Walls of Babylon was the very first texture pack that I ever tried.
These days, I have been sticking with Glimmar's Steampunk - it fits best with my tastes.
Not been getting much done with it of late, I'm afraid - Java has decided to give me problems. (Starting to think that I need to wipe my machine if I ever want Java again.) So the only builds I am currently making are on my laptop.
I used to play around with ArabesqueHD (MC Planet), as I wanted to build something Persian/Arabic-ish, and that one looked like the best one around. Don't know if that's the one you were thinking of? Anyway... it was apparently abandoned before I found it and as such was already outdated by then. (The 1.7? Yeah, beta 1.7... I think I played around with it for MC 1.2 or 1.3 or so.) That's another pack I wouldn't mind having brought back to life.
Never seen that one before, so it wasn't the one I was remembering. Looks to have had a lot of love and attention expended on it though. Always sad to see something discontinued.
Yes! That was the one! It obviously came out a few months after GS, but i remember it well. Anything associated with history or the possibility of large scale builds always catches my eye. I'd just had the chance to visit the British Museum when it came out, so Babylonian friezes, gateways and statues were fresh in my mind when 'The Walls of Babylon' appeared.
Walls of Babylon was the very first texture pack that I ever tried.
These days, I have been sticking with Glimmar's Steampunk - it fits best with my tastes.
Not been getting much done with it of late, I'm afraid - Java has decided to give me problems. (Starting to think that I need to wipe my machine if I ever want Java again.) So the only builds I am currently making are on my laptop.
The Auld Grump
We sound like veterans reminiscing about days gone by.
Sorry to hear about the java probs. I was wondering if you'd managed to get over the hurdle of 1.6 as I never did follow up on that. I think 1.6 adversely effected a lot of people and it's not looking much better for 1.7. Trying to get GS to run on a laptop must be a real lag fest! Sorry, mate! With new textures for 1.7 to do I've had to put a hold on my attempts at an optimized version of GS, but that might have helped in the circumstances. I'm sure you've probably already hoicked out superfluous animations and the like to speed things up a little. Having said that, you might have a super powerful laptop. I really hope you can get java sorted on your main machine.
Up until last week the new MC launcher was taking an age to load for me. Too many changes by Mojang, with the necessity for MCPatcher to change drastically too, makes it very difficult to ascertain where problems originate. All of a sudden MC seems lightening fast to launch now. Well, now I'm going to try to give the latest snapshot a run through this morning, as I believe there are a lot of behind the scenes graphical changes rather than new textures, so lets see what else has been broken. :/
For some reason my signature in my profile had been stripped of it's link code!!!!
Don't know how long it's been in this state?!
I'd very much appreciate it if anyone who still uses my signature banner would check it's still actively linking back here. That is if you're still interested in supporting the pack. If you're not...no probs.
Anyone who has my banner for credit and linking purposes as part of my conditions of use for mods, etc, please double check all is properly linking back here...thanks.
Here's a properly working banner:
The code for this in the OP is working fine, but just reply to this post and see how the code works for your signature, it should look like this:
I'd really like to know how my link was disabled in my profile. How could the image remain intact, yet the link be neatly scrubbed? Some form of Enderman perhaps?
For some reason my signature in my profile had been stripped of it's link code!!!!
Don't know how long it's been in this state?!
I'd very much appreciate it if anyone who still uses my signature banner would check it's still actively linking back here. That is if you're still interested in supporting the pack. If you're not...no probs.
Anyone who has my banner for credit and linking purposes as part of my conditions of use for mods, etc, please double check all is properly linking back here...thanks.
Here's a properly working banner:
The code for this in the OP is working fine, but just reply to this post and see how the code works for your signature, it should look like this:
I'd really like to know how my link was disabled in my profile. How could the image remain intact, yet the link be neatly scrubbed? Some form of Enderman perhaps?
I also blame the enderman for stealing links as well as my melons in minecraft
Ah, old times and new features all in a single page. "Brown and Bloom" was my first TP, good times back then. And I look forward to those new features whenever you get around to them Glim, CIT and biome specific capabilities are pretty cool from what I've seen. CIT actually caught me by surprise with the Derivation pack, didn't even know it existed till a few days ago!
And just for curiosity's sake, what was the original spark for the whole pack Glim? I know you say above that redstone and massive builds keep the vision going, but what was the first thought that made "Steampunk" really hit home? Just wondering how all this genius and beauty got started
And on one final note, Ive decided to restart my support pack for Better Than Wolves. Im eager to redo most of my old work now that I've had a break and feel more familiar with texturing and the textures themselves. Only have the Cauldron texture done for now, but I hope to get some time on it soon. (Note: Axle texture is still default, but its supposed to be a "support" for the Cauldron)
Actually just been finishing off a large ctm repeating ice texture in readiness for the new 'ice-packed' block. When I've got some pics I'll show 'em off. Not exactly sure what I'll do for that new opaque ice, but I'm looking at lots of pics of crevasses(?) and icebergs.
I've also done a lot of experimental work on biome colouring, even though these will largely have to change again for 1.7, I just needed to familiarize myself with the subject. Also been working on water, rain, water/lava drops, upgrading particles like smoke etc.... I never knew it was possible to use transparency with particles! o:
Anyway's the above is all a prelude to getting stuck into the 1.7 plants.
Ah, old times and new features all in a single page. "Brown and Bloom" was my first TP, good times back then. And I look forward to those new features whenever you get around to them Glim, CIT and biome specific capabilities are pretty cool from what I've seen. CIT actually caught me by surprise with the Derivation pack, didn't even know it existed till a few days ago!
And just for curiosity's sake, what was the original spark for the whole pack Glim? I know you say above that redstone and massive builds keep the vision going, but what was the first thought that made "Steampunk" really hit home? Just wondering how all this genius and beauty got started
And on one final note, Ive decided to restart my support pack for Better Than Wolves. Im eager to redo most of my old work now that I've had a break and feel more familiar with texturing and the textures themselves. Only have the Cauldron texture done for now, but I hope to get some time on it soon. (Note: Axle texture is still default, but its supposed to be a "support" for the Cauldron)
Hey! I like the cauldron! The box girder texture I made for 1.6 works really well there. Glad your getting back into some texturing again, mate.
Strangely my interest in texturing and a Steampunk theme pack all stemmed from finding a huge cavern at the back of my humble abode on the very first world I'd really got to grips with. The cavern (and my little Hobbit hole) was half way up a mountain - a cavern on one side, Hobbit hole on the other. I only discovered the cavern after many, many days of foraging and improving my home...I was brave in those days and played in survival mode so didn't forage far. As the cavern was way up in the air, I couldn't help thinking it would make an excellent airship hanger of some kind - probably because I was reading a science fiction book at the time about a retro future earth with airships and the like...I can't remember the story's title now...that's annoying!
Anyways, while hollowing this massive cavern out (all in survival) I began reading 'Perdido Street Station' and when looking at texture packs like Brown and Bloom (which I also had fun using at the start like you) I discovered doku's original thread. doku had only just uploaded a few textures for his first pack and everyone in our house was very excited at the possibilities that higher res textures than 16x could be used in such a way. So it got me tinkering and thinking.
By this time I was also building my first galleon-shaped airship (a kind of personal yacht thing) and extending my railways out like the spokes of a wheel from my mountain hangar base. Perdido Street Station made me think of centralizing everything around this huge station - railcarts bringing back precious cobble, coal and iron, all to extend my now rising fortress-like base. My airship was just pure science fantasy and decoration and it was built long before the first airship mod floated into existence. All my railways were designed like Victorian viaducts, as it made for safer transportation as my range extended.
So knowing it was possible to personalize blocks, and having started down the theme of Victorian railways and airships, I thought about how I might make the craftbench and furnace more useful in a visual way, so that I could use them as control stations and boiler-like contraptions on my airships, yet still remaining true to their original purpose. These first experiments were made at 32x and the idea of steampunk paraphernalia arose from that point on.
As we were so limited for types of building blocks back then, I always tried to make each block as multi-tasking as possible, especially for the purposes of making machine-like constructions/contraptions. Aside from it's obvious fantasy/medieval/survival style of gameplay, Minecraft also just seemed to be perfectly suited for a vintage machine-age theme pack. I wasn't absolutely sure where I was going with my textures at the time, but Steampunk as a title seemed perfectly suited to the first few blocks I showed off in my new thread in 2010, and Minecraftians being who they are gave plenty of encouragement for something new.
So it was my little docked airship that was the original catalyst for me and airships still seem to be a great attraction for most users to this day - whatever style of pack they use.
Wow, after reading that and then watching some of your older and newer videos, the way Newglim is built suddenly makes alot more sense! I think I even know which airship was the "original", or I am completely missing it :P. And jeez, Doku's first pack, thats a loooong time ago. Sometimes I forget that minecraft is 3 years old, sometimes some of my first worlds feel like they were just yesterday, back in the old Infdev days.
Thank you for the insight, it was interesting as all heck. I still commend you for keeping such good connection with your users after so long, I still havent met another Tp artist who's been so kind for so long! I think I would have been driven to madness long before 3 years!
And on the Cauldron: As BTW is staying with 1.5.2 for the indefinite future I unfourtanetly have to port your newest additions to the pack myself, but I suppose it will force me to become more creative in the end. Gl with the rest of the 1.7 update Glim, lookin forward to the beauty that is sure to come
Wow, after reading that and then watching some of your older and newer videos, the way Newglim is built suddenly makes alot more sense! I think I even know which airship was the "original", or I am completely missing it :P. And jeez, Doku's first pack, thats a loooong time ago. Sometimes I forget that minecraft is 3 years old, sometimes some of my first worlds feel like they were just yesterday, back in the old Infdev days.
Thank you for the insight, it was interesting as all heck. I still commend you for keeping such good connection with your users after so long, I still havent met another Tp artist who's been so kind for so long! I think I would have been driven to madness long before 3 years!
And on the Cauldron: As BTW is staying with 1.5.2 for the indefinite future I unfourtanetly have to port your newest additions to the pack myself, but I suppose it will force me to become more creative in the end. Gl with the rest of the 1.7 update Glim, lookin forward to the beauty that is sure to come
The middle of this heap of buildings houses the hanger where my little private airship is parked:
Very little is left of the original mountain now. Hollowed out and mostly scraped of dirt, but the harbor here, where I've parked my Nautilus, used to be a sandy beach and it was were I climbed ashore 3 years ago after swimming across a bland, featureless ocean for 10 mins...telling myself I won't start another world until I find some interesting land. When I finally spotted land, it turned out to be quite spectacular, so I settled down and never stopped building and texturing!
Sounds fiddly having to switch back to 1.5.2, but MC has been doing so many major changes this year I can well sympathize with modders. Until things settle down and a proper system for preserving mod work is routine I don't blame owners of large popular mods deciding to bide their time. Do you switch back and forth with the new 1.6 launcher using the new profile system?
So, uh, apparently cogs provide a little too much traction on ice. Who knew?
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Man that one shot really illustrates the issues MC has with transparency doesn't it? You can clearly see the water vanish behind the ice. Hope with the new shader stuff they will finally be able to resolve that.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
Only took about three tries of chopping up seemingly endless variations to get just the right tone and level of detail to make it feel like thawed and re-frozen ice...something with a bit of 'bobble' to make looking through it feel like the light was being distorted.
I still have to make a single ice texture that tiles nicely without MCPatcher.
So, uh, apparently cogs provide a little too much traction on ice. Who knew?
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Man that one shot really illustrates the issues MC has with transparency doesn't it? You can clearly see the water vanish behind the ice. Hope with the new shader stuff they will finally be able to resolve that.
Haha! My ice already looks like someone's been ripping around on it with some mechanical monstrosity! You've just made me wonder if anyone has made an ice skating mod yet? :/
Yeh! All this transparency business goes clean over my head, but I hate all the strange anomalies looking up through water and glancing through ice.
I'm very nervous about all the new things in 1.7, as I've already flicked through all the weird 'shader'(?) versions in the latest snapshot. So speaking personally I'm only seeing this shader business as something to fear, not too look forward to! Also, having just revamped some of my biome colours for 1.6 using the old method, I'm very apprehensive about the amount of work involved in balancing things to look natural in 1.7 along with the new Misa/kahr MCPatcher biome coloring system.
kahr has just released a beta MCPatcher for the latest snapshot and the colours for me are all way out, so I'd be interested to know what your impression of things is when you get a chance to try it out, Fool.
Very little is left of the original mountain now. Hollowed out and mostly scraped of dirt, but the harbor here, where I've parked my Nautilus, used to be a sandy beach and it was were I climbed ashore 3 years ago after swimming across a bland, featureless ocean for 10 mins...telling myself I won't start another world until I find some interesting land. When I finally spotted land, it turned out to be quite spectacular, so I settled down and never stopped building and texturing!
Sounds fiddly having to switch back to 1.5.2, but MC has been doing so many major changes this year I can well sympathize with modders. Until things settle down and a proper system for preserving mod work is routine I don't blame owners of large popular mods deciding to bide their time. Do you switch back and forth with the new 1.6 launcher using the new profile system?
Ah I wish I had that commitment to a world. Ive been having a bad case of World Restart Syndrome lately, hard to stay on one world :/. And the Nautilus is from a movie is it not? I swear, ever since I saw that thing in your videos I knew Id seen a similar thing when I was young.
As for the new launcher, I had been using the old launcher seperately for a long time but started using the new one for different profiles recently. While I can see the potential for being an easy way to have multiple MC's, really the thing is very clunky and the way you have to mod and seperate profiles is, in some ways, even more complicated than before. On the plus side you only ever have to do it once, but it is incredibly intimidating imo.
And that ice looks pretty spectacular! Im really going to have to invent new adjectives to describe your work, feels like I always say the same thing
The Nautilus is from Jules Verne's 20,000 Leagues Under The Sea, and it appears that Glimmar based his off of the 1954 film of the same name.
I had attempted to do the same a while back (and I think my attempt may have spurred Glim to make his, not sure), trying to make it a 1:1 scale model, although I only ever completed the top half (all in survival mode)… and in a bay far too shallow for it. Ended up having to mine out about 10 blocks deeper in the area it was in (again, in survival, and almost completely underwater). Fun times…
Yes! Just looked the movie up and it is exactly the thing I was thinking of, thing scared me when I was little Speaking of shallow bays, isnt there a new "deep ocean" in 1.7? Would be interesting to make a sub or home underwater in that, would allow much more freedom.
Ah I wish I had that commitment to a world. Ive been having a bad case of World Restart Syndrome lately, hard to stay on one world :/. And the Nautilus is from a movie is it not? I swear, ever since I saw that thing in your videos I knew Id seen a similar thing when I was young.
As for the new launcher, I had been using the old launcher seperately for a long time but started using the new one for different profiles recently. While I can see the potential for being an easy way to have multiple MC's, really the thing is very clunky and the way you have to mod and seperate profiles is, in some ways, even more complicated than before. On the plus side you only ever have to do it once, but it is incredibly intimidating imo.
And that ice looks pretty spectacular! Im really going to have to invent new adjectives to describe your work, feels like I always say the same thing
I'm of the same opinion as you with regard to the new launcher. Even though I use it, along with MC Patcher, I'm never really sure of what I'm doing with the thing when I set up a new profile. 'Clunky' is the right word to describe it and although there are many out there who will have no problem with it, I reckon there's an equal number who find it daunting and some who have been totally put off Minecraft altogether since 1.6.
The front end needs some serious re-thinking and needs to be designed to be much more inviting and user-friendly. At the moment it looks and feels like it's been designed by a coder for a coder (no offence intended to a profession I am in awe of!)! Considering it's the showcase start-screen for one of the most appealing, wide-ranging age and gender types of game in history, it seriously needs to be made way more friendly and idiot proof. Speaking as an idiot...I know what I'm talking about! There's absolutely nothing wrong with the idea behind it, but it's just plain confusing. However, I realize it's early days and it hasn't stopped me from jumping back and forth between updates and versions of MCPatcher and, for the first time in ages, I've even got a world and profile for the Archimedes Ship mod (though I haven't had much time to play around with it)...asikar has though...lucky guy!
Glad you like the new ice, it was a good learning experience for me. My old texture was pretty bad though to be perfectly honest, even for 32x, but I'm still infested with textures I rushed out to meet demand in the early days.
The Nautilus is from Jules Verne's 20,000 Leagues Under The Sea, and it appears that Glimmar based his off of the 1954 film of the same name.
I had attempted to do the same a while back (and I think my attempt may have spurred Glim to make his, not sure), trying to make it a 1:1 scale model, although I only ever completed the top half (all in survival mode)… and in a bay far too shallow for it. Ended up having to mine out about 10 blocks deeper in the area it was in (again, in survival, and almost completely underwater). Fun times…
You're absolutely right on all accounts there, ksheep. Though to be fair I'd always wanted to make the Nautilus, and an underwater base, and lots of ginormous airships, etc, etc. but somehow texturing just keeps getting in the way!
I well remember that sub of yours though and it was definitely the first to bear the name of Nautilus, didn't I kind of make it a competition of sorts?
Haha! I had the same problem with my harbor...in that I had to dig deep and wide to fit the flippin' thing in and then refill with water over a temporary skin of blocks. I certainly don't think mine is as accurately to scale as yours was, but I was trying to make something that had the feel of the 50's Disney movie design. It still isn't kitted-out internally yet. I'd even made one of the paintings a rendition of the pipe organ that was in the movie Nautilus, in anticipation of using it in a Jules Verne sub.
Didn't you also work on that vast sub that Pipehead, Gestankfaust and others created and eventually had slowly submerging into the depths? It would certainly be nice to be able to do something like that on a smaller scale with the Archimedes Ship mod.
Yes! Just looked the movie up and it is exactly the thing I was thinking of, thing scared me when I was little Speaking of shallow bays, isnt there a new "deep ocean" in 1.7? Would be interesting to make a sub or home underwater in that, would allow much more freedom.
Lots of old memories in these last few posts
I'm getting quite nostalgic about all the huge constructions and vehicles that have been made using the GS pack over the last three years...it's been a privilege to watch all of them come into existence. It was what I'd always intended to happen...I'm just sad I never had as much chance to do as much myself.
Hehe! Long after everyone's toddled off to pastures new, I shall get my chance to don the old diving suit once more and plunge to the depths of the ocean. I will build that vast underwater base I always wanted (with lots of connecting glass tubes, with rail connections, airlocks, machine rooms, concert halls, supply ships and subs, airships sailing above, and a mind-boggling elevated railway systems taking visitors on sight-seeing tours of ever more jaw-dropping constructions, above and below the earth and sea, beautiful and ugly in their scale, etc. etc).
Thanks for all the memories and the shared epic dreams, folks!
You're absolutely right on all accounts there, ksheep. Though to be fair I'd always wanted to make the Nautilus, and an underwater base, and lots of ginormous airships, etc, etc. but somehow texturing just keeps getting in the way!
I well remember that sub of yours though and it was definitely the first to bear the name of Nautilus, didn't I kind of make it a competition of sorts?
Haha! I had the same problem with my harbor...in that I had to dig deep and wide to fit the flippin' thing in and then refill with water over a temporary skin of blocks. I certainly don't think mine is as accurately to scale as yours was, but I was trying to make something that had the feel of the 50's Disney movie design. It still isn't kitted-out internally yet. I'd even made one of the paintings a rendition of the pipe organ that was in the movie Nautilus, in anticipation of using it in a Jules Verne sub.
Didn't you also work on that vast sub that Pipehead, Gestankfaust and others created and eventually had slowly submerging into the depths? It would certainly be nice to be able to do something like that on a smaller scale with the Archimedes Ship mod.
Thanks for all the memories and the shared epic dreams, folks!
Ah yes, the competition. I remember that well. Yes, those were fun times. I had aimed to make mine as close to scale as possible, based on the movie design, although I only got about half of the interior fitted out (and I didn't think of using the paintings to spruce it up). I also remember that it was made of cobblestone (as there wasn't that wide a range of blocks back then to work with), and I ended up using one of your alt textures for the cobble to make it look right, even if it made the rest of the world's constructions look out of place. I believe it was one of the metal panel textures that I used, either used straight or modified to have a 2x2 grid of panels per block (to match the stairs used in the construction).
As for the sub that Pipehead and Gestankfaust worked on, I was not part of that team, although their work was quite impressive.
All this talk of subs is making me want to rebuild that now in my Domed City world. I had just started adding a harbor as well, although I'm again running into the issue of have a very shallow bay. Luckily we have creative mode now!
These days, I have been sticking with Glimmar's Steampunk - it fits best with my tastes.
Not been getting much done with it of late, I'm afraid - Java has decided to give me problems. (Starting to think that I need to wipe my machine if I ever want Java again.) So the only builds I am currently making are on my laptop.
The Auld Grump
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Curse PremiumNever seen that one before, so it wasn't the one I was remembering. Looks to have had a lot of love and attention expended on it though. Always sad to see something discontinued.
Yes! That was the one! It obviously came out a few months after GS, but i remember it well. Anything associated with history or the possibility of large scale builds always catches my eye. I'd just had the chance to visit the British Museum when it came out, so Babylonian friezes, gateways and statues were fresh in my mind when 'The Walls of Babylon' appeared.
We sound like veterans reminiscing about days gone by.
Sorry to hear about the java probs.
Up until last week the new MC launcher was taking an age to load for me. Too many changes by Mojang, with the necessity for MCPatcher to change drastically too, makes it very difficult to ascertain where problems originate. All of a sudden MC seems lightening fast to launch now. Well, now I'm going to try to give the latest snapshot a run through this morning, as I believe there are a lot of behind the scenes graphical changes rather than new textures, so lets see what else has been broken. :/
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Curse PremiumVery kind of you to say...and welcome to the MC forums.
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Curse PremiumDon't know how long it's been in this state?!
I'd very much appreciate it if anyone who still uses my signature banner would check it's still actively linking back here. That is if you're still interested in supporting the pack. If you're not...no probs.
Anyone who has my banner for credit and linking purposes as part of my conditions of use for mods, etc, please double check all is properly linking back here...thanks.
Here's a properly working banner:
The code for this in the OP is working fine, but just reply to this post and see how the code works for your signature, it should look like this:
I'd really like to know how my link was disabled in my profile. How could the image remain intact, yet the link be neatly scrubbed? Some form of Enderman perhaps?
How is the update coming?
And just for curiosity's sake, what was the original spark for the whole pack Glim? I know you say above that redstone and massive builds keep the vision going, but what was the first thought that made "Steampunk" really hit home? Just wondering how all this genius and beauty got started
And on one final note, Ive decided to restart my support pack for Better Than Wolves. Im eager to redo most of my old work now that I've had a break and feel more familiar with texturing and the textures themselves. Only have the Cauldron texture done for now, but I hope to get some time on it soon. (Note: Axle texture is still default, but its supposed to be a "support" for the Cauldron)
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Curse PremiumWell there's something been going on recently.
Slow and steady, rosestorm.
Actually just been finishing off a large ctm repeating ice texture in readiness for the new 'ice-packed' block. When I've got some pics I'll show 'em off. Not exactly sure what I'll do for that new opaque ice, but I'm looking at lots of pics of crevasses(?) and icebergs.
I've also done a lot of experimental work on biome colouring, even though these will largely have to change again for 1.7, I just needed to familiarize myself with the subject. Also been working on water, rain, water/lava drops, upgrading particles like smoke etc.... I never knew it was possible to use transparency with particles! o:
Anyway's the above is all a prelude to getting stuck into the 1.7 plants.
Hey! I like the cauldron! The box girder texture I made for 1.6 works really well there.
Strangely my interest in texturing and a Steampunk theme pack all stemmed from finding a huge cavern at the back of my humble abode on the very first world I'd really got to grips with. The cavern (and my little Hobbit hole) was half way up a mountain - a cavern on one side, Hobbit hole on the other. I only discovered the cavern after many, many days of foraging and improving my home...I was brave in those days and played in survival mode so didn't forage far. As the cavern was way up in the air, I couldn't help thinking it would make an excellent airship hanger of some kind - probably because I was reading a science fiction book at the time about a retro future earth with airships and the like...I can't remember the story's title now...that's annoying!
Anyways, while hollowing this massive cavern out (all in survival) I began reading 'Perdido Street Station' and when looking at texture packs like Brown and Bloom (which I also had fun using at the start like you) I discovered doku's original thread. doku had only just uploaded a few textures for his first pack and everyone in our house was very excited at the possibilities that higher res textures than 16x could be used in such a way. So it got me tinkering and thinking.
By this time I was also building my first galleon-shaped airship (a kind of personal yacht thing) and extending my railways out like the spokes of a wheel from my mountain hangar base. Perdido Street Station made me think of centralizing everything around this huge station - railcarts bringing back precious cobble, coal and iron, all to extend my now rising fortress-like base. My airship was just pure science fantasy and decoration and it was built long before the first airship mod floated into existence. All my railways were designed like Victorian viaducts, as it made for safer transportation as my range extended.
So knowing it was possible to personalize blocks, and having started down the theme of Victorian railways and airships, I thought about how I might make the craftbench and furnace more useful in a visual way, so that I could use them as control stations and boiler-like contraptions on my airships, yet still remaining true to their original purpose. These first experiments were made at 32x and the idea of steampunk paraphernalia arose from that point on.
As we were so limited for types of building blocks back then, I always tried to make each block as multi-tasking as possible, especially for the purposes of making machine-like constructions/contraptions. Aside from it's obvious fantasy/medieval/survival style of gameplay, Minecraft also just seemed to be perfectly suited for a vintage machine-age theme pack. I wasn't absolutely sure where I was going with my textures at the time, but Steampunk as a title seemed perfectly suited to the first few blocks I showed off in my new thread in 2010, and Minecraftians being who they are gave plenty of encouragement for something new.
So it was my little docked airship that was the original catalyst for me and airships still seem to be a great attraction for most users to this day - whatever style of pack they use.
The rest, as they say, is history.
Thank you for the insight, it was interesting as all heck. I still commend you for keeping such good connection with your users after so long, I still havent met another Tp artist who's been so kind for so long! I think I would have been driven to madness long before 3 years!
And on the Cauldron: As BTW is staying with 1.5.2 for the indefinite future I unfourtanetly have to port your newest additions to the pack myself, but I suppose it will force me to become more creative in the end. Gl with the rest of the 1.7 update Glim, lookin forward to the beauty that is sure to come
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Curse PremiumThe middle of this heap of buildings houses the hanger where my little private airship is parked:
Very little is left of the original mountain now. Hollowed out and mostly scraped of dirt, but the harbor here, where I've parked my Nautilus, used to be a sandy beach and it was were I climbed ashore 3 years ago after swimming across a bland, featureless ocean for 10 mins...telling myself I won't start another world until I find some interesting land. When I finally spotted land, it turned out to be quite spectacular, so I settled down and never stopped building and texturing!
Sounds fiddly having to switch back to 1.5.2, but MC has been doing so many major changes this year I can well sympathize with modders. Until things settle down and a proper system for preserving mod work is routine I don't blame owners of large popular mods deciding to bide their time. Do you switch back and forth with the new 1.6 launcher using the new profile system?
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Curse Premium.....New GS v13 Ice!
Here's a few pics of the new ctm'd ice:
Hope you like!
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Curse Premium*CRASH*
So, uh, apparently cogs provide a little too much traction on ice. Who knew?
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Man that one shot really illustrates the issues MC has with transparency doesn't it? You can clearly see the water vanish behind the ice. Hope with the new shader stuff they will finally be able to resolve that.
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Curse PremiumHey, sheep! Glad you like.
Only took about three tries of chopping up seemingly endless variations to get just the right tone and level of detail to make it feel like thawed and re-frozen ice...something with a bit of 'bobble' to make looking through it feel like the light was being distorted.
I still have to make a single ice texture that tiles nicely without MCPatcher.
Haha! My ice already looks like someone's been ripping around on it with some mechanical monstrosity!
Yeh! All this transparency business goes clean over my head, but I hate all the strange anomalies looking up through water and glancing through ice.
I'm very nervous about all the new things in 1.7, as I've already flicked through all the weird 'shader'(?) versions in the latest snapshot. So speaking personally I'm only seeing this shader business as something to fear, not too look forward to! Also, having just revamped some of my biome colours for 1.6 using the old method, I'm very apprehensive about the amount of work involved in balancing things to look natural in 1.7 along with the new Misa/kahr MCPatcher biome coloring system.
kahr has just released a beta MCPatcher for the latest snapshot and the colours for me are all way out, so I'd be interested to know what your impression of things is when you get a chance to try it out, Fool.
Ah I wish I had that commitment to a world. Ive been having a bad case of World Restart Syndrome lately, hard to stay on one world :/. And the Nautilus is from a movie is it not? I swear, ever since I saw that thing in your videos I knew Id seen a similar thing when I was young.
As for the new launcher, I had been using the old launcher seperately for a long time but started using the new one for different profiles recently. While I can see the potential for being an easy way to have multiple MC's, really the thing is very clunky and the way you have to mod and seperate profiles is, in some ways, even more complicated than before. On the plus side you only ever have to do it once, but it is incredibly intimidating imo.
And that ice looks pretty spectacular! Im really going to have to invent new adjectives to describe your work, feels like I always say the same thing
I had attempted to do the same a while back (and I think my attempt may have spurred Glim to make his, not sure), trying to make it a 1:1 scale model, although I only ever completed the top half (all in survival mode)… and in a bay far too shallow for it. Ended up having to mine out about 10 blocks deeper in the area it was in (again, in survival, and almost completely underwater). Fun times…
Lots of old memories in these last few posts
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Curse PremiumI'm of the same opinion as you with regard to the new launcher. Even though I use it, along with MC Patcher, I'm never really sure of what I'm doing with the thing when I set up a new profile. 'Clunky' is the right word to describe it and although there are many out there who will have no problem with it, I reckon there's an equal number who find it daunting and some who have been totally put off Minecraft altogether since 1.6.
The front end needs some serious re-thinking and needs to be designed to be much more inviting and user-friendly. At the moment it looks and feels like it's been designed by a coder for a coder (no offence intended to a profession I am in awe of!)! Considering it's the showcase start-screen for one of the most appealing, wide-ranging age and gender types of game in history, it seriously needs to be made way more friendly and idiot proof. Speaking as an idiot...I know what I'm talking about!
Glad you like the new ice, it was a good learning experience for me. My old texture was pretty bad though to be perfectly honest, even for 32x, but I'm still infested with textures I rushed out to meet demand in the early days.
You're absolutely right on all accounts there, ksheep. Though to be fair I'd always wanted to make the Nautilus, and an underwater base, and lots of ginormous airships, etc, etc. but somehow texturing just keeps getting in the way!
I well remember that sub of yours though and it was definitely the first to bear the name of Nautilus, didn't I kind of make it a competition of sorts?
Haha! I had the same problem with my harbor...in that I had to dig deep and wide to fit the flippin' thing in and then refill with water over a temporary skin of blocks. I certainly don't think mine is as accurately to scale as yours was, but I was trying to make something that had the feel of the 50's Disney movie design. It still isn't kitted-out internally yet. I'd even made one of the paintings a rendition of the pipe organ that was in the movie Nautilus, in anticipation of using it in a Jules Verne sub.
Didn't you also work on that vast sub that Pipehead, Gestankfaust and others created and eventually had slowly submerging into the depths? It would certainly be nice to be able to do something like that on a smaller scale with the Archimedes Ship mod.
I'm getting quite nostalgic about all the huge constructions and vehicles that have been made using the GS pack over the last three years...it's been a privilege to watch all of them come into existence. It was what I'd always intended to happen...I'm just sad I never had as much chance to do as much myself.
Hehe! Long after everyone's toddled off to pastures new, I shall get my chance to don the old diving suit once more and plunge to the depths of the ocean. I will build that vast underwater base I always wanted (with lots of connecting glass tubes, with rail connections, airlocks, machine rooms, concert halls, supply ships and subs, airships sailing above, and a mind-boggling elevated railway systems taking visitors on sight-seeing tours of ever more jaw-dropping constructions, above and below the earth and sea, beautiful and ugly in their scale, etc. etc).
Thanks for all the memories and the shared epic dreams, folks!
Ah yes, the competition. I remember that well. Yes, those were fun times. I had aimed to make mine as close to scale as possible, based on the movie design, although I only got about half of the interior fitted out (and I didn't think of using the paintings to spruce it up). I also remember that it was made of cobblestone (as there wasn't that wide a range of blocks back then to work with), and I ended up using one of your alt textures for the cobble to make it look right, even if it made the rest of the world's constructions look out of place. I believe it was one of the metal panel textures that I used, either used straight or modified to have a 2x2 grid of panels per block (to match the stairs used in the construction).
As for the sub that Pipehead and Gestankfaust worked on, I was not part of that team, although their work was quite impressive.
All this talk of subs is making me want to rebuild that now in my Domed City world. I had just started adding a harbor as well, although I'm again running into the issue of have a very shallow bay. Luckily we have creative mode now!