Well... trying to use Minecraft 1.6 seriously borked the game.
First the game could not find Java, then when I went back to 1.52 it had lost a lot of textures - using MC Patcher did not help, nor did loading a fresh copy of your texture pack....
I think that something has gone seriously wrong in Java land....
Missing textures - large chests, fences, iron railing, netherwrack, glass probably others as well... and the Mojang splash page.... I can see the textures when I open the Zip file, but Minecraft is no longer reading them.
Hey man, dont work yourself out with this. Its your project to work on, and ours to wait on. If we all Âed every time you missed an update by an hour, dont think you would still be posting here ;P If it takes another few days or even a week to get everything done, and means you not having a stroke from over working, then hey, we'll wait
Exactly. Your textures are awesome and worth waiting for. I cant upgrade to 1.6 until all of my many mods update anyway!
The Meaning of Life, the Universe, and Everything.
Join Date:
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Glimmar, good sir, I sincerely appreciate all the efforts that have gone into maintaining this texture pack turned texture pack soon to be turned resource pack. I recall not whether I have stated so before, but I have been using this texture pack for almost as long as I first discovered it many years ago.
Please do take whatever time you need. Since switching to this texture resource pack, I have occasionally switched to another, only to come back to this one and its enchanting loveliness. Those not willing to wait patiently for you--or any others, for that matter--to update their work on a new version that breaks texture packs again should simply be ignored. Due to the quite obvious nature that they have no appreciation for the time tables that other must follow.
Mojang has broken the texture pack again (when do they not?), and that leaves much effort upon your shoulders. I, like many others here, will happily wait for updates until they come when they do. It is such the case with many forms of content creation, no matter the medium.
I've tried a couple of things recently that have made me stop and think.
First, I downloaded the 1.6.1 update to try out the horse mechanics. This after playing a couple of FTB packs the last couple of months. Vanilla seems so spartan now. I felt really bored. Horses are fast, but I won't be spending much time in the new world I created just so I can have them. I can wait until the mod packs update to use horses.
Second, I tried the JohnSmith tp with mod support on one of my FTB worlds. It's a very nice pack, but I prefer Glim's pack. I don't necessarily make the most intricate steampunk builds, since I play survival, but I think that the retro-future nature lends itself better to all the advanced machinery. Granted, mod support is provided by us, Glim's devotees, rather than Glim himself, but most of it is based on Glim's vanilla textures so it fits pretty well together. And where there are gaps in support, I prefer having their base textures amid the steampunk to having a comprehensive pack that doesn't fit the setting the way I like.
Which is all to say, keep up the good work Glim. It's easier for us mod pack users to be patient with texture artists since we have to be patient with modders every time Vanilla MC updates, too. Because I play FTB, I still haven't gotten to see much of your 1.5 updates in action, it's still on 1.4.7 for the most part.
Many thanks for the encouragement and patience shown in the above comments. It really is appreciated at this fraught time.
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I extend the following GS v12 information and taster pics for your perusal. It is not meant to tease, but to show I have been as busy as possible updating. Any delay is not due to disinterest or laziness, but entirely down to my very demanding real life, and the ambitious nature of the update. I truly hope the following buys me a little breathing space to finish things off, at least to a satisfactory state ready for upload.
For those of you having difficulty converting to MC 1.6. take comfort from the fact that I found it tricky to start with too and it took a long time checking everything over, but the converted GS 'texture' to 'resource' pack is working very well indeed now, barring the textures I still need to finish.
When you get your hands on a copy of GS v12 you won't need to convert the pack...that's already done for you. Once your in the game, choose the Glimmar's Steampunk texture pack. Just make sure to use the latest version of MC Patcher as you've always done and before patching, point it to the latest 1.6.x version of MC. I'll try to help once I've got this behemoth of a resource pack on the road.
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'WIP' GS V.12 Taster Pics
Steampunk Clock
Want to see more? Then click the 'Spoiler' button...beware pic frenzy!
Steampunk Clock Closeup.
New cloth boots and saddle.
Chainmail leggings and breastplate
Guess which new armored helmet is which...
Gold and diamond horse armor.
New lead and name tag.
New 64x brick texture
New 64x bricks riding into the sunset.
New 64x clay texture.
New 64x ctm'd oak leaf texture.
New horse gui pannier gizmo.
New 64x spruce log tops.
New, spruce, birch, oak and jungle log tops.
New zombie horse...pic 1
... pic 2
...pic 3
...pic 4
...and a zombie foal? There are a many more zombie horse variations for when it's possible to Randommob horses.
Automaton skeleton horse...1
... pic 2
...pic 3
Do check out my other horse pics on page 542
'WIP' GS V.12 Changelog
Glimmar's Steampunk Hybrid 64x/32x v.12 for Minecraft v1.6.x - available as soon as possible. Beware! ...it's a big list!
Changed name of my texture pack from 'Glimmar's Steampunk 64x' to 'Glimmar's Steampunk [Hybrid 64x/32x]' following on from a suggestion made by StugAce of RomeCraft fame. Hopefully this will better describe the pack as it stands at the moment, rather than confusing new users into thinking there's something wrong with their version of the pack.
It was my intention to have 'basic' and MC Patcher 'extended' versions of my 'resource' pack available. However, having applied the new MC Patcher for MC 1.6 and using it's built in converter on my pack (you don't need to do this for my v12 update...I have done it for you) it creates two distinctly separate folders called 'textures' (for basic Glimmar's Steampunk Minecraft textures) and 'mc patcher' (containing all the extra ctm, anim, sky, custom color, obs, etc). This arrangement renders making a separate 'basic' pack largely unneccesary.
If Glimmar's Steampunk v12 lags out your set up using MC Patcher, it should be easier to fix things by looking for memory intensive extras in the 'mc patcher' folder and deleting them (things like Better Skies and extra animations are likely to be the culprits). I will try to help after update as much as I can. Possibly writing some instructions.
My first priority, however, is to update the pack for those who still enjoy using it at max, as it is.
Here's a list of things I've been working on to date and I'm currently doing my best with very limited free time to finish things off for public use. Work and family commitments at the moment are more demanding than usual.
GS Hybrid v.12 Specific Changes...so far:
Alternative GS Textures
These have been removed from the new resource pack to keep things simple. There will be a large 'GS Alt Collections' download available at the same time I release GS v12. It should contain all old and new alternative textures, including smaller Better Sky textures, alternative clayHardenedStained blocks, redstone blocks, clocks, and much, much more.
Daytime Better Skies
Spent two weeks hand-painting layers of clouds for my new daytime 'betterskies' skybox. This was supposed to re-ignite my enthusiasm following the inevitable slump after the 1.5 updates.
These are large and enormously detailed files that will require a fairly powerful setup to avoid lag. I have included smaller daytime and nighttime skybox files in the separate 'GS alt collection' download that may help, and you may further improve lag by deleting one or two of the daytime skybox textures and their accompanying '.properties'. You'll lose the realism of swirling and merging clouds by doing so, but it might be a good compromise between a plain blue sky and a dramatic one.
Special note: With the new moving daytime sky, I now switch off Minecraft moving clouds under 'Options', because the blocky, pixelated nature of the old clouds, even though high res, spoils the illusion of realism found in my new clouds...and I've always hated how MC clouds morph through buildings.
I now prefer to use 'normal' distance view in 'options', as it blends the distance with the new animated clouds very effectively with a middle distance fog.
New Horse Mob Textures:
Spent a further month struggling with Hi-res horse textures. This is without a doubt the most difficult mob I've skinned so far...in addition the variety of horse types, and although I think I've achieved a fair amount of realism, physiologically speaking it might be better to view the horse as being a somewhat evolved equine creature that might exist in a future/alternate retro tech earth-like world. In short, I've used artistic licence to fit my horse textures around Mojang's arrangement of boxes. The range of horse colours and patterns meant it was particularly difficult to make a 'master' horse texture that could easily be edited into the different types. So each horse required a lot of personal attention to get it to look right, especially the donkey and mule.
'skeleton' automaton steampunk horse - this alone represents about 3 days of freetime work. Hopefully you'll think it was worth it. It's a design I can build on to make other steampunk horse designs.
Undead 'Frankenstein' horse + 22 alternative skins (in the separate 'GS Alt Collection' download), representing...a lot of work! Nice and colourful in a yucky sort of way!
'armor_metal' + alt
'armor_gold' + alt
'armor_diamond'
(a week of nighttime work!)
All horses have the same saddle, horse tackle and hard box panniers. The skeleton and undead horse versions have personalised leather satchel style side panniers.
Added a new 'knotted' horse rope texture to the 'items' folder for when the horse is hitched to a fence. I believe MC Patcher allows the hard-wired extendable rope to be customised, but I've made my knotted rope texture fit the base Mojang texture, until I've had chance to look at the alternative. Having looked at the MC Patcher version, I'm not so keen on doing something with it as it makes the rope appear flat at certain angles and too thick from others.
Added a 'saddle.png' texture for use when saddling up a pig for riding. This is similar to the horse saddle common to all new horse textures, but with necessary differences as it's a different format of skin for a pig.
Re-worked and refined the 'rain.png' texture to reduce the intensity of rain from 'torential' to 'heavy'.
Tweaked the 'lightmap0.png' again. Just the black pixels at the top to make things a little darker away from the torches (I think I put the old 'lightmap0.png' in the GS Alts Collection download).
New Character Armor!:
Edited the cloth armor to match the new 64x armor items.
Added a new chainmail 'chain_1' and 'chain_2' armor texture.
Edited the iron_1' and 'iron_2' armor textures to make them look more cast-iron plate armor and to make it distinct from the chainmail armor.
Edited the existing 'gold_1 and 'gold_2' armor with some new individual features and made the gold aspect more a decoration than a solid gold suit of armor. This has now become an alternative armor.
Also added a new 'gold_1' and 'gold_2' armor based on my top-hatted gentleman villager, but adding some extra detail and decoration to help it stand out. This is the new standard gold armor.
All new set of 64x armor item icons! Spent a lot of time on these to make them stand out from each other. There are 24 new individual detailed items in all.
New and Old Gui Work:
Added an all new 'horseinv.png' gui. This is based loosely on my 'container' gui, but redesigned for use as both a horse and donkey/mule joint gui. When used for horses the hard box pannier closes up with a warning message that this is 'For Beasts of Burden Only' and when opened up for a donkey or mule the 'tack post' horse 'armor fitting box' closes up. Sounds confusing? When you use it, it should be obvious.
Brought the 'inventory.png' gui up to date with new MC 1.6 icon and new 64x armor mannikin frame.
Extensively updated the 'icons.png' gui and added new MC 1.6 icons and horse jumping bar.
Re-edited the targeting reticule to 64x scale and redesigned to show up reasonably well on light or dark backgrounds without being overly obtrusive. I think this needs more work though...might be a bit too small and insignificant for some.
Finally got the pumpkin/diving helm HUD (pumpkinblur.png) to animate after asking for kahr's help (of MC Patcher fame). Will add more detailed animation as and when time permits. Not sure if this will still work in 1.6 though.
New 'item' textures:
All new animated steampunk clock. An exceedingly complicated affair that took another two weeks off my life.
Made the original at 128x for those who can cope with the extra detail. Also made a 64x version and two alternative designs without the clutter of a moving hot air balloon and airship. I may make some other rotating disc designs if there's time, as making little gizmos like this is good fun. Alt versions will be in the 'GS Alt Collection' download.
'saddle.png' which is used to represent both horse and pig saddles.
'leash.png' for roping up a horse...and anything else you throw it at, apparently!
'nameTag.png' - used for naming horses and possibly other things I've not had time to test.
Added new horse armor items:
horsearmormetal.png
horsearmorgold.png
horsearmordiamiond.png
Added new 64x 'mannikin' armor placement item textures: head, torso, legs and feet:
slot_empty_boots.png
slot_empty_leggings.png
slot_empty_chestplate.png
slot_empty_helmet.png
Vondell's iron, gold and diamond swords have been upgraded by asikar to 64x. Vondell/asikar's diamond sword further animated by Artifex Prime. It is still my intention one day to make a new 64x set of weapons and tools I can call my own. This is not that day!
New 'charcoal.png'.
New 'coal.png' - New and upgraded to 64x
New Block Textures:
New 'clay.png' - edited to 64x and changed to fit in with 'clayHardened.png' and 'clayHardenedStained'
New 'clayHardened.png'
Still not certain what's going in the 'clayHardenedStained' textures. I may transfer my 'extra' blocks into some of the slots, but this requires a fair amount of testing still, however, for those who place importance on consistency of material and color, I have also been working on the following:
New 'clayHardenedStained_0-15' collection - as I'm finding it more and more difficult to decide what's the most useful texture for most users, I've settled on a range of textures that will be available in the new extras download, these include a range of alternate texture 'sets' in the 'GS Alt Collection' download...6 sets so far...but nothing astoundingly ingenious!
One set is made up of a 6 course block of bricks, based on the new 64x 'brick.png' texture.
As I come up with new alts, I might swap the basic set for something else if it seems more appropriate. I'm still not sure whether to use the 'extra' ctm textures I made like the 'stone heads','rune stones','mosaics', etc. in some of the slots. If I do, I'll try and make it easy to take them out, and if I don't, I'll try to make it easy to drop them in...if that makes sense!
It's a great bonanza having all these extra coloured blocks, but it makes for a headache trying to decide what to make of them.
New 64x 'brick.png' as the basis for some ctm variety.
All log tops have been separated now, so it was necessary to make new textures last minute so you can benefit from this feature:
New 64x 'log_birch_top.png'
New 64x 'log_jungle_top.png'
New 64x 'log_oak_top.png'
New 64x 'log_spruce_top.png'
Oak and Birch leaf textures have now been separated. Only noticed last minute, but this meant an entire weekend was spent on creating a new oak leaf set of textures for ctm. Making them varied enough, yet still connect on all four sides without glaring splits between blocks of leaves, is not easy. Yet another reason why my v12 update has been delayed:
Switched 'leaves_oak.png' to fill the 'leaves_birch.png' role. a set of 16 32x transparent and 16 32x opaque ctm designs.
All new 'leaves_oak.png' designs, comprising 16 64x transparent and 16 64x opaque ctm separate textures.
New 'blockCoal.png' - Still to be finalised. I want to be adventurous, but there may not be time.
New 'hayBlock.png' - Still to be finalised. Again, might just be standard fare, but I'd like to do something to take advantage of it's sideways placement feature. Hence why I want to make it a unique structural block of some kind.
New 'melon_stem_connected.png' and 'melon_stem_disconnected.png'. Simply copied from old pumpkin/melon 'shared' texture until I have time to make a more distinct version.
Possible new 64x 'noteblock.png' and 'jukebox_side.png' textures, as these have now been separated.
Fixed enderman_eyes.png...I think!
Not sure what else will find it's way into the pack yet, but I'll keep going until the appropriate time to upload, ie., when it's ready in my eyes. Not forgetting testing and more testing of the new Resource Pack and MC Patcher. I expect the Curse/Forge Resource Pack site will be pretty choked, so I might have to time it right. I also expect that Mojang will be pressed to release quick updates to fix serious bugs not found in the pre-release and snapshot versions.
I'm thinking of putting all my old Changelogs in some future 'readme' file in the pack to save space in my OP.
Hope the above is of interest. After weeks and weeks of work on this, using up all my free time, I'm looking forward to a nice remote holiday some time soon.
It's all beautiful. The clock and new items are especially amazing in my opinion, and you did a very good jub with the 64x upgraded blocks. Now if we only had some newer armor to go with those icons... It's very exciting.
The skeleton horse is great like all of the other mobs, (I can imagine and appreciate how long they must take to make) but the only thing that looked a little off was the zombie horse. I hesitate to say anything because of all of the time you've put in, but I suppose you would like me to be honest. I think that it looks a little plain and... underdeveloped compared to everything else, but that's really a minor thing that's probably not worth investigating.
I also wanted to share with you my redstone block that I just made, I thought it looked kind of like one of your textures.
Wow... That's a lot of very impressive work. I haven't even been playing Minecraft much recently and I'm STILL looking forward to playing with your new textures.
But yeah, like everyone else has said, you put so much (well thought-out and tested) detail and character into this pack that I would gladly accept longer delays, even across format-breaking updates like this. Keep up the good work, at your own pace
It's all beautiful. The clock and new items are especially amazing in my opinion, and you did a very good jub with the 64x upgraded blocks. Now if we only had some newer armor to go with those icons... It's very exciting.
zamaj, check my enormous WIP Changelog list again, there's a lot of 'detail' in the detail, so to speak.
All the character armor has been upgraded/redone completely...not just the icons, though the few icons I showed hint at what the new armor will look like in GS v12. I just didn't want to show all my cards at once. Nor waste too much time taking pics of everything listed in the changelog. Though I might yet release a few very tiny vids to show off the new clock, foliage, horses, etc. as proof of ownership, curiosity value and all that.
The skeleton horse is great like all of the other mobs, (I can imagine and appreciate how long they must take to make) but the only thing that looked a little off was the zombie horse. I hesitate to say anything because of all of the time you've put in, but I suppose you would like me to be honest. I think that it looks a little plain and... underdeveloped compared to everything else, but that's really a minor thing that's probably not worth investigating.
All the pics of my zombie horse on the last page depict just 'one' of my new undead horses...there are over 20 different zombie horses in all...and if kahr can fix it, they can all be available as randommobs. If chosen individually to replace the standard zombie horse, then they have an animated brain too! Mmmm, yummee! (assuming animated horses can also be sorted by kahr)
You've probably missed a lot more in that ginormous WIP Changelog above.
Wow... That's a lot of very impressive work. I haven't even been playing Minecraft much recently and I'm STILL looking forward to playing with your new textures.
But yeah, like everyone else has said, you put so much (well thought-out and tested) detail and character into this pack that I would gladly accept longer delays, even across format-breaking updates like this. Keep up the good work, at your own pace
Hopefully not delayed any longer than necessary to work properly. Glad you like the look of it, Demi_Person and nice to see you around these parts again.
Yes, a lot of my friends who were very much into Minecraft, have become a bit jaded with it recently, which is sad really, and some of the big changes in 1.6 won't help the matter either. It doesn't take a lot to push some over the edge if it gets a little more complicated to use during the transition.
Can't wait for 1.6 Glimmar. Once you have released it, can you make a list of what items and blocks are still 32x in the pack so we know which ones still need to be upgraded to 64x?
A list of 32x textures still to convert eh? Ooo! That sounds like a bit too organised for me. ....I'll see what I can do after I have a break, a list might help me be a bit more productive and give anyone interested the chance to influence what the 64x version becomes.
Right now I'm full of a cold and feeling very unenthusiastic about things. You know that feeling you get at school and college when you've got a long essay to finish off.
What is left to be done for 1.6? I can report that I have tested MCPatchter's 1.5 to 1.6 converter and it worked perfectly for this pack for anyone that wants the 1.5 textures while waiting for the update.
What is left to be done for 1.6? I can report that I have tested MCPatchter's 1.5 to 1.6 converter and it worked perfectly for this pack for anyone that wants the 1.5 textures while waiting for the update.
Yep! He's a clever chappy is kahr.
Still got the coal, hay and hardened clay blocks to finish up, but they're all over the place at the moment and being so tired my brain hurts trying to decide what's best to put here and there.
As previously mentioned, Mojang made a lot of changes I wasn't aware of all through the snapshots, then when I converted everything with MC Patcher on the pre-release, it showed up a whole bunch of other things which needed attention. Everything that got split into separate textures, logs, foliage, noteblock, etc. all suddenly became glaringly obvious...just when I thought I was reasonably on top of things.
Just finished up on a new 64x noteblock and jukebox texture. The top of the jukebox still has parts of the old 32x animation though.
Hey Glimmar, I was just wondering what, if any, sounds you were thinking about modifying with your resource pack. If you posted this in the novel of a changelog on the previous page and I just missed it, my apologies.
Hey Glimmar, I was just wondering what, if any, sounds you were thinking about modifying with your resource pack. If you posted this in the novel of a changelog on the previous page and I just missed it, my apologies.
No...no sounds this time around. Too much work on textures I'm afraid and it's also still very early days for me to be messing with sound files just yet. I'll need to see lots of examples of how others have tackled things first before I get my portable mic out and start recording and editing sounds.
There's a lot more, but snapping pics and uploading is very time consuming, so I kept it to a minimum, but it gave me a little break from non-stop texturing. 'twill all be ready as soon as possible.
Holy cow, the amount of new stuff is mind boggling!
Can definitely see all the hours of work you've put into this update, it's absolutely insane! You should really take a nice relaxing holiday once you have this released, you definitely deserve it.
Plus it would get your enthusiasm back, I know how hard it is when you get towards the final things left to do before an update and it all just seems to drag on. I'm taking a nice break now myself and I have to say, it's rather nice!
Can't wait for the new stuff though, it's looking fantastic. (and I miss having your steampunk pack in my list of available packs to use)
First the game could not find Java, then when I went back to 1.52 it had lost a lot of textures - using MC Patcher did not help, nor did loading a fresh copy of your texture pack....
I think that something has gone seriously wrong in Java land....
Missing textures - large chests, fences, iron railing, netherwrack, glass probably others as well... and the Mojang splash page.... I can see the textures when I open the Zip file, but Minecraft is no longer reading them.
The Auld Grump
Exactly. Your textures are awesome and worth waiting for. I cant upgrade to 1.6 until all of my many mods update anyway!
Please do take whatever time you need. Since switching to this
textureresource pack, I have occasionally switched to another, only to come back to this one and its enchanting loveliness. Those not willing to wait patiently for you--or any others, for that matter--to update their work on a new version that breaks texture packs again should simply be ignored. Due to the quite obvious nature that they have no appreciation for the time tables that other must follow.Mojang has broken the texture pack again (when do they not?), and that leaves much effort upon your shoulders. I, like many others here, will happily wait for updates until they come when they do. It is such the case with many forms of content creation, no matter the medium.
First, I downloaded the 1.6.1 update to try out the horse mechanics. This after playing a couple of FTB packs the last couple of months. Vanilla seems so spartan now. I felt really bored. Horses are fast, but I won't be spending much time in the new world I created just so I can have them. I can wait until the mod packs update to use horses.
Second, I tried the JohnSmith tp with mod support on one of my FTB worlds. It's a very nice pack, but I prefer Glim's pack. I don't necessarily make the most intricate steampunk builds, since I play survival, but I think that the retro-future nature lends itself better to all the advanced machinery. Granted, mod support is provided by us, Glim's devotees, rather than Glim himself, but most of it is based on Glim's vanilla textures so it fits pretty well together. And where there are gaps in support, I prefer having their base textures amid the steampunk to having a comprehensive pack that doesn't fit the setting the way I like.
Which is all to say, keep up the good work Glim. It's easier for us mod pack users to be patient with texture artists since we have to be patient with modders every time Vanilla MC updates, too. Because I play FTB, I still haven't gotten to see much of your 1.5 updates in action, it's still on 1.4.7 for the most part.
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I extend the following GS v12 information and taster pics for your perusal. It is not meant to tease, but to show I have been as busy as possible updating. Any delay is not due to disinterest or laziness, but entirely down to my very demanding real life, and the ambitious nature of the update. I truly hope the following buys me a little breathing space to finish things off, at least to a satisfactory state ready for upload.
For those of you having difficulty converting to MC 1.6. take comfort from the fact that I found it tricky to start with too and it took a long time checking everything over, but the converted GS 'texture' to 'resource' pack is working very well indeed now, barring the textures I still need to finish.
When you get your hands on a copy of GS v12 you won't need to convert the pack...that's already done for you. Once your in the game, choose the Glimmar's Steampunk texture pack. Just make sure to use the latest version of MC Patcher as you've always done and before patching, point it to the latest 1.6.x version of MC. I'll try to help once I've got this behemoth of a resource pack on the road.
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'WIP' GS V.12 Taster Pics
Steampunk Clock
Want to see more? Then click the 'Spoiler' button...beware pic frenzy!
Steampunk Clock Closeup.
New cloth boots and saddle.
Chainmail leggings and breastplate
Guess which new armored helmet is which...
Gold and diamond horse armor.
New lead and name tag.
New 64x brick texture
New 64x bricks riding into the sunset.
New 64x clay texture.
New 64x ctm'd oak leaf texture.
New horse gui pannier gizmo.
New 64x spruce log tops.
New, spruce, birch, oak and jungle log tops.
New zombie horse...pic 1
... pic 2
...pic 3
...pic 4
...and a zombie foal? There are a many more zombie horse variations for when it's possible to Randommob horses.
Automaton skeleton horse...1
... pic 2
...pic 3
Do check out my other horse pics on page 542
'WIP' GS V.12 Changelog
Glimmar's Steampunk Hybrid 64x/32x v.12 for Minecraft v1.6.x - available as soon as possible. Beware! ...it's a big list!
Changed name of my texture pack from 'Glimmar's Steampunk 64x' to 'Glimmar's Steampunk [Hybrid 64x/32x]' following on from a suggestion made by StugAce of RomeCraft fame. Hopefully this will better describe the pack as it stands at the moment, rather than confusing new users into thinking there's something wrong with their version of the pack.
It was my intention to have 'basic' and MC Patcher 'extended' versions of my 'resource' pack available. However, having applied the new MC Patcher for MC 1.6 and using it's built in converter on my pack (you don't need to do this for my v12 update...I have done it for you) it creates two distinctly separate folders called 'textures' (for basic Glimmar's Steampunk Minecraft textures) and 'mc patcher' (containing all the extra ctm, anim, sky, custom color, obs, etc). This arrangement renders making a separate 'basic' pack largely unneccesary.
If Glimmar's Steampunk v12 lags out your set up using MC Patcher, it should be easier to fix things by looking for memory intensive extras in the 'mc patcher' folder and deleting them (things like Better Skies and extra animations are likely to be the culprits). I will try to help after update as much as I can. Possibly writing some instructions.
My first priority, however, is to update the pack for those who still enjoy using it at max, as it is.
Here's a list of things I've been working on to date and I'm currently doing my best with very limited free time to finish things off for public use. Work and family commitments at the moment are more demanding than usual.
GS Hybrid v.12 Specific Changes...so far:
Alternative GS Textures
These have been removed from the new resource pack to keep things simple. There will be a large 'GS Alt Collections' download available at the same time I release GS v12. It should contain all old and new alternative textures, including smaller Better Sky textures, alternative clayHardenedStained blocks, redstone blocks, clocks, and much, much more.
Daytime Better Skies
Spent two weeks hand-painting layers of clouds for my new daytime 'betterskies' skybox. This was supposed to re-ignite my enthusiasm following the inevitable slump after the 1.5 updates.
These are large and enormously detailed files that will require a fairly powerful setup to avoid lag. I have included smaller daytime and nighttime skybox files in the separate 'GS alt collection' download that may help, and you may further improve lag by deleting one or two of the daytime skybox textures and their accompanying '.properties'. You'll lose the realism of swirling and merging clouds by doing so, but it might be a good compromise between a plain blue sky and a dramatic one.
Special note: With the new moving daytime sky, I now switch off Minecraft moving clouds under 'Options', because the blocky, pixelated nature of the old clouds, even though high res, spoils the illusion of realism found in my new clouds...and I've always hated how MC clouds morph through buildings.
I now prefer to use 'normal' distance view in 'options', as it blends the distance with the new animated clouds very effectively with a middle distance fog.
New Horse Mob Textures:
Spent a further month struggling with Hi-res horse textures. This is without a doubt the most difficult mob I've skinned so far...in addition the variety of horse types, and although I think I've achieved a fair amount of realism, physiologically speaking it might be better to view the horse as being a somewhat evolved equine creature that might exist in a future/alternate retro tech earth-like world. In short, I've used artistic licence to fit my horse textures around Mojang's arrangement of boxes. The range of horse colours and patterns meant it was particularly difficult to make a 'master' horse texture that could easily be edited into the different types. So each horse required a lot of personal attention to get it to look right, especially the donkey and mule.
'horse_black'
'horse_brown'
'horse_chestnut'
'horse_creamy'
'horse_darkbrown'
'horse_white'
'horse_grey'
'donkey'
'mule'
Undead/steampunk horse mob textures:
'skeleton' automaton steampunk horse - this alone represents about 3 days of freetime work. Hopefully you'll think it was worth it. It's a design I can build on to make other steampunk horse designs.
Undead 'Frankenstein' horse + 22 alternative skins (in the separate 'GS Alt Collection' download), representing...a lot of work! Nice and colourful in a yucky sort of way!
Added horse mob markings overlay textures:
'mark_blackdots'
'mark_white'
'mark_whitedots'
'mark_whitefield'
Added horse armor textures:
'armor_metal' + alt
'armor_gold' + alt
'armor_diamond'
(a week of nighttime work!)
All horses have the same saddle, horse tackle and hard box panniers. The skeleton and undead horse versions have personalised leather satchel style side panniers.
Added a new 'knotted' horse rope texture to the 'items' folder for when the horse is hitched to a fence. I believe MC Patcher allows the hard-wired extendable rope to be customised, but I've made my knotted rope texture fit the base Mojang texture, until I've had chance to look at the alternative. Having looked at the MC Patcher version, I'm not so keen on doing something with it as it makes the rope appear flat at certain angles and too thick from others.
Added a 'saddle.png' texture for use when saddling up a pig for riding. This is similar to the horse saddle common to all new horse textures, but with necessary differences as it's a different format of skin for a pig.
Re-worked and refined the 'rain.png' texture to reduce the intensity of rain from 'torential' to 'heavy'.
Tweaked the 'lightmap0.png' again. Just the black pixels at the top to make things a little darker away from the torches (I think I put the old 'lightmap0.png' in the GS Alts Collection download).
New Character Armor!:
Edited the cloth armor to match the new 64x armor items.
Added a new chainmail 'chain_1' and 'chain_2' armor texture.
Edited the iron_1' and 'iron_2' armor textures to make them look more cast-iron plate armor and to make it distinct from the chainmail armor.
Edited the existing 'gold_1 and 'gold_2' armor with some new individual features and made the gold aspect more a decoration than a solid gold suit of armor. This has now become an alternative armor.
Also added a new 'gold_1' and 'gold_2' armor based on my top-hatted gentleman villager, but adding some extra detail and decoration to help it stand out. This is the new standard gold armor.
All new set of 64x armor item icons! Spent a lot of time on these to make them stand out from each other. There are 24 new individual detailed items in all.
New and Old Gui Work:
Added an all new 'horseinv.png' gui. This is based loosely on my 'container' gui, but redesigned for use as both a horse and donkey/mule joint gui. When used for horses the hard box pannier closes up with a warning message that this is 'For Beasts of Burden Only' and when opened up for a donkey or mule the 'tack post' horse 'armor fitting box' closes up. Sounds confusing? When you use it, it should be obvious.
Brought the 'inventory.png' gui up to date with new MC 1.6 icon and new 64x armor mannikin frame.
Extensively updated the 'icons.png' gui and added new MC 1.6 icons and horse jumping bar.
Re-edited the targeting reticule to 64x scale and redesigned to show up reasonably well on light or dark backgrounds without being overly obtrusive. I think this needs more work though...might be a bit too small and insignificant for some.
Finally got the pumpkin/diving helm HUD (pumpkinblur.png) to animate after asking for kahr's help (of MC Patcher fame). Will add more detailed animation as and when time permits. Not sure if this will still work in 1.6 though.
New 'item' textures:
All new animated steampunk clock. An exceedingly complicated affair that took another two weeks off my life.
Made the original at 128x for those who can cope with the extra detail. Also made a 64x version and two alternative designs without the clutter of a moving hot air balloon and airship. I may make some other rotating disc designs if there's time, as making little gizmos like this is good fun. Alt versions will be in the 'GS Alt Collection' download.
'saddle.png' which is used to represent both horse and pig saddles.
'leash.png' for roping up a horse...and anything else you throw it at, apparently!
'nameTag.png' - used for naming horses and possibly other things I've not had time to test.
Added new horse armor items:
horsearmormetal.png
horsearmorgold.png
horsearmordiamiond.png
Added new 64x 'mannikin' armor placement item textures: head, torso, legs and feet:
slot_empty_boots.png
slot_empty_leggings.png
slot_empty_chestplate.png
slot_empty_helmet.png
Added new 64x armor items:
bootsChain.png
bootsCloth.png
bootsCloth_overlay.png
bootsDiamond.png
bootsGold.png
bootsIron.png
chestplateChain.png
chestplateCloth.png
chestplateCloth_overlay.png
chestplateDiamond.png
chestplateGold.png
chestplateIron.png
helmetChain.png
helmetCloth.png
helmetCloth_overlay.png
helmetDiamond.png
helmetGold.png
helmetIron.png
leggingsChain.png
leggingsCloth.png
leggingsCloth_overlay.png
leggingsDiamond.png
leggingsGold.png
leggingsIron.png
Vondell's iron, gold and diamond swords have been upgraded by asikar to 64x. Vondell/asikar's diamond sword further animated by Artifex Prime. It is still my intention one day to make a new 64x set of weapons and tools I can call my own. This is not that day!
New 'charcoal.png'.
New 'coal.png' - New and upgraded to 64x
New Block Textures:
New 'clay.png' - edited to 64x and changed to fit in with 'clayHardened.png' and 'clayHardenedStained'
New 'clayHardened.png'
Still not certain what's going in the 'clayHardenedStained' textures. I may transfer my 'extra' blocks into some of the slots, but this requires a fair amount of testing still, however, for those who place importance on consistency of material and color, I have also been working on the following:
New 'clayHardenedStained_0-15' collection - as I'm finding it more and more difficult to decide what's the most useful texture for most users, I've settled on a range of textures that will be available in the new extras download, these include a range of alternate texture 'sets' in the 'GS Alt Collection' download...6 sets so far...but nothing astoundingly ingenious!
One set is made up of a 6 course block of bricks, based on the new 64x 'brick.png' texture.
As I come up with new alts, I might swap the basic set for something else if it seems more appropriate. I'm still not sure whether to use the 'extra' ctm textures I made like the 'stone heads','rune stones','mosaics', etc. in some of the slots. If I do, I'll try and make it easy to take them out, and if I don't, I'll try to make it easy to drop them in...if that makes sense!
It's a great bonanza having all these extra coloured blocks, but it makes for a headache trying to decide what to make of them.
New 64x 'brick.png' as the basis for some ctm variety.
All log tops have been separated now, so it was necessary to make new textures last minute so you can benefit from this feature:
New 64x 'log_birch_top.png'
New 64x 'log_jungle_top.png'
New 64x 'log_oak_top.png'
New 64x 'log_spruce_top.png'
Oak and Birch leaf textures have now been separated. Only noticed last minute, but this meant an entire weekend was spent on creating a new oak leaf set of textures for ctm. Making them varied enough, yet still connect on all four sides without glaring splits between blocks of leaves, is not easy. Yet another reason why my v12 update has been delayed:
Switched 'leaves_oak.png' to fill the 'leaves_birch.png' role. a set of 16 32x transparent and 16 32x opaque ctm designs.
All new 'leaves_oak.png' designs, comprising 16 64x transparent and 16 64x opaque ctm separate textures.
New 'blockCoal.png' - Still to be finalised. I want to be adventurous, but there may not be time.
New 'hayBlock.png' - Still to be finalised. Again, might just be standard fare, but I'd like to do something to take advantage of it's sideways placement feature. Hence why I want to make it a unique structural block of some kind.
New 'melon_stem_connected.png' and 'melon_stem_disconnected.png'. Simply copied from old pumpkin/melon 'shared' texture until I have time to make a more distinct version.
Possible new 64x 'noteblock.png' and 'jukebox_side.png' textures, as these have now been separated.
Fixed enderman_eyes.png...I think!
Not sure what else will find it's way into the pack yet, but I'll keep going until the appropriate time to upload, ie., when it's ready in my eyes. Not forgetting testing and more testing of the new Resource Pack and MC Patcher. I expect the Curse/Forge Resource Pack site will be pretty choked, so I might have to time it right. I also expect that Mojang will be pressed to release quick updates to fix serious bugs not found in the pre-release and snapshot versions.
I'm thinking of putting all my old Changelogs in some future 'readme' file in the pack to save space in my OP.
Hope the above is of interest. After weeks and weeks of work on this, using up all my free time, I'm looking forward to a nice remote holiday some time soon.
However, for now, back to the grindstone...
It's all beautiful. The clock and new items are especially amazing in my opinion, and you did a very good jub with the 64x upgraded blocks. Now if we only had some newer armor to go with those icons... It's very exciting.
The skeleton horse is great like all of the other mobs, (I can imagine and appreciate how long they must take to make) but the only thing that looked a little off was the zombie horse. I hesitate to say anything because of all of the time you've put in, but I suppose you would like me to be honest.
I also wanted to share with you my redstone block that I just made, I thought it looked kind of like one of your textures.
But yeah, like everyone else has said, you put so much (well thought-out and tested) detail and character into this pack that I would gladly accept longer delays, even across format-breaking updates like this. Keep up the good work, at your own pace
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Curse Premiumzamaj, check my enormous WIP Changelog list again, there's a lot of 'detail' in the detail, so to speak.
All the character armor has been upgraded/redone completely...not just the icons, though the few icons I showed hint at what the new armor will look like in GS v12. I just didn't want to show all my cards at once.
All the pics of my zombie horse on the last page depict just 'one' of my new undead horses...there are over 20 different zombie horses in all...and if kahr can fix it, they can all be available as randommobs. If chosen individually to replace the standard zombie horse, then they have an animated brain too! Mmmm, yummee!
You've probably missed a lot more in that ginormous WIP Changelog above.
Mmm...that redstone block design does look a little familiar...very nice!
Hopefully not delayed any longer than necessary to work properly. Glad you like the look of it, Demi_Person and nice to see you around these parts again.
Yes, a lot of my friends who were very much into Minecraft, have become a bit jaded with it recently, which is sad really, and some of the big changes in 1.6 won't help the matter either. It doesn't take a lot to push some over the edge if it gets a little more complicated to use during the transition.
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Curse PremiumA list of 32x textures still to convert eh? Ooo! That sounds like a bit too organised for me.
Right now I'm full of a cold and feeling very unenthusiastic about things. You know that feeling you get at school and college when you've got a long essay to finish off.
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Curse PremiumYep! He's a clever chappy is kahr.
Still got the coal, hay and hardened clay blocks to finish up, but they're all over the place at the moment and being so tired my brain hurts trying to decide what's best to put here and there.
As previously mentioned, Mojang made a lot of changes I wasn't aware of all through the snapshots, then when I converted everything with MC Patcher on the pre-release, it showed up a whole bunch of other things which needed attention. Everything that got split into separate textures, logs, foliage, noteblock, etc. all suddenly became glaringly obvious...just when I thought I was reasonably on top of things.
Just finished up on a new 64x noteblock and jukebox texture. The top of the jukebox still has parts of the old 32x animation though.
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Curse PremiumNo...no sounds this time around. Too much work on textures I'm afraid and it's also still very early days for me to be messing with sound files just yet. I'll need to see lots of examples of how others have tackled things first before I get my portable mic out and start recording and editing sounds.
Glad you like, juliasand1.
There's a lot more, but snapping pics and uploading is very time consuming, so I kept it to a minimum, but it gave me a little break from non-stop texturing. 'twill all be ready as soon as possible.
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Curse PremiumThank you.
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Curse PremiumCan definitely see all the hours of work you've put into this update, it's absolutely insane! You should really take a nice relaxing holiday once you have this released, you definitely deserve it.
Plus it would get your enthusiasm back, I know how hard it is when you get towards the final things left to do before an update and it all just seems to drag on. I'm taking a nice break now myself and I have to say, it's rather nice!
Can't wait for the new stuff though, it's looking fantastic. (and I miss having your steampunk pack in my list of available packs to use)