way to show you what I mean. I’ve been looking at them while I was writing this, and now that I look some more I questioning myself, because they’re starting to look like there are more extraneous bits of ore towards the outside, and bigger, more pure clumps/chunks towards the center, so I’m not so sure… Sorry if that was useless, but I just wanted you to know my thoughts.
(I’m getting some serious nostalgia looking at that 32x coal ore…)
· Redstone block- I was a bit disappointed in this (although what you have done with it is amazing, that animation blows my mind, as someone who can appreciate how complicated that must have been to make it look realistic and good) because I was expecting some sort of fantastic machine, like the command block. (One of my favorite textures.) This I suppose is just personal preference, but I feel like with something that easily lending itself to steampunk machinery, it’s a bit of a waste not to take advantage of it.
· Daylight detector- my initial impression was that it just looks a bit blurry and undefined compared to most of the textures, but now that I’m looking at it more, I think that it does an excellent job looking like glass and everything, so I think it’s good.
· I think all of the ore blocks need a revamp, (especially the diamond) but you probably know that.
· When are you planning on making the crafting table 64x, because I think that it is very much needed. (Both because it’s such a commonly used block, and because an upgrade in my opinion.
· The tools in your pack never really seemed to go with the blocks to me. They’re very well done, but they seem more cartoony, brighter, more colorful, and cleaner than the rest. I do think that the designs are excellent; the balancing of different themes, but the actual textures never really seemed to be as skillfully done as the rest. And I was really hoping that the 64x upgrade was going to include more than just the same texture, only smoother. I know the tools are a big part of the pack, and not something that is easily changed, but I just thought you should know. (Especially compared to some of the other items such as the glowstone- that texture is incredible.)
On to the good:
· The armor is fantastic. It blows my mind every time I look at it. The detail and design is simply brilliant. I also like how they each have a different “backpack” and general theme that fits the armor set so well.
· All of the CTM and animations are really fantastic. I can’t imagine how long all of those animations must have taken (especially the ones which are part of a GUI or mob texture and the ones that are of a pure energy, like the placed eye of ender and the redstone block. They do really add a lot to the pack though; with your theme it would seem dull and strange without all of the moving cogs and machines.
· Your newest skies are indescribably good- how did you ever manage to attain such flawless realism? And you’re working in Gimp? Very impressive.
· All of your GUI’s are really good. Even if they look a little real-life imagey, they are well designed and very well done. It must have taken a very long time.
· Every single one of the mobs is amazing. Truth be told, they might be my favorite part of the pack. From the iron golem (perfectly done; so detailed- you really went all out for a texture that, in vanilla, possibly fits the pack the best) to the perfectly done “natural” (not mechanical) zombie pigman. Even the squids are superb.
· As for the blocks, the hopper is unattainably amazing, as are all of the stonebricks and quartz. Even the basic textures are great, such as all of the planks and logs, the dirt, the ladder and the furnace. And you will never know how much I want to be able to imitate those bricks. This is, of course, just to name a few. All of the textures (the rail, the cauldron, the dispenser and dropper the JUKEBOX TOP!) are wonderful. (I also like how you re-use texture in different and fitting ways to save time, but they aren't noticeable.)
Well, I believe this wraps up my mini-essay.
P. S. – I just want to compliment you on your excellent writing. Good grammar and vocabulary seem to be in decline on the internet, and I just want to show my appreciation. I've seen what you've sent to those who have stolen your work, and they are exceedingly well-written.
I am sooo frustrated as I love the steampunk theme, I really need some step by step noob instructions here. When using the links provided by the person who did the airship mod, I get at least a dozen other crappy toolbars and spam downloaded also. I hate popups!
Any advice??? Thanks, Wolfehouse
Been getting a lot of messages for gregtech machine textures. Since I was upgrading it to 64x it's not finished and still has a lot of failed 32x textures (advanced buffer, electric sorter, etc...). I haven't finished testing the ones i've finished so far so don't complain.
gregtechmod/textures/terrain.png (1.4.7 support. Won't work with 1.5+ until I can be bothered when FTB ultimate updates)
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Curse PremiumThanks, Phil.
You're doin' a good job, mate.
Haha! There's not a single thing I can take umbrage with in your review, zamaj. However, here's some excuses in a spoiler:
The ores are very much needing lots of work, absolutely. The redstone and gold ores were 'additions' provided by Lady Eternity, back when animation had just become a possibility, so it was nice to include them. I'm not overly happy now with any of the ores being animated, as I think they are too overtly distracting. When I take a deep breath and plunge into having another go at my 'concrete' stone texture (and cobble, etc.), which is way overdue, I hope to add more ore variations through ctm, minus animation, all at 64x.
The weapons and tools as you probably know aren't my own work, they were kindly donated by Vondell way back at the beginning, and like a lot of things in my pack I have plans for making my own...(after 3 years! Lol!). It is most likely that I will make tools and weapons less colourful, probably will not be adding animation unless it is very subtle and then only to very special weapons or tools where I think it enhances rather than distracts. They will, I hope, fit well with a more rugged Victorian/Edwardian 'believable' steampunk world. In the meantime, while I work in other areas, I have to be very grateful for the things I have that allow most users who like the pack to get the best out of it. I would have preferred to only have used default textures for anything that I haven't had time to work on personally, but I've always understood that over time this would probably create more problems due to my slow pace of work and for many users would spoil the immersive nature of the theme.
I agree with you that 64x is about the limit I would consider going to for Minecraft. This is a personal preference of course, but, lag issues aside, I still think as you add more pixels into the equation, you accentuate the sharp edged nature of certain blocks, which somewhat detracts from the tomfoolery of realism. That doesn't stop me enjoying using many 128x packs, and given certain themes that scale works to their advantage. However, for my own work, where I do like to try to make things 'realistic' at that middle distance for epic construction work, 64x still works very well, but with the advantage of allowing me that extra detail for steampunk gadgetry/decoration.
Like anyone around here making texture packs, I'm learning how to do certain things better all the time, however, the frustrating thing is not having the time to go back and re-edit, mainly because of all the new things Mojang keep throwing into the pack and the infinite possibilities of MC Patcher. It's very easy to lose weeks of free time in perfecting just one area, as in the case of my recent BetterSkies and horse texturing. I tend to work pretty chaotically and with no master plan of attack, but it's probably why I'm still as interested in Minecraft as I was at the beginning. I just pursue whatever takes my fancy at the time as a challenge, but I'm also painfully aware of where all the weak areas are, because they stare me in the face all the time when I'm building too.
To improve many weak areas means the prospect of days of work to get it right and being as human as anyone else and wanting to have fun, it takes just the right moment and mood to get stuck in and finally start. To keep things going, it's necessary to compromise, even though by doing so you know you have left yourself open to fair criticism down the line. So in slowly converting the pack to 64x I'm left with many original 32x textures and even additional 32x alts where I haven't had time to make something better. The Daylight Detector is a case in point, that's an old 32x alt...not ideal at all, but better than leaving it 16x default. I even re-edited the rail track components at 32x again this last update, even though they are begging to be updated to x64 for better curves and texture, but I just didn't have the time to go as far as that, and still update with necessary 1.5 additions.
The craftbench, as with many other 'feature' blocks, is way overdue for improvement...I could make a long list here, but really anything that is still 32x needs a lot of attention.
As I said at the start, I agree with every one of your observations, and because you know what it's like to work on a pack, I think you'll understand my 'excuses' for the way the pack is at this moment in time. As often as I can, I'm doing my best to improve things, but inevitably it won't be as fast as I like, nor necessarily in the areas that most need attention...mainly because I'm a lazy so and so, or possibly just very tired at the end of a busy day.
Ooo, there's a lot to tackle there.
There is an up-to-date 'official' mod for the 'steampunk' airship which is currently being updated here by GoToLink:
http://www.minecraftforum.net/topic/1651891-15xforgegotolink-revival-mc-version-independent-updates/#entry20405575
You might have more success with this, as unlike some other 'airship' mods, it is designed for use with my textures and is a proper continuation of pchan3's original mod. You'll need to follow any specific instructions for installation in GoToLink's thread, as I'm not familiar yet with any changes that might have been made in updating it. Sorry, wolfehouse, but that's the best I can do at the moment. Someone else around here might be able to help with more specific instructions, but I think GoToLink's thread is the best bet.
Sorry, I just haven't had time to update the info in my Mod Support section.
Not sure if you're having problems with other textures, but individual extra textures such as blocks and items just need to be renamed as per what they are called in the 'textures/blocks' and 'textures/items' folders in the pack before you drop them in. Any alternative skins, etc. just need to be carefully renamed to correspond with the original textures in the pack before you drop them in.
They're like little jewels. I never tire of looking at sheets of little textures.
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Curse PremiumNice one! I'll look out.
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Meanwhile...here are some more pics of the GS Brown Horse with saddle, bridle, etc:
1.6 Brown Horse with Tackle(?)...Horse Bling!
Thanks, mate.
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Curse PremiumOh yes, for sure...and not just alt versions. Remember there are the zombie and skeleton horse textures to make and I will probably go down the machine road on those, although at present I don't think they feature in game. Until they become real in game players, they'll of necessity be left until absolutely needed. Then if anyone wants a mechanical horse it'll just be a case of switching names or the game may make it possible to tame the undead versions. Either way, once I've got a basic mechanical model in the bag it's a lot easier to roll out variations, including normal horses or saddles with prosthetic brass attachments. Lots of possibilities, but not lots of time I'm afraid.
I still hear talk of some other mysterious mobs to be included in 1.6. I hope not, as horse textures this time around have been a real mammoth task...and lets hope it's not mammoths either, eh?
Weird - I'm not getting that at all, and I just did a quick check on the image itself by placing another tiled 64x64 texture behind it - each image lies in exactly the same place in each tile.
I think imageshack just sucks (or I accidentally "optimized" or something when I uploaded)
I re-uploaded it and version linked below, performed the same tile check, ran it in-game, and there is NO shift:
http://imageshack.us...yellowdust.png/
I'm interested to see if the image that actually displays on this forum is any different.
Also, here's the .txt I use to animate it, I made a new one to try to avoid any visibly repeating pattern.
12*15
11*1
10*1
9*1
8*1
7*1
6*2
7*1
8*2
9*1
10*7
11*1
10*11
11*1
10*1
9*1
8*4
7*1
6*1
5*1
6*8
7*1
8*1
9*13
10*1
11*1
12*17
11*1
10*1
9*1
10*1
11*14
10*1
9*1
8*1
7*1
8*1
9*1
10*19
11*1
10*7
11*1
10*1
9*1
8*1
9*1
10*1
9*1
8*1
9*1
10*1
11*1
Not sure if I uploaded this one or not though...
Minefactory Reloaded support (64x): Replaced the old versions of the glowstone, obsidian and lapis bricks with small tiles (blue, purple and glowy yellow bricks just dont look good.)
powercrystals/minefactoryreloaded/textures/terrain_0.png
Some redpower fixes that fixed a tiling problem with basalt and retextured it and marble. Kept the old versions at the bottom as alternative textures. Still 32x.
Eloraam/world/world1.png
Dont think I covered these last time. Was still using the old ones that someone else made.
Eloraam/base/base1.png
Here's a screenshot of the MFR bricks: Lapis Bricks, Obsidian Bricks and Glowstone Bricks along the bottom, stone paver bricks and all 3 versions of the Road and Road Lights at the bottom of the wall. Snow bricks on top of the road, with basalt and marble at the top.
Might make a few changes to the paver and snow bricks in the future. The last batch looked like they were glowing at night.
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Curse Premiumwill check it through as soon as I can.
This one works absolutely fine and a a very nice random pulsing glow.
The problem with the last one may have been a problem with the download, but equally it may have just been an aberration at my end. When I tested your original animation of my glowstone it was through the latest snapshot, so even considered the problem might have been to do with that. As it happens, your new animation worked fine with the same snapshot, so it wasn't that. Anyways, nothing to panic about now and all is well.
Don't forget things may get re-edited, swapped out or completely updated over time, but any appropriate work donated will be kept as alts along with details of who did what.
You're definitely keeping busy!
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Curse PremiumTwo things I have to say before the vortex reclaims me.
1. I love that horse.
2. Those clay blocks would be a great place to stick all those 'alt' stone textures you had on the unused ids for the wood blocks and such. Since they are a brand new block, you should be able to do whatever you want with them without breaking anyone's builds. Personally, I'd stick a somewhat 'normal' stucco texture on the base baked clay block and then go nuts with the 16 colored ones.
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Curse PremiumNow what dimension have you gone and got yourself stuck in now Mr Fool..not the 'Lamp-stack' dimension again!? Or are you visiting Narnia again?
It's always good to know your still around, mate!
Glad you like the brown horse...I'm not so confident now about the others though, knowing what I know now about making just one horse...by others I mean those that aren't just straight colour change!
By stucco you mean a kind of rough exterior plaster work...again it was another consideration that I had that might have to wait until I've finished the other stuff, and the other extra blocks like the heads and runic stones also came up as a possibility, but I think I'd rather let users drop those into place for themselves with a little instruction. However, if I was going to use them in a 'legal' fashion, it would be best to do it early on don't you think, then it doesn't break worlds later? Oh, flip! Decisions, decisions...it's the worst aspect of texturing I find! I really don't know which way to go with those extra textures for the best now, or the dried clay blocks.
All I know is that if something is coloured like the wool, most users tend to like it to follow the same rule of colour. Or am I wrong? Aaaaagh! ...I think I need an alternative dimension at the moment.
Haha! I knew I was right in waiting.
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Curse PremiumPhillipzu, I had a quick glance in the zip file and forgive my complete and utter noobish Pocket Edition query, but why are all the mobs, guis etc., both in and out of folders...so effectively almost doubling up on the size of the zip? Is that how it has to be for PE?
Absolutely no worries! I'm glad ya like it. I love animated textures! One of my favorite things about this pack has been watching it grow more and more animated as time goes on.
A few mods add actual crossbows, so currently I'm working on a more traditional bow in a baroque style for the alt folder. I just learned how to bevel the edges rather than shade pixel-by-pixel!
Just one thing: ROBOT HORSE!
After you finish this one, obviously.
EDIT:
Did some testing and it is an issue with MCPatcher's Extended HD option.
Loving the horse saddle. As usual, you never fail to impress. Looking foreward to the 1.6 update, no hurry though.
If so, is it possible to fix?