I completely understand you and I just noticed that the nether in your texture
IS THE BEST NETHER I'VE EVER SEEN !!!!! SIR YOU JUST GOT A NEW LOVER FOR YOU AND YOUR TEXTURE and just small question may I (if not ignore that) what program/s do you use for designing your pack??
99% Gimp.
Glad you like GS, Hamode192. It's been a while since anyone complimented me on the nether textures though. They were always a big departure from the norm and not to everyone's liking. In any case many thanks for saying and glad to have you aboard.
I've changed the water to be more cobalt blue rather than green. Ochre Green will still exist in swampy areas. I've changed other biome colours for grass, foliage, sand, etc except they're not so obvious in the following pics. I will eventually do the same for gravel and stone when I get around to making upgraded textures for those, but I might throw in some temp experimental colours to see what you guys think.
It's my intention now to release an update for 1.6.4 before 1.7 hits us, or my biome coloring improvements will be be lost in the short term as the next MC update really does massively change how biome colouring works, especially when using MCPatcher. It will probably take me a long time to balance the biome color side of things, let alone finish all the plants.
When 1.7 lands, I think I might update the pack everytime I complete each new thing so you get to try new things out as they're finished, this should make feedback more meaningful both ways. I then won't be under so much pressure to work towards completing a big update, which always makes the process seem more like 'work' work and less like fun.
Anyways, here's the pics:
Click the spoiler for more examples:
Hope you like! The colour and transparency I think is much improved for the purposes of making underwater bases, subs and such! If I can preserve that feeling of clear depth from what I've seen in the 1.7 snapshots, it should be a real treat for those wanting to make undersea constructions and to be able to admire them from above as well below the waves.
Hm, odd, could have sworn it was at level 64. Why would they even change that in the first place, one block in height does not seem like an issue big enough to wreck old worlds over.
Not entirely sure WHY they changed it, but it does make sense that they changed it when they did. That was the Adventure Update, when they completely overhauled the terrain generation code.
Oh, and Glimmar, I have to say I love the new mossy cobble and water colors. They look great. Can't wait to try them out. When 1.7 comes out, I may try the suggestion for teleporting out with "airships" (it'll give me an excuse to finally build that airship terminal) and if I do, I'll be sure to post the command block code here if you want to use it.
EDIT: I just tested out a teleport system on a new world, to see how to make it, and it's quite easy. Just place a command block and pressure plate, right click on the command block, and type the following code:
/tp @p ~x ~y ~z
Replace the x, y, and z with the distance you want to travel (I tried 10,000, 0, and 0) and you can fiddle with these to change where exactly you want to end up. It's a good idea to make a note of the coordinates you start at, so when you arrive you can set up a similar station. For instance, I started at -355, 67, 2086. My final set-up was as follows:
Outgoing teleporter:
/tp @p ~10000 64 ~0
(The 64 was added because, when I arrived, I realized it was the middle of the ocean, so I set the height manually)
Incoming teleporter:
/tp @p -355 67 2086
It should be noted that you do NOT want to have the pressure plate for the other command block right where you land, as if you do you'll immediately be sent back. Also, the ~ in front of the coordinates indicates relative position (so, for instance, ~10 ~0 ~0 will teleport you 10 blocks from where you're at in the X direction, while 10 0 0 will teleport you to x:10, y:0, z:0, which is in bedrock. Just a bit of a difference.)
Now, to make an airship port with a half-dozen airships, each with it's own destination. Of course, I'll also want to make identical airships at the other end of the trip… I've got a bunch of building ahead of me, it seems.
Hey Everyone, since I pretty much only use Glimmar's pack, I figured I would go ahead and talk about my steampunk project here. I am going to be building a steampunk version of the imperial city from TES: Oblivion. Currently, I am working on the basement of the White-Gold Tower. I only have the shell done right now. How do I post images to this forum?
Hey Everyone, since I pretty much only use Glimmar's pack, I figured I would go ahead and talk about my steampunk project here. I am going to be building a steampunk version of the imperial city from TES: Oblivion. Currently, I am working on the basement of the White-Gold Tower. I only have the shell done right now. How do I post images to this forum?
Find an image hosting site, such as Imgur, PhotoBucket, or ImageShack, upload the photos, and then post the URL for the image itself (should end in .jpg, .png, or a similar extension) here by pasting it between [ img ] and [ /img ] (without the spaces).
Not entirely sure WHY they changed it, but it does make sense that they changed it when they did. That was the Adventure Update, when they completely overhauled the terrain generation code.
Oh, and Glimmar, I have to say I love the new mossy cobble and water colors. They look great. Can't wait to try them out. When 1.7 comes out, I may try the suggestion for teleporting out with "airships" (it'll give me an excuse to finally build that airship terminal) and if I do, I'll be sure to post the command block code here if you want to use it.
EDIT: I just tested out a teleport system on a new world, to see how to make it, and it's quite easy. Just place a command block and pressure plate, right click on the command block, and type the following code:
snip: see above
...Now, to make an airship port with a half-dozen airships, each with it's own destination. Of course, I'll also want to make identical airships at the other end of the trip… I've got a bunch of building ahead of me, it seems.
Oh wow! Now I can understand what The_Fool76 was suggesting. How slow-witted am I? [no don't answer that!]. That sounds a fantastic way to get around, ksheep.
So if I understand you correctly, the airships are all identical in different locations and are just there to give the appearance you've traveled there by air, when in actual fact you've instantaneously teleported there by the use of an instruction in a strategically placed command block activated by pressure plate. If so, airships, and I suppose other modes of transport, could be set up to quickly get around a large world and in an imaginative way too! Hope I interpreted that correctly, because now I'm absolutely fascinated by what else can be done by these mysterious command blocks.
How do you ensure you don't land in the middle of a mountain though when you travel for the first time?
With all the fascinating ways in which this could just be applied to various forms of imaginary travel, how the heck is there enough time in one lifetime to experience real life and Minecraft combined!
Many thanks for the explanation and glad you like the cobble and water.
I just tested out a teleport system on a new world, to see how to make it, and it's quite easy...
Haha! I just had a thought after looking at the new command block cart. It would be great to make something similar to the time travelling train in the 3rd installment of 'Back to the Future'.
Haha! I just had a thought after looking at the new command block cart. It would be great to make something similar to the time travelling train in the 3rd installment of 'Back to the Future'.
I saw an interesting proof-of-concept a few days ago using the command block carts, where they had a couple carts in tandem laying rail, building walls and a ceiling, followed by a passenger cart, and another few command carts disassembling everything afterwards. I'm curious as to what other things you can do with it… but it looks like laying mine track just got a lot easier. I just wonder how easy it would be to tell it to make a viaduct, with supports every 10 blocks or so (something tells me that would be much more difficult).
I think sewers are creepy places, but incredibly atmospheric as a result. It was always my intention to try and create a believable system of sewers under my city, but it didn't quite turn out that way. Instead I have a kind of underground canal system instead, which definitely has a 'sewery' feel to it, but back in the day, when boat travel was the most efficient way of getting about, it had greater significance. Now I make them for atmosphere and decorative reasons and flit about in the air in creative.
I guess I like them for the same reason. I remember one mod (not for MC) that I played had a brilliantly designed sewer complex. It had some traps and the whole atmosphere was awesome.
I also enjoyed the sewers in Amnesia: TDD. I only wish the level was a bit longer.
I saw an interesting proof-of-concept a few days ago using the command block carts, where they had a couple carts in tandem laying rail, building walls and a ceiling, followed by a passenger cart, and another few command carts disassembling everything afterwards. I'm curious as to what other things you can do with it… but it looks like laying mine track just got a lot easier. I just wonder how easy it would be to tell it to make a viaduct, with supports every 10 blocks or so (something tells me that would be much more difficult).
I've not had a chance to test out what you did with command blocks, but I'm itching to do so. Ingenious redstone inventions always fascinated me and still do, but most are beyond my mental capacity to grasp.
The command block cart was a very welcome addition and I'm quite sure it won't be long before unbelievable things start surfacing...I shall be watching!
I guess I like them for the same reason. I remember one mod (not for MC) that I played had a brilliantly designed sewer complex. It had some traps and the whole atmosphere was awesome.
I also enjoyed the sewers in Amnesia: TDD. I only wish the level was a bit longer.
Aha, now that's cool! To be honest, I was a bit bugged why the water was green so much in your texture pack. I think that this will work much better.
The new cobble should come in handy for sewer building, which means I probably need to check out my own sewers to test it.
I tend to get pretty blinkered while working on specific areas, hence why water and other biome matters just got shelved for so long. Green polluted and Mediterranean teal tinged water just became part of the norm for me when I mostly just work around my city, but being faced with all the new biomes in 1.7 has forced me to look further afield. I'm rather glad I did, but as mentioned above all these temporary edits and additions I've made are really still for 1.6 and a new system of biome colours will have to be figured out for 1.7.
I may just be blind, but I can't find the downloads for earlier versions of the texture pack.
I can safely put your mind at rest...blindness is not something you're suffering from. On the other hand I'm suffering from a bad bout of absent-mindedness. It's something I've been meaning to do for some time, but as you've discovered, haven't yet done so.
Which version of MC were you wanting a Glimmar's Steampunk pack for and I'll see if I've still got a MediaFire file to cover it?
It's something I've had at the back of my mind to do one day ever since it was possible to animate stuff. The only thing is it would take an enormous amount of work to make it convincing. The easiest way to go with it would probably be to compromise, have the minute and hour hands fixed at a random point in time, animate the second hand and have some interesting mechanisms evident in various places.
Unless, someone knows of a better way of tackling it...perhaps dispensing with the second hand and using the timing side of things in the .text file to slowly move the minute and hour hands to various set positions throughout the course of a MC day. I'm aware there are probably some excellent mods out there, but I don't want to work on something that's reliant on a mod being updated. Yes, I know MC Patcher is a mod, but the way kahr so dutifully and diligently keeps it updated makes it fairly symbiotic with MC as far as I'm concerned.
When I work on the hand held clock, it will of course be made in such a way as to allow it to be used in a picture frame for making grandfather or mantlepiece clocks...that sort of thing, but I think you're after a great big town hall type of clock.
I have (had) a working clock painting in my texture pack. I just positioned the hour & minute hands every 15 minutes over a 12 hour stretch. It requires 48 frames, but it works. And I adjusted the timings so when 15 minutes goes by in the Minecraft world the clock moves. It would be possible, of course, to do it for every minute, but that would require 720 frames and would be a huge pain in the ass.
Speaking of animated paintings, mine aren't working anymore. I just downloaded your pack again, and they aren't working there either. Do you know how to get animated paintings to work in 1.6.4?
I have (had) a working clock painting in my texture pack. I just positioned the hour & minute hands every 15 minutes over a 12 hour stretch. It requires 48 frames, but it works. And I adjusted the timings so when 15 minutes goes by in the Minecraft world the clock moves. It would be possible, of course, to do it for every minute, but that would require 720 frames and would be a huge pain in the ass.
Speaking of animated paintings, mine aren't working anymore. I just downloaded your pack again, and they aren't working there either. Do you know how to get animated paintings to work in 1.6.4?
Hi, OzzyKP.
I've had a working steampunk clock with rotating sun, moon, airships, etc. in my pack since early summer. My clock has 8 minute intervals along with animated valve numerals...have another look at my pack or check out the videos for my GS v.12 Update in my OP. Actually here's the video again...just skip to position 2:42 and 4:21
It sounds like you might be having problems with MCPatcher and the profile launcher. Everything is still working fine at my end, and all animations, ctm, randommobs etc. are working as they should.
You need to make sure you have the latest MCPatcher 4.2.2 version for MC 1.6.4, but not the one for the MC 1.7 snapshots (which incidentally works ok for the snapshots too).
The problem with the new MC launcher is that it's all too easy to apply MCPatcher to MC 1.6.4 and then forget to choose the correct profile at bottom left of the launcher when you click 'play'. If you don't get the correct profile you might end up running an un-patched version of MC.
The fact that paintings aren't animated when you run your own pack or mine points to the fact that MCPatcher hasn't been applied to the profile your playing with, as vanilla MC of course can't animate paintings.
ps: by the way, MCPatcher allows you to have properly animated minute and hour hands without having to do the donkey-work of animating each hand position for 24 hours. You just provide a background image, over-layed foreground images for surrounds, glass front etc. and little hand .png files, and with the appropriate .properties file MCPatcher handles the the timing and rotation of the hands! Pretty cool! Except I didn't use it on mine, just preferring dials and other animations instead...in other words...the hard way.
Hmm, I use Optifine instead of MCPatcher. But if I'm the only one having problems with animated paintings, it is certainly an Optifine issue. Thanks!
No probs, mate!
It didn't occur to me to think Optifine. Not that there aren't all sorts of issues with all the spanners that Mojang have thrown in the modding works. Trying to rebalance how everything looks in my pack for 1.7 is proving a nightmare!
I can safely put your mind at rest...blindness is not something you're suffering from. On the other hand I'm suffering from a bad bout of absent-mindedness. It's something I've been meaning to do for some time, but as you've discovered, haven't yet done so.
Which version of MC were you wanting a Glimmar's Steampunk pack for and I'll see if I've still got a MediaFire file to cover it?
Do you have the file for 1.5.2? Would be greatly appreciated.
As mentioned, I intend to put up a back catalog of as many versions of the pack as possible, as I appreciate that many users still like to use older MC editions due to favored mods being discontinued or awaiting update.
Quite a few textures were upgraded in my GS v.12 update not just new MC v1.6.x textures (you'd need to check the changelog in the v.12 to see what those are). So you might want to transfer some of those into my v1.5 pack.
Have fun.
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Curse Premium99% Gimp.
Glad you like GS, Hamode192. It's been a while since anyone complimented me on the nether textures though. They were always a big departure from the norm and not to everyone's liking. In any case many thanks for saying and glad to have you aboard.
By the way, your English is excellent!
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Curse Premium.....New GS v13 Water Colour!
I've changed the water to be more cobalt blue rather than green. Ochre Green will still exist in swampy areas. I've changed other biome colours for grass, foliage, sand, etc except they're not so obvious in the following pics. I will eventually do the same for gravel and stone when I get around to making upgraded textures for those, but I might throw in some temp experimental colours to see what you guys think.
It's my intention now to release an update for 1.6.4 before 1.7 hits us, or my biome coloring improvements will be be lost in the short term as the next MC update really does massively change how biome colouring works, especially when using MCPatcher. It will probably take me a long time to balance the biome color side of things, let alone finish all the plants.
When 1.7 lands, I think I might update the pack everytime I complete each new thing so you get to try new things out as they're finished, this should make feedback more meaningful both ways. I then won't be under so much pressure to work towards completing a big update, which always makes the process seem more like 'work' work and less like fun.
Anyways, here's the pics:
Click the spoiler for more examples:
Hope you like! The colour and transparency I think is much improved for the purposes of making underwater bases, subs and such! If I can preserve that feeling of clear depth from what I've seen in the 1.7 snapshots, it should be a real treat for those wanting to make undersea constructions and to be able to admire them from above as well below the waves.
Not entirely sure WHY they changed it, but it does make sense that they changed it when they did. That was the Adventure Update, when they completely overhauled the terrain generation code.
Oh, and Glimmar, I have to say I love the new mossy cobble and water colors. They look great. Can't wait to try them out. When 1.7 comes out, I may try the suggestion for teleporting out with "airships" (it'll give me an excuse to finally build that airship terminal) and if I do, I'll be sure to post the command block code here if you want to use it.
EDIT: I just tested out a teleport system on a new world, to see how to make it, and it's quite easy. Just place a command block and pressure plate, right click on the command block, and type the following code:
/tp @p ~x ~y ~z
Replace the x, y, and z with the distance you want to travel (I tried 10,000, 0, and 0) and you can fiddle with these to change where exactly you want to end up. It's a good idea to make a note of the coordinates you start at, so when you arrive you can set up a similar station. For instance, I started at -355, 67, 2086. My final set-up was as follows:
Outgoing teleporter:
/tp @p ~10000 64 ~0
(The 64 was added because, when I arrived, I realized it was the middle of the ocean, so I set the height manually)
Incoming teleporter:
/tp @p -355 67 2086
It should be noted that you do NOT want to have the pressure plate for the other command block right where you land, as if you do you'll immediately be sent back. Also, the ~ in front of the coordinates indicates relative position (so, for instance, ~10 ~0 ~0 will teleport you 10 blocks from where you're at in the X direction, while 10 0 0 will teleport you to x:10, y:0, z:0, which is in bedrock. Just a bit of a difference.)
Now, to make an airship port with a half-dozen airships, each with it's own destination. Of course, I'll also want to make identical airships at the other end of the trip… I've got a bunch of building ahead of me, it seems.
Find an image hosting site, such as Imgur, PhotoBucket, or ImageShack, upload the photos, and then post the URL for the image itself (should end in .jpg, .png, or a similar extension) here by pasting it between [ img ] and [ /img ] (without the spaces).
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Curse PremiumOh wow! Now I can understand what The_Fool76 was suggesting. How slow-witted am I? [no don't answer that!]. That sounds a fantastic way to get around, ksheep.
So if I understand you correctly, the airships are all identical in different locations and are just there to give the appearance you've traveled there by air, when in actual fact you've instantaneously teleported there by the use of an instruction in a strategically placed command block activated by pressure plate. If so, airships, and I suppose other modes of transport, could be set up to quickly get around a large world and in an imaginative way too! Hope I interpreted that correctly, because now I'm absolutely fascinated by what else can be done by these mysterious command blocks.
How do you ensure you don't land in the middle of a mountain though when you travel for the first time?
With all the fascinating ways in which this could just be applied to various forms of imaginary travel, how the heck is there enough time in one lifetime to experience real life and Minecraft combined!
Many thanks for the explanation and glad you like the cobble and water.
Wow! You've got your work cut out there, rosestorm90. I look forward to seeing how this develops.
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Curse PremiumHaha! I just had a thought after looking at the new command block cart. It would be great to make something similar to the time travelling train in the 3rd installment of 'Back to the Future'.
I saw an interesting proof-of-concept a few days ago using the command block carts, where they had a couple carts in tandem laying rail, building walls and a ceiling, followed by a passenger cart, and another few command carts disassembling everything afterwards. I'm curious as to what other things you can do with it… but it looks like laying mine track just got a lot easier. I just wonder how easy it would be to tell it to make a viaduct, with supports every 10 blocks or so (something tells me that would be much more difficult).
I guess I like them for the same reason. I remember one mod (not for MC) that I played had a brilliantly designed sewer complex. It had some traps and the whole atmosphere was awesome.
I also enjoyed the sewers in Amnesia: TDD. I only wish the level was a bit longer.
Aha, now that's cool! To be honest, I was a bit bugged why the water was green so much in your texture pack. I think that this will work much better.
My Twitter: https://twitter.com/TheRealLordMJ
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Curse PremiumI've not had a chance to test out what you did with command blocks, but I'm itching to do so. Ingenious redstone inventions always fascinated me and still do, but most are beyond my mental capacity to grasp.
The command block cart was a very welcome addition and I'm quite sure it won't be long before unbelievable things start surfacing...I shall be watching!
The new cobble should come in handy for sewer building, which means I probably need to check out my own sewers to test it.
I tend to get pretty blinkered while working on specific areas, hence why water and other biome matters just got shelved for so long. Green polluted and Mediterranean teal tinged water just became part of the norm for me when I mostly just work around my city, but being faced with all the new biomes in 1.7 has forced me to look further afield. I'm rather glad I did, but as mentioned above all these temporary edits and additions I've made are really still for 1.6 and a new system of biome colours will have to be figured out for 1.7.
My Twitter: https://twitter.com/TheRealLordMJ
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Curse PremiumI can safely put your mind at rest...blindness is not something you're suffering from. On the other hand I'm suffering from a bad bout of absent-mindedness. It's something I've been meaning to do for some time, but as you've discovered, haven't yet done so.
Which version of MC were you wanting a Glimmar's Steampunk pack for and I'll see if I've still got a MediaFire file to cover it?
I have (had) a working clock painting in my texture pack. I just positioned the hour & minute hands every 15 minutes over a 12 hour stretch. It requires 48 frames, but it works. And I adjusted the timings so when 15 minutes goes by in the Minecraft world the clock moves. It would be possible, of course, to do it for every minute, but that would require 720 frames and would be a huge pain in the ass.
Speaking of animated paintings, mine aren't working anymore. I just downloaded your pack again, and they aren't working there either. Do you know how to get animated paintings to work in 1.6.4?
Owner & Creator of Aquain, a huge underwater city on the Opticraft server. Check out info on my underwater city here. Also creator of an art deco-like resource pack to go along with the city. Help me develop my resource pack here.
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Curse PremiumHi, OzzyKP.
I've had a working steampunk clock with rotating sun, moon, airships, etc. in my pack since early summer. My clock has 8 minute intervals along with animated valve numerals...have another look at my pack or check out the videos for my GS v.12 Update in my OP.
It sounds like you might be having problems with MCPatcher and the profile launcher. Everything is still working fine at my end, and all animations, ctm, randommobs etc. are working as they should.
You need to make sure you have the latest MCPatcher 4.2.2 version for MC 1.6.4, but not the one for the MC 1.7 snapshots (which incidentally works ok for the snapshots too).
The problem with the new MC launcher is that it's all too easy to apply MCPatcher to MC 1.6.4 and then forget to choose the correct profile at bottom left of the launcher when you click 'play'. If you don't get the correct profile you might end up running an un-patched version of MC.
The fact that paintings aren't animated when you run your own pack or mine points to the fact that MCPatcher hasn't been applied to the profile your playing with, as vanilla MC of course can't animate paintings.
ps: by the way, MCPatcher allows you to have properly animated minute and hour hands without having to do the donkey-work of animating each hand position for 24 hours. You just provide a background image, over-layed foreground images for surrounds, glass front etc. and little hand .png files, and with the appropriate .properties file MCPatcher handles the the timing and rotation of the hands! Pretty cool! Except I didn't use it on mine, just preferring dials and other animations instead...in other words...the hard way.
Owner & Creator of Aquain, a huge underwater city on the Opticraft server. Check out info on my underwater city here. Also creator of an art deco-like resource pack to go along with the city. Help me develop my resource pack here.
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Curse PremiumNo probs, mate!
It didn't occur to me to think Optifine. Not that there aren't all sorts of issues with all the spanners that Mojang have thrown in the modding works. Trying to rebalance how everything looks in my pack for 1.7 is proving a nightmare!
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Curse PremiumActually I've got 1.5.x covered over on my Curse/Forge page, the latest GS version 11.1 is on my files page there: http://minecraft.curseforge.com/texture-packs/glimmars-steampunk/files/
Hope that helps.
As mentioned, I intend to put up a back catalog of as many versions of the pack as possible, as I appreciate that many users still like to use older MC editions due to favored mods being discontinued or awaiting update.
Quite a few textures were upgraded in my GS v.12 update not just new MC v1.6.x textures (you'd need to check the changelog in the v.12 to see what those are). So you might want to transfer some of those into my v1.5 pack.
Have fun.