An idea for the animated clock tower face: Have the minute and hour hands broken, either lying in the bottom of the clock face or hanging down at the 6-O'clock position, swaying. Then, have various gears and mechanisms shown, ticking away. Might not look prim and proper, but would remove the need for trying to figure out how to sync up the hour hand with the actual time. Alternatively, just have the arms go in random directions, a la the Croc Clock Tower in Hook.
Just a quick look in to say things are going well with the horse textures and I've nearly finished up on the horse armor too. I'm getting a little behind on my PMs so my apologies to all waiting on a reply.
Interesting change to the horse inventory in the latest snapshot...meaning an all-new horse gui has to be constructed. Now I'm just waiting for MC Patcher and TMI to be updated to see if it's possible to get zombie and skele horses yet, as I can't edit the beasties until I can see 'em in game.
I'm trying to get the horse textures all finished up before I work on other things, or I'll find it difficult to remember later how everything fits together. As I have no 3d means of manipulating mob textures I still have to do the painstakingly difficult way...a bit of editing and then a frustrating fly around in game, doing my best not to play the MC mob game of 'never let the player get behind you'. :\
Here's a few more pics as evidence I've not been in the least idle when I've been able to get in front of my PC:
45 unique horse color/marking combinations aside from the three armors, saddle and backpack boxes...so I can't show them all of course!
The armor has been purposefully kept free of too much 'gizmification', so that it doesn't get confusing with having automaton versions for the skele and zombie horses. I've settled on something more decorative/renaissance baroque. Hope you like.
The daytime sky textures seem to work quite nicely as a background to wild plains horses. I hope at least some of you will get to have some fun with those massive textures.
My latest texture pack demo features this awesome pack.
My favorite video review at the moment! This cheered me up no end!
qmagnet, you have an amazingly enthusiastic and fun presentation style, which is very entertaining without annoyance...and with the added bonus of being very positive about my pack. Well, we all need the encouragement...and I got a lot of that from watching this vid. Thanks for doing this and posting here.
Working on a building based on a Customs House in my place of residence:
Recently shown off to the public following a major renovation, then closed up again because of Homeland Security.... Oi!
Looks pretty doable - each of the windows is about six feet across, twelve feet tall.
Balcony around the front space. Pillar clock in the center.
The Auld Grump
That's a fine looking building, AuldGrump, with an interior to match. Nice to know you're back to working on your steampunk world. I wonder how useful the new hardened clay blocks will be, filled with useful building blocks?
An idea for the animated clock tower face: Have the minute and hour hands broken, either lying in the bottom of the clock face or hanging down at the 6-O'clock position, swaying. Then, have various gears and mechanisms shown, ticking away. Might not look prim and proper, but would remove the need for trying to figure out how to sync up the hour hand with the actual time. Alternatively, just have the arms go in random directions, a la the Croc Clock Tower in Hook.
Hey! Some great ideas there, sheep.
Yes, I think the work would be all but too intensive to try and get an actual working clock at that scale, even if I was only to show the quarter hour positions of the hands. Out of curiosity I'd still like to work out how many frames I'd need to do that. However, it probably won't get done soon, as there's still a lot to do for 1.6.
**********************************************
Being half term holidays here in the UK, I'll be continuing my longer periods of absence from the forums to attend to the family. However, I'll keep half an eye on things here, and will still be working on 1.6 textures whenever I get a little time to myself.
Each armor has similarities, but greater differences than my character armor currently has. I'm just finishing off on the diamond horse armor, each one building off the lesser precious version before it. I guess there's an Imperial feel to the design, which I'm more than happy to fit in the scope of the theme.
I just realized (very stupid of me not to have realized before) that I can just temporarily substitute one of the natural horse textures with a 'working' zombie and skele horse texture while I build up the skin to a satisfactory level. So no need to be dependent on Mojang, MC Patcher or TMI making it possible to have them in game at this time. Silly me!
Does anyone know what's happened as regards rumors of other mobs coming with 1.6? Perhaps that's all they were. All I could find in the latest snapshot was the new horse inventory gui. Anyone spot anything else?
Lots of work towards a new Resource Pack system, but not finished yet. Currently still compatible with texture packs.
Yes! I saw that and was wondering what it was.
I was rather hoping it was more to do with the existing 'resource folder' in the .minecraft folder...so more to do with sound than graphics, but re-reading the snapshot description the "...Currently still compatible with texture packs..." part fills me with a little dread. I'm really hoping Mojang aren't going to be radically changing the texture pack setup again! I suppose if these things are necessary to improve performance and allow for more exciting options then it would be a good thing.
It would have been far more useful to have an easy to use system (without the need for mods) which allowed for sounds and music to be more easily edited...something like 'sound packs'. Not that I'm looking for extra work like that, but I'd certainly feel more inclined to have a go if it was part of the official game.
Welcome to the forum by the way...at risk of repeating myself.
Just saw something wacky - it was a texture pack which included a "Language" file. You go to the localization menu and choose this new "language", and the language is English - but it replaces certain terminology to match the new graphics.
For example, a Glimmar's Steampunk version could change "flint and steel" to "lighter" and "bow" to "crossbow", or "Netherrack" to "Netherplate" or somesuch.
I've only ever seen the one texture pack that does this, and the reasons are obvious: beyond the extra work, it would also be extremely confusing to new players - given how much of one's early Minecraft days is spent looking things up on the wiki.
Still, for a player familiar with Minecraft and the pack, it could be a cool bonus, especially for RP servers. Looking up how to add a localization now!
Just saw something wacky - it was a texture pack which included a "Language" file. You go to the localization menu and choose this new "language", and the language is English - but it replaces certain terminology to match the new graphics.
For example, a Glimmar's Steampunk version could change "flint and steel" to "lighter" and "bow" to "crossbow", or "Netherrack" to "Netherplate" or somesuch.
I've only ever seen the one texture pack that does this, and the reasons are obvious: beyond the extra work, it would also be extremely confusing to new players - given how much of one's early Minecraft days is spent looking things up on the wiki.
Still, for a player familiar with Minecraft and the pack, it could be a cool bonus, especially for RP servers. Looking up how to add a localization now!
Asikar has a language pack for Glimmar's Steampunk...it's one of those things pending for inclusion in the OP as a link, if it's still available, and someone else (apologies to that person for not remembering the name) was also contemplating making another language pack.
As you say, it would be confusing to newcomers, yet useful for others, but one person's terminology might not be someone else's cup of tea, hence why I won't be including a language pack as standard in the pack (unless I set-to myself and build it up using my vague Glimmar lore), but I think I'd still go for making it optional and including it in this 'extras/alts' download I keep meaning to put together.
If you get the urge after looking into it, feel free to upload your version. The more options there are to choose from, the better for everyone. I'll include them in a 'Language Packs' section perhaps.
Who knows what this new 'resource pack' mystery is that Mojang have hinted at for 1.6, perhaps it's an adventure pack doodah that will also include greater options for sounds and language.
*********************************************
I've just put together about 10 different variations on the steampunk 'undead' horse...there might be more by update time. I've also included a little animation on it, but for some reason MC Patcher isn't animating anything to do with the horses...probably something to do with the fact that horses have layer markings, or kahr just hasn't got round to including horse mobs for animation.
Not sure if everyone realizes that the interior of the diving helm is also animated, but again it's something that MC Patcher doesn't animate, and I've quadruple checked this and the horses and still no luck. If anyone else has managed to do it, please let me know, then I know it's worth persisting.
So I wanted to try out your texture pack and it looks great and seems to run fine except it crashes in the video settings option window. I have optifine installed. It did seem to crash on the Drzhark options menu but that could have been an outdated GUIAPI mod as I was having trouble getting the latest copy. So I generally play with optifine because 15 - 20 mods tend to lag out my system otherwise. So I read that you require mcpatcher to use the texture pack. My questions are Can you use mcpatcher with optifine? and will you ever have your texture pack able to run with optifine as well as mcpatcher?
Otherwise the pack looks good. Keep doing great work like this!!!!
So I wanted to try out your texture pack and it looks great and seems to run fine except it crashes in the video settings option window. I have optifine installed. It did seem to crash on the Drzhark options menu but that could have been an outdated GUIAPI mod as I was having trouble getting the latest copy. So I generally play with optifine because 15 - 20 mods tend to lag out my system otherwise. So I read that you require mcpatcher to use the texture pack. My questions are Can you use mcpatcher with optifine? and will you ever have your texture pack able to run with optifine as well as mcpatcher?
Otherwise the pack looks good. Keep doing great work like this!!!!
From the sound of it, this problem has nothing to do with the texturepack. Check your mods
also Optifine is exactly the same as MCpatcher but has more control. Optifine isn't the problem.
one of your mods possibly reacts poorly to the higher-res textures
Hi Glimmar, I was wondering, how do you make your carved stone pillars have a smooth stone texture on the top when that texture isnt included in the Glimmarchiseledcolumn ctm folder? There are 4 textures included in that file, but the pillars use 5. I have a custom texture pack that I have cannibalized from all my favorite textures from my favorite texture packs, and I recently found your texture pack and I LOVE your pillars, but I cant make it work right in my pack. I always get 3.png showing on the top of my pillars, rather than the smooth stone texture that you have. Id greatly appreciate any help you can give me
This is a pretty awesome TP. I saw it spotlighted by Sacheverell awhile back. I did notice though that you changed the Iron Golem and Bed. The bed looks better.
Rollback Post to RevisionRollBack
WIP 128x 64x, SEUS support, Mod support in the pipeline TEKKIT, FTB, the more support the more mods!
So I wanted to try out your texture pack and it looks great and seems to run fine except it crashes in the video settings option window. I have optifine installed. It did seem to crash on the Drzhark options menu but that could have been an outdated GUIAPI mod as I was having trouble getting the latest copy. So I generally play with optifine because 15 - 20 mods tend to lag out my system otherwise. So I read that you require mcpatcher to use the texture pack. My questions are Can you use mcpatcher with optifine? and will you ever have your texture pack able to run with optifine as well as mcpatcher?
Otherwise the pack looks good. Keep doing great work like this!!!!
Glad you like GS.
As kitsy says, this is more likely to be a problem with some mod incompatibility rather than either of the Patchers. I don't use Optifine myself, so any extra graphical textures like animations, sky, colors etc. are only tested with MC Patcher. There will be some differences in how things are presented in Optifine and I don't think it will be visually as I intended as ItsHunter says, but GS shouldn't normally crash with Optifine.
Hi Glimmar, I was wondering, how do you make your carved stone pillars have a smooth stone texture on the top when that texture isnt included in the Glimmarchiseledcolumn ctm folder? There are 4 textures included in that file, but the pillars use 5. I have a custom texture pack that I have cannibalized from all my favorite textures from my favorite texture packs, and I recently found your texture pack and I LOVE your pillars, but I cant make it work right in my pack. I always get 3.png showing on the top of my pillars, rather than the smooth stone texture that you have. Id greatly appreciate any help you can give me
From what I can remember, so without thoroughly checking, you also need to include another ctm folder I made which creates random stone slabs and it's these that are used for the tops of the heads. It's called 'Glimchiseledslab'.
Don't forget, I don't give permission for any of my textures to be used in other publicly available texture packs. However, for personal use have fun mixing and matching stuff to your heart's content.
This is a pretty awesome TP. I saw it spotlighted by Sacheverell awhile back. I did notice though that you changed the Iron Golem and Bed. The bed looks better.
Glad you like...and many thanks for saying.
Ooo, lots has changed since Sacheverell reviewed it and you'll probably only notice most of the changes using MC Patcher with TMI and playing in Creative. Have fun!
Lots more coming in the next update v12, well...certainly lots of horsey stuff...Oh, and a daytime Better Sky with moving, roiling clouds and sunset.
From what I can remember, so without thoroughly checking, you also need to include another ctm folder I made which creates random stone slabs and it's these that are used for the tops of the heads. It's called 'Glimchiseledslab'.
Don't forget, I don't give permission for any of my textures to be used in other publicly available texture packs. However, for personal use have fun mixing and matching stuff to your heart's content.
Other than the 4 png files, all that is in that particular folder is a txt file called stonebricksmooth_carved.properties. Inside that file it says "# Converted from /ctm/terrain213.properties and /ctm/Glimmarchiseledcolumn.png
# Individual tiles are in /ctm/Glimmarchiseledcolumn
#Tue Jan 29 16:45:09 GMT 2013
tiles=0-3
method=vertical"
Does this somehow point to the stone slab files? I am also using your stone slabs, so I guess I need to figure out how to make the pillar file point to the slab file... But I have no idea how to do that...
My daughter is an artist and I know how hard she works on her stuff, so I would NEVER redistribute someone elses art without their permission. My cannibalized texture pack is for my own use only. I used to switch back and forth between texture packs alot because I liked this part of that one, and that part of this one, etc, and couldnt decide which was my favorite. So I learned how to edit them, and now have a texture pack with all the blocks that I love. Your carved stone stuff has now taken over the favorite in that area. Im loving alot of your other ctm blocks too. I gotta figure out how to work a bunch of them into my pack. Im not really a fan of steam punk, but all of your different types of stone are awesome
Other than the 4 png files, all that is in that particular folder is a txt file called stonebricksmooth_carved.properties. Inside that file it says "# Converted from /ctm/terrain213.properties and /ctm/Glimmarchiseledcolumn.png
# Individual tiles are in /ctm/Glimmarchiseledcolumn
#Tue Jan 29 16:45:09 GMT 2013
tiles=0-3
method=vertical"
Does this somehow point to the stone slab files? I am also using your stone slabs, so I guess I need to figure out how to make the pillar file point to the slab file... But I have no idea how to do that...
My daughter is an artist and I know how hard she works on her stuff, so I would NEVER redistribute someone elses art without their permission. My cannibalized texture pack is for my own use only. I used to switch back and forth between texture packs alot because I liked this part of that one, and that part of this one, etc, and couldnt decide which was my favorite. So I learned how to edit them, and now have a texture pack with all the blocks that I love. Your carved stone stuff has now taken over the favorite in that area. Im loving alot of your other ctm blocks too. I gotta figure out how to work a bunch of them into my pack. Im not really a fan of steam punk, but all of your different types of stone are awesome
Ah! Glad you like the stone work.
I may not have been clear enough with my info above, sorry.
My ctm'd stone slab tops are in a separate folder (but still in the general 'ctm' folder) called 'Glimchiseledslab'. If you include this folder with it's contents untouched (which include 32 random stone slab textures and a .properties file called 'stonebricksmooth_carved') in your ctm folder, it should do the trick. Be careful not to have a folder from another pack in your ctm folder which also ctm's the top of the 'stonebricksmooth_carved' block.
So to put it another way, you need the following two folders from my ctm folder in your ctm folder to get my stone columns complete with random stone slab tops:
'Glimmarchiseledcolumn'
'Glimchiseledslab'
The .properties file in the Glimchiseledslab folder tells Minecraft to randomly display one of my 32 cracked stone slabs on the top and bottom of the stonebricksmooth_carved block (or block 98 metadata 3, as it's referred to on the wiki 'DataValues' sheet)
It's been a while since I worked on them, so lets hope I'm not barking up the wrong tree and sending you on a wild goose chase.
I may not have been clear enough with my info above, sorry.
My ctm'd stone slab tops are in a separate folder (but still in the general 'ctm' folder) called 'Glimchiseledslab'. If you include this folder with it's contents untouched (which include 32 random stone slab textures and a .properties file called 'stonebricksmooth_carved') in your ctm folder, it should do the trick. Be careful not to have a folder from another pack in your ctm folder which also ctm's the top of the 'stonebricksmooth_carved' block.
So to put it another way, you need the following two folders from my ctm folder in your ctm folder to get my stone columns complete with random stone slab tops:
'Glimmarchiseledcolumn'
'Glimchiseledslab'
The .properties file in the Glimchiseledslab folder tells Minecraft to randomly display one of my 32 cracked stone slabs on the top and bottom of the stonebricksmooth_carved block (or block 98 metadata 3, as it's referred to on the wiki 'DataValues' sheet)
It's been a while since I worked on them, so lets hope I'm not barking up the wrong tree and sending you on a wild goose chase.
Ah, I see. I will try that and see how it works. Thanks!
On the topic of resource packs, it appears that this is primatial lay for modding purposes, making it easier to make mods. However, they are phasing out texture packs as they are now and incorporating them into the resource pack system. The downside is that the format will be changing again (although they are working on an un-stitcher-like app to help), but the upside is it will be much easier to change other aspects if the game, including sounds (if you wanted to create a set of custom sounds for the pack).
However, they are phasing out texture packs as they are now and incorporating them into the resource pack system.
So, what does that mean exactly? The only part of that I understood was "phasing out" and that doesn't sit well with me. Are we gonna lose TPs, cause if we are, then I won't be upgrading my MC beyond the current version.
Working on a building based on a Customs House in my place of residence:
Recently shown off to the public following a major renovation, then closed up again because of Homeland Security.... Oi!
Looks pretty doable - each of the windows is about six feet across, twelve feet tall.
Balcony around the front space. Pillar clock in the center.
The Auld Grump
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Curse PremiumJust a quick look in to say things are going well with the horse textures and I've nearly finished up on the horse armor too. I'm getting a little behind on my PMs so my apologies to all waiting on a reply.
Interesting change to the horse inventory in the latest snapshot...meaning an all-new horse gui has to be constructed. Now I'm just waiting for MC Patcher and TMI to be updated to see if it's possible to get zombie and skele horses yet, as I can't edit the beasties until I can see 'em in game.
I'm trying to get the horse textures all finished up before I work on other things, or I'll find it difficult to remember later how everything fits together. As I have no 3d means of manipulating mob textures I still have to do the painstakingly difficult way...a bit of editing and then a frustrating fly around in game, doing my best not to play the MC mob game of 'never let the player get behind you'. :\
Here's a few more pics as evidence I've not been in the least idle when I've been able to get in front of my PC:
45 unique horse color/marking combinations aside from the three armors, saddle and backpack boxes...so I can't show them all of course!
The armor has been purposefully kept free of too much 'gizmification', so that it doesn't get confusing with having automaton versions for the skele and zombie horses. I've settled on something more decorative/renaissance baroque. Hope you like.
The daytime sky textures seem to work quite nicely as a background to wild plains horses. I hope at least some of you will get to have some fun with those massive textures.
****************************************************
Can't say fairer than that!
My favorite video review at the moment! This cheered me up no end!
qmagnet, you have an amazingly enthusiastic and fun presentation style, which is very entertaining without annoyance...and with the added bonus of being very positive about my pack. Well, we all need the encouragement...and I got a lot of that from watching this vid. Thanks for doing this and posting here.
That's a fine looking building, AuldGrump, with an interior to match. Nice to know you're back to working on your steampunk world. I wonder how useful the new hardened clay blocks will be, filled with useful building blocks?
Hey! Some great ideas there, sheep.
Yes, I think the work would be all but too intensive to try and get an actual working clock at that scale, even if I was only to show the quarter hour positions of the hands. Out of curiosity I'd still like to work out how many frames I'd need to do that. However, it probably won't get done soon, as there's still a lot to do for 1.6.
**********************************************
Being half term holidays here in the UK, I'll be continuing my longer periods of absence from the forums to attend to the family. However, I'll keep half an eye on things here, and will still be working on 1.6 textures whenever I get a little time to myself.
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Curse PremiumThanks, DuffmanX18.
Each armor has similarities, but greater differences than my character armor currently has. I'm just finishing off on the diamond horse armor, each one building off the lesser precious version before it. I guess there's an Imperial feel to the design, which I'm more than happy to fit in the scope of the theme.
I just realized (very stupid of me not to have realized before) that I can just temporarily substitute one of the natural horse textures with a 'working' zombie and skele horse texture while I build up the skin to a satisfactory level. So no need to be dependent on Mojang, MC Patcher or TMI making it possible to have them in game at this time. Silly me!
Does anyone know what's happened as regards rumors of other mobs coming with 1.6? Perhaps that's all they were. All I could find in the latest snapshot was the new horse inventory gui. Anyone spot anything else?
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Curse PremiumYes! I saw that and was wondering what it was.
I was rather hoping it was more to do with the existing 'resource folder' in the .minecraft folder...so more to do with sound than graphics, but re-reading the snapshot description the "...Currently still compatible with texture packs..." part fills me with a little dread. I'm really hoping Mojang aren't going to be radically changing the texture pack setup again!
It would have been far more useful to have an easy to use system (without the need for mods) which allowed for sounds and music to be more easily edited...something like 'sound packs'. Not that I'm looking for extra work like that, but I'd certainly feel more inclined to have a go if it was part of the official game.
Welcome to the forum by the way...at risk of repeating myself.
For example, a Glimmar's Steampunk version could change "flint and steel" to "lighter" and "bow" to "crossbow", or "Netherrack" to "Netherplate" or somesuch.
I've only ever seen the one texture pack that does this, and the reasons are obvious: beyond the extra work, it would also be extremely confusing to new players - given how much of one's early Minecraft days is spent looking things up on the wiki.
Still, for a player familiar with Minecraft and the pack, it could be a cool bonus, especially for RP servers. Looking up how to add a localization now!
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Curse PremiumAsikar has a language pack for Glimmar's Steampunk...it's one of those things pending for inclusion in the OP as a link, if it's still available, and someone else (apologies to that person for not remembering the name) was also contemplating making another language pack.
As you say, it would be confusing to newcomers, yet useful for others, but one person's terminology might not be someone else's cup of tea, hence why I won't be including a language pack as standard in the pack (unless I set-to myself and build it up using my vague Glimmar lore), but I think I'd still go for making it optional and including it in this 'extras/alts' download I keep meaning to put together.
If you get the urge after looking into it, feel free to upload your version. The more options there are to choose from, the better for everyone. I'll include them in a 'Language Packs' section perhaps.
Who knows what this new 'resource pack' mystery is that Mojang have hinted at for 1.6, perhaps it's an adventure pack doodah that will also include greater options for sounds and language.
*********************************************
I've just put together about 10 different variations on the steampunk 'undead' horse...there might be more by update time. I've also included a little animation on it, but for some reason MC Patcher isn't animating anything to do with the horses...probably something to do with the fact that horses have layer markings, or kahr just hasn't got round to including horse mobs for animation.
Not sure if everyone realizes that the interior of the diving helm is also animated, but again it's something that MC Patcher doesn't animate, and I've quadruple checked this and the horses and still no luck. If anyone else has managed to do it, please let me know, then I know it's worth persisting.
Otherwise the pack looks good. Keep doing great work like this!!!!
From the sound of it, this problem has nothing to do with the texturepack. Check your mods
also Optifine is exactly the same as MCpatcher but has more control. Optifine isn't the problem.
one of your mods possibly reacts poorly to the higher-res textures
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Curse PremiumGlad you like GS.
As kitsy says, this is more likely to be a problem with some mod incompatibility rather than either of the Patchers. I don't use Optifine myself, so any extra graphical textures like animations, sky, colors etc. are only tested with MC Patcher. There will be some differences in how things are presented in Optifine and I don't think it will be visually as I intended as ItsHunter says, but GS shouldn't normally crash with Optifine.
From what I can remember, so without thoroughly checking, you also need to include another ctm folder I made which creates random stone slabs and it's these that are used for the tops of the heads. It's called 'Glimchiseledslab'.
Don't forget, I don't give permission for any of my textures to be used in other publicly available texture packs. However, for personal use have fun mixing and matching stuff to your heart's content.
Glad you like...and many thanks for saying.
Ooo, lots has changed since Sacheverell reviewed it and you'll probably only notice most of the changes using MC Patcher with TMI and playing in Creative. Have fun!
Lots more coming in the next update v12, well...certainly lots of horsey stuff...Oh, and a daytime Better Sky with moving, roiling clouds and sunset.
Other than the 4 png files, all that is in that particular folder is a txt file called stonebricksmooth_carved.properties. Inside that file it says "# Converted from /ctm/terrain213.properties and /ctm/Glimmarchiseledcolumn.png
# Individual tiles are in /ctm/Glimmarchiseledcolumn
#Tue Jan 29 16:45:09 GMT 2013
tiles=0-3
method=vertical"
Does this somehow point to the stone slab files? I am also using your stone slabs, so I guess I need to figure out how to make the pillar file point to the slab file... But I have no idea how to do that...
My daughter is an artist and I know how hard she works on her stuff, so I would NEVER redistribute someone elses art without their permission. My cannibalized texture pack is for my own use only. I used to switch back and forth between texture packs alot because I liked this part of that one, and that part of this one, etc, and couldnt decide which was my favorite. So I learned how to edit them, and now have a texture pack with all the blocks that I love. Your carved stone stuff has now taken over the favorite in that area. Im loving alot of your other ctm blocks too. I gotta figure out how to work a bunch of them into my pack. Im not really a fan of steam punk, but all of your different types of stone are awesome
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Curse PremiumAh! Glad you like the stone work.
I may not have been clear enough with my info above, sorry.
My ctm'd stone slab tops are in a separate folder (but still in the general 'ctm' folder) called 'Glimchiseledslab'. If you include this folder with it's contents untouched (which include 32 random stone slab textures and a .properties file called 'stonebricksmooth_carved') in your ctm folder, it should do the trick. Be careful not to have a folder from another pack in your ctm folder which also ctm's the top of the 'stonebricksmooth_carved' block.
So to put it another way, you need the following two folders from my ctm folder in your ctm folder to get my stone columns complete with random stone slab tops:
'Glimmarchiseledcolumn'
'Glimchiseledslab'
The .properties file in the Glimchiseledslab folder tells Minecraft to randomly display one of my 32 cracked stone slabs on the top and bottom of the stonebricksmooth_carved block (or block 98 metadata 3, as it's referred to on the wiki 'DataValues' sheet)
It's been a while since I worked on them, so lets hope I'm not barking up the wrong tree and sending you on a wild goose chase.
Ah, I see. I will try that and see how it works. Thanks!
So, what does that mean exactly? The only part of that I understood was "phasing out" and that doesn't sit well with me. Are we gonna lose TPs, cause if we are, then I won't be upgrading my MC beyond the current version.