I made myself resource pack but i would like to know if a can use some itens of your pack. My resource pack is hybrid between the celts people and modern tecnology, Something like a medieval steampunk, i guess...
your pack is wonderful and you use a color palete that i ever want...
thx
Hello, Tiw. Welcome to the MC forums and glad to hear you like my textures.
However, juliusand1 is correct, for your own personal use, do what you wish with my texture pack, but only within the confines of your PC. My conditions of use prohibit use in any other publicly available resource/texture pack, sorry.
Just to be clear, you are not allowed to make another resource pack with your own work combined with Glimmar's Steampunk (or any part of it) and then make it available to others for download online, especially on Minecraft websites like this, Planet Minecraft, Curse/Forge, etc. Please see my licence/legal section in the OP (first page) of this thread for more specific details.
My work is copyright and I am still very actively working on it and do not wish any part of it to be merged with any other publicly available texture/resource pack at this time and for the foreseeable future. Many thanks.
Making a video of GS v13 stuff kind of necessitated finishing off a 'lite' version of the pack with lower resolution better skies and clock, massively reduced number of animations, but with new paintings and still all the ctm blocks
I'm not sure what difference the 'lite' version of the pack will make, but here are a couple of the new paintings:
Looks great as always; I especially love that electrical-meter-box thing.
Many thanks, zamaj.
Haha! Yeh, that's as good a description for it as I could come up with too.
I was pleased how it turned out in game though. Just one of those accidental arrangements of old and new textures that seems to work quite well as an ambiguous bit of steampunkery...it replaces the old pipe connecting panel which, as with so many things, was long overdue for redesign.
Me like. Me find lots of uses for this. Me don't know why speak this way.
I think you need a 'stone-age' pack to match that.
It could also be because we're all getting a little lightheaded waiting for 1.7, and I'm not helping matters by taking so long over getting GS v13 launched.
I'm definitely not adding anything more into the pack for the update and I'm currently making a short video as I type...so hopefully not too long now.
I want to start a new vanilla world when 1.7 hits. Good thing I have so many other worlds to play in and other games as well.
I'll just have to see how I can bring 1.7 to my city of Newglim. Still not had time to think about that problem.
Also, don't forget this next update of mine doesn't have any new 1.7 textures, it was more a case of trying to prepare the way by sprucing things up. So when 1.7 lands, I will work on all the new plants, opaque ice and podzol, etc. and intend to release work on a regular basis until all the new textures are complete.
Hello, Tiw. Welcome to the MC forums and glad to hear you like my textures.
However, juliusand1 is correct, for your own personal use, do what you wish with my texture pack, but only within the confines of your PC. My conditions of use prohibit use in any other publicly available resource/texture pack, sorry.
Just to be clear, you are not allowed to make another resource pack with your own work combined with Glimmar's Steampunk (or any part of it) and then make it available to others for download online, especially on Minecraft websites like this, Planet Minecraft, Curse/Forge, etc. Please see my licence/legal section in the OP (first page) of this thread for more specific details.
My work is copyright and I am still very actively working on it and do not wish any part of it to be merged with any other publicly available texture/resource pack at this time and for the foreseeable future. Many thanks.
I'll just have to see how I can bring 1.7 to my city of Newglim. Still not had time to think about that problem.
Also, don't forget this next update of mine doesn't have any new 1.7 textures, it was more a case of trying to prepare the way by sprucing things up. So when 1.7 lands, I will work on all the new plants, opaque ice and podzol, etc. and intend to release work on a regular basis until all the new textures are complete.
When I say vanilla, I mean without any mods OR texture packs. Just a pure experience. So I can wait for the 1.7 version of your pack, I won't update to 1.7 until all the mods I use are released anyway.
Very soon now. Just finishing up on the little vid, but choosing suitable music is always tricky. Uploading a 10 minute movie to Youtube will take a few hours though. After which I can go through the minefield of trying to upload GS v13 to my Curse/Forge page...something I have to re-learn each time, because I take so long to update (another reason why I want to get into the habit of updating with smaller texture changes, but more frequently).
When I say vanilla, I mean without any mods OR texture packs. Just a pure experience. So I can wait for the 1.7 version of your pack, I won't update to 1.7 until all the mods I use are released anyway.
Don't forget the advantage of 1.7 is that you can still use a favourite pack and not of necessity have to mix it with vanilla textures. 1.7 onwards will allow you to load other HD packs below your preferred pack and, assuming they're updated with 1.7 textures, they will fill in any texture gaps in the resource pack at the top of the resource pack list...assuming I understand things correctly. Anyone please correct me if I've got that wrong, but that's how I understand it.
A showcase video for GS v.13 using the new 'lite' version of the pack is currently uploading to Youtube. Unfortunately, being the evening here in the UK, upload speeds are painfully slow and Youtube is saying the video will be ready in just under 800 mins!!!
I'm sure it will speed up eventually.
As soon as it's uploaded, anyone who has subscribed will be at an advantage as they'll probably get to see it first, especially if I'm sleeping, but if I'm still awake sometime this evening, I'll open up a post here to display the vid, along with a GS v.13 'changelog'.
I'm just off to keep checking the v.13 update and finish up on a proper single ice tile block for vanilla Minecraft, which should make the pack ready for upload tomorrow sometime, subject of course to RL, acts of God, fate's temptations, fire and theft, etc.
As always I much appreciate those of you who have waited with great patience. However, it's not like the update is such a wonderful thing to warrant anyone getting too excited, or even a little excited, but I think there are still a few of you out there who like some of the things I do...well hopefully!
In the meantime I'll keep you posted if things speed up.
I load the page, see "MASSIVELY UPDATED AT LAST!" at the top, get excited, look again and see "v12."
Oh dear! I'm going to have to change my heading style I think.
Youtube is being a right pain at the moment too...only 20% of my video is uploaded and the worst is not knowing quite how it'll turn out after such a long wait. There's no way I can stay up to the bitter end with work the next day. I'll see what the situation is in the morning.
Glimmar's Steampunk v.13 available soon in both 'Full' Hybrid 64x and 'Lite' Hybrid 64x!
'Lite' just means the bloat of extra randommobs and animations has been removed from the pack and lower res betterskies .png have been swapped in. CTM is still the same as the normal pack. 'Lite' doesn't mean a 32x pack or necessarily different textures, except where animated paintings have been replaced by 'still' pictures. Hope that clears that up from the off.
If there's anything you'd like to ask about the vid...ask away and I'll do my best to answer or check out the v.13 Changelog below for more details.
Thanks for watching.
Music and Sound Sample Credits:
I am very grateful for the following music and sound samples being made available online. I give due credit to the kind and talented individuals for their time and generosity, in particular 'Cousin Silas' :
Music credits:
The music in this video is by Cousin Silas
who creates the most incredibly atmospheric ambient music:
.....GS Hybrid 64x/32x v.13 for MC 1.6.4 - Changelog
Click the spoiler:
Fixed top and bottom of hardened_clay_stained_purple (my ctm'd marble freize block). It would randomly use a purple mosaic texture. My fault - I mis-counted the marble frieze textures in my .properties file...sorry!
Also fixed the tone of one marble freize block, which was much darker than the rest.
Added an extra marble freize block.
Added brand new 64x ctm'd cobblestone blocks:
32 new 'side' (or wall) cobblestone for better distinction between walls (for old houses, etc.) and old Victorian cobbled streets.
12 new 64x 'top/bottom' ctm cobblestone textures. These give a much more satisfying and random feel when constructing cobblestone paths, roads or large open public squares.
24 new mossy cobblestone blocks. Started out with the intention of having different side textures to top/bottom textures, but at present there is no distinction as they work acceptable for floor or wall orientation.
7 new cracked stone brick random ctm textures.
7 new mossy stone brick random ctm textures.
Brand new 64x ctm'd vine texture. 4 variations at present give a more believable vertical and horizontal 'creeper' effect. Much better over trees, hanging, and up old walls, etc.
All new 64x ctm'd 'reeds' textures. Same theme of giant horsetails, but the extra detail that the higher res and vertical ctm brings makes for something that looks appropriate for jungle, river or exotic garden.
Spent quite a bit of time re-balancing the color and tone of those hardened clay bricks of mine effected by the new 1.7 'mesa' biome. Also refined some tiling issues. The overall effect is a better range of brick hues to work with on large city building projects.
Refined the iron_block to 64x, which was actually a lot more difficult than I thought it would be. It turns out that my original texture (for me at least) has just the right contrast and level of detail to make it look right when viewed at distance considering it's pixelly design. Managing to keep this effect at 64x with even greater detail took a lot of balancing. Use of low level mipmapping can improve things slightly.
Made a new 64x brass gas lamp torch, loosely based on the original, but with more detail and with a lovely (!) amber lime glow. The 'brief' for this was...keep it simple, as 3-dimensional as possible, able to be used en-masse for large construction lighting effects without it being overwhelming and still more 'gas-lamp-like' when viewed close up.
New 64x ice texture made up of 64 repeating ctm tiles. IMHO I think this is a vast improvement over the old 32x ice texture in respect of realism and tiling.
New single tiling 64x ice texture for none MCPatcher Minecraft play.
Edited the MCPatcher lightmap to compliment the new ambergreen gas lamp.
New Greeny Blue (kind of Cobalt Blue colour) still and flowing water colour.
New colormaps for extra variety and naturalism including:
foliage
grass
birch
pine
fog
New color.properties for water drops, maps and boss text. Water drops are less neon and more realistic (lava drops seem permanently borked at Mojang's end and seem far too transparent using the same particle texture as for water). Map colours are far more representative of actual world colours, especially water!
Refined a number of particles including drips, bubbles and smoke. Smoke is now fluffier and more transparent, but still animated in a 'puff, puff' kind of way!
New lavadrop.png colour strip. Changes the colour of the lava drip from when it first appears nearly white hot through to it cooling to a red glow, but as this is currently broken in Minecraft (because it shares the same particle as water drips) you won't notice any real change.
Made rain less busy, less colourful and more transparent all for a more naturalistic feel.
All new Glimmar sheep mob with woollier woolly coat and skinnier pink skin when shorn! Hope you like it's woolly leg warmers! I thought leaving it with at least a balaclava and leg warmers after shearing was the only decent thing to do. It seemed cruel to leave it shivering on a snowy mountain side without something on!
Edited the zombie villager adding glowing green eyes and an open mouth. Differences will only be noted by those not using MCPatcher or those using my forthcoming GS Optimized resource pack.
New stationary brass flywheel 64x64 painting.
New 'cogs' 64x64 painting.
Toned down and aged 'Nerve Tonic Pills' poster painting.
New 64x128 'Station' sign painting.
New vertical and horizontal unanimated 'chain' link paintngs.
All new brass 'control board' painting - the one you can attach painted pipes to.
New unanimated 'large flywheel' painting.
Created a new GS 'Lite' 64/32x pack for those with less powerful machines. There is no guarantee it will improve game speed, but all animations have been removed from blocks, items, gui and mobs etc. Water, lava, portal and fire are still animated and diamond tools and railtrack animations are still in there as they are only 'two-frame' anims. I've also included one or two other slightly longer anim strips. All better sky textures are much smaller in scale without spoiling the effect of moving clouds or night sky starfield depth. CTM is still the same, but all extra 'randomobs' have been removed. We will have to see what effect ctm alone, along with better colors and skies, has on game lag. MCPatcher is still a requirement for using this pack.
waiting for the change log and the download from you glimmar :-*
and sorry for double post
No probs.
The update is coming as soon as possible.
Updating the OP with up-to-date info and pics, here and over at my Curse/Forge page, and then putting together a second page over there for the 'Lite' version takes a lot of grinding time and effort, and I have a lot of RL things on today (nothing new there then).
Re-wording the OP and the like is my least favorite task...Ugh!
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Curse PremiumHello, Tiw. Welcome to the MC forums and glad to hear you like my textures.
However, juliusand1 is correct, for your own personal use, do what you wish with my texture pack, but only within the confines of your PC. My conditions of use prohibit use in any other publicly available resource/texture pack, sorry.
Just to be clear, you are not allowed to make another resource pack with your own work combined with Glimmar's Steampunk (or any part of it) and then make it available to others for download online, especially on Minecraft websites like this, Planet Minecraft, Curse/Forge, etc. Please see my licence/legal section in the OP (first page) of this thread for more specific details.
My work is copyright and I am still very actively working on it and do not wish any part of it to be merged with any other publicly available texture/resource pack at this time and for the foreseeable future. Many thanks.
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Curse Premium.....GS v13 Lite & New Paintings!
Making a video of GS v13 stuff kind of necessitated finishing off a 'lite' version of the pack with lower resolution better skies and clock, massively reduced number of animations, but with new paintings and still all the ctm blocks
I'm not sure what difference the 'lite' version of the pack will make, but here are a couple of the new paintings:
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Curse PremiumMany thanks, zamaj.
Haha! Yeh, that's as good a description for it as I could come up with too.
I was pleased how it turned out in game though. Just one of those accidental arrangements of old and new textures that seems to work quite well as an ambiguous bit of steampunkery...it replaces the old pipe connecting panel which, as with so many things, was long overdue for redesign.
My Twitter: https://twitter.com/TheRealLordMJ
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Curse PremiumI think you need a 'stone-age' pack to match that.
It could also be because we're all getting a little lightheaded waiting for 1.7, and I'm not helping matters by taking so long over getting GS v13 launched.
I'm definitely not adding anything more into the pack for the update and I'm currently making a short video as I type...so hopefully not too long now.
My Twitter: https://twitter.com/TheRealLordMJ
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Curse PremiumI'll just have to see how I can bring 1.7 to my city of Newglim. Still not had time to think about that problem.
Also, don't forget this next update of mine doesn't have any new 1.7 textures, it was more a case of trying to prepare the way by sprucing things up. So when 1.7 lands, I will work on all the new plants, opaque ice and podzol, etc. and intend to release work on a regular basis until all the new textures are complete.
Ok thx. You're professionals. I undestand. Thx
When I say vanilla, I mean without any mods OR texture packs. Just a pure experience. So I can wait for the 1.7 version of your pack, I won't update to 1.7 until all the mods I use are released anyway.
My Twitter: https://twitter.com/TheRealLordMJ
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Curse Premium...and you are also very professional...and polite. Thanks, mate!
Very soon now. Just finishing up on the little vid, but choosing suitable music is always tricky. Uploading a 10 minute movie to Youtube will take a few hours though. After which I can go through the minefield of trying to upload GS v13 to my Curse/Forge page...something I have to re-learn each time, because I take so long to update (another reason why I want to get into the habit of updating with smaller texture changes, but more frequently).
Don't forget the advantage of 1.7 is that you can still use a favourite pack and not of necessity have to mix it with vanilla textures. 1.7 onwards will allow you to load other HD packs below your preferred pack and, assuming they're updated with 1.7 textures, they will fill in any texture gaps in the resource pack at the top of the resource pack list...assuming I understand things correctly. Anyone please correct me if I've got that wrong, but that's how I understand it.
I only use 2 texture packs, and they are both updated regularly so I'm sure 1.7 support will arrive in reasonable time.
My Twitter: https://twitter.com/TheRealLordMJ
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Curse PremiumI'm sure it will speed up eventually.
As soon as it's uploaded, anyone who has subscribed will be at an advantage as they'll probably get to see it first, especially if I'm sleeping, but if I'm still awake sometime this evening, I'll open up a post here to display the vid, along with a GS v.13 'changelog'.
I'm just off to keep checking the v.13 update and finish up on a proper single ice tile block for vanilla Minecraft, which should make the pack ready for upload tomorrow sometime, subject of course to RL, acts of God, fate's temptations, fire and theft, etc.
As always I much appreciate those of you who have waited with great patience. However, it's not like the update is such a wonderful thing to warrant anyone getting too excited, or even a little excited, but I think there are still a few of you out there who like some of the things I do...well hopefully!
In the meantime I'll keep you posted if things speed up.
3% and counting and down to 720 mins...
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Curse PremiumOh dear! I'm going to have to change my heading style I think.
Youtube is being a right pain at the moment too...only 20% of my video is uploaded and the worst is not knowing quite how it'll turn out after such a long wait. There's no way I can stay up to the bitter end with work the next day. I'll see what the situation is in the morning.
I hear good news O_o
soooo excited
waiting for the change log and the download from you glimmar :-*
and sorry for double post
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Curse Premium.....GS v13 Video Showcase!
Glimmar's Steampunk v.13 available soon in both 'Full' Hybrid 64x and 'Lite' Hybrid 64x!
'Lite' just means the bloat of extra randommobs and animations has been removed from the pack and lower res betterskies .png have been swapped in. CTM is still the same as the normal pack. 'Lite' doesn't mean a 32x pack or necessarily different textures, except where animated paintings have been replaced by 'still' pictures. Hope that clears that up from the off.
If there's anything you'd like to ask about the vid...ask away and I'll do my best to answer or check out the v.13 Changelog below for more details.
Thanks for watching.
Music and Sound Sample Credits:
I am very grateful for the following music and sound samples being made available online. I give due credit to the kind and talented individuals for their time and generosity, in particular 'Cousin Silas' :
Music credits:
The music in this video is by Cousin Silas
who creates the most incredibly atmospheric ambient music:
014_-_Through_Glittering_Trees.mp3
http://archive.org/details/CousinSilas_CanaveralDreams
09_Cousin_Silas_-_The_Loathing_of_Beauty.mp3
http://archive.org/details/Earthrid-012
03_Cousin_Silas_-_The_Beauty_of_Loathing.mp3
http://archive.org/details/Earthrid-012
06_Cousin_Silas_-_Upstream.mp3
http://archive.org/details/Earthrid-012
Please visit Cousin Silas's blog for further information:
http://cousinsilas.blogspot.co.uk/p/discography_30.html
Title Sound Sample credits:
12900__swelk__4machineloop03.wav
http://www.freesound.org/people/swelk/sounds/12900/
40158__sagetyrtle__crash Audio Extracted Audio Extracted.wav
http://www.freesound.org/people/sagetyrtle/sounds/40158/
48980__lunardrive__metal-door-slam-soundsmith.wav
http://www.freesound.org/people/Lunardrive/sounds/48980/
71569__microscopia__1905-regina-table-model-disc-music-box.wav
http://www.freesound.org/people/Microscopia/sounds/71569/
Sewing Machine 2 by Teto Yasha - SoundBible.com-2092031798.mp3
http://soundbible.com/1541-Sewing-Machine-2.html
wind_up_pedalling_water_turtle_toy.mp3
http://www.pdsounds.org/sounds/wound_up_toy_pedalling
.....GS Hybrid 64x/32x v.13 for MC 1.6.4 - Changelog
Click the spoiler:
Fixed top and bottom of hardened_clay_stained_purple (my ctm'd marble freize block). It would randomly use a purple mosaic texture. My fault - I mis-counted the marble frieze textures in my .properties file...sorry!
Also fixed the tone of one marble freize block, which was much darker than the rest.
Added an extra marble freize block.
Added brand new 64x ctm'd cobblestone blocks:
32 new 'side' (or wall) cobblestone for better distinction between walls (for old houses, etc.) and old Victorian cobbled streets.
12 new 64x 'top/bottom' ctm cobblestone textures. These give a much more satisfying and random feel when constructing cobblestone paths, roads or large open public squares.
24 new mossy cobblestone blocks. Started out with the intention of having different side textures to top/bottom textures, but at present there is no distinction as they work acceptable for floor or wall orientation.
7 new cracked stone brick random ctm textures.
7 new mossy stone brick random ctm textures.
Brand new 64x ctm'd vine texture. 4 variations at present give a more believable vertical and horizontal 'creeper' effect. Much better over trees, hanging, and up old walls, etc.
All new 64x ctm'd 'reeds' textures. Same theme of giant horsetails, but the extra detail that the higher res and vertical ctm brings makes for something that looks appropriate for jungle, river or exotic garden.
Spent quite a bit of time re-balancing the color and tone of those hardened clay bricks of mine effected by the new 1.7 'mesa' biome. Also refined some tiling issues. The overall effect is a better range of brick hues to work with on large city building projects.
Refined the iron_block to 64x, which was actually a lot more difficult than I thought it would be. It turns out that my original texture (for me at least) has just the right contrast and level of detail to make it look right when viewed at distance considering it's pixelly design. Managing to keep this effect at 64x with even greater detail took a lot of balancing. Use of low level mipmapping can improve things slightly.
Made a new 64x brass gas lamp torch, loosely based on the original, but with more detail and with a lovely (!) amber lime glow. The 'brief' for this was...keep it simple, as 3-dimensional as possible, able to be used en-masse for large construction lighting effects without it being overwhelming and still more 'gas-lamp-like' when viewed close up.
New 64x ice texture made up of 64 repeating ctm tiles. IMHO I think this is a vast improvement over the old 32x ice texture in respect of realism and tiling.
New single tiling 64x ice texture for none MCPatcher Minecraft play.
Edited the MCPatcher lightmap to compliment the new ambergreen gas lamp.
New Greeny Blue (kind of Cobalt Blue colour) still and flowing water colour.
New colormaps for extra variety and naturalism including:
foliage
grass
birch
pine
fog
New color.properties for water drops, maps and boss text. Water drops are less neon and more realistic (lava drops seem permanently borked at Mojang's end and seem far too transparent using the same particle texture as for water). Map colours are far more representative of actual world colours, especially water!
Refined a number of particles including drips, bubbles and smoke. Smoke is now fluffier and more transparent, but still animated in a 'puff, puff' kind of way!
New lavadrop.png colour strip. Changes the colour of the lava drip from when it first appears nearly white hot through to it cooling to a red glow, but as this is currently broken in Minecraft (because it shares the same particle as water drips) you won't notice any real change.
Made rain less busy, less colourful and more transparent all for a more naturalistic feel.
All new Glimmar sheep mob with woollier woolly coat and skinnier pink skin when shorn! Hope you like it's woolly leg warmers! I thought leaving it with at least a balaclava and leg warmers after shearing was the only decent thing to do. It seemed cruel to leave it shivering on a snowy mountain side without something on!
Edited the zombie villager adding glowing green eyes and an open mouth. Differences will only be noted by those not using MCPatcher or those using my forthcoming GS Optimized resource pack.
New stationary brass flywheel 64x64 painting.
New 'cogs' 64x64 painting.
Toned down and aged 'Nerve Tonic Pills' poster painting.
New 64x128 'Station' sign painting.
New vertical and horizontal unanimated 'chain' link paintngs.
All new brass 'control board' painting - the one you can attach painted pipes to.
New unanimated 'large flywheel' painting.
Created a new GS 'Lite' 64/32x pack for those with less powerful machines. There is no guarantee it will improve game speed, but all animations have been removed from blocks, items, gui and mobs etc. Water, lava, portal and fire are still animated and diamond tools and railtrack animations are still in there as they are only 'two-frame' anims. I've also included one or two other slightly longer anim strips. All better sky textures are much smaller in scale without spoiling the effect of moving clouds or night sky starfield depth. CTM is still the same, but all extra 'randomobs' have been removed. We will have to see what effect ctm alone, along with better colors and skies, has on game lag. MCPatcher is still a requirement for using this pack.
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Curse PremiumNo probs.
The update is coming as soon as possible.
Updating the OP with up-to-date info and pics, here and over at my Curse/Forge page, and then putting together a second page over there for the 'Lite' version takes a lot of grinding time and effort, and I have a lot of RL things on today (nothing new there then).
Re-wording the OP and the like is my least favorite task...Ugh!