So Glimmar, remember how I was griping about the way MC did transparency? They fixed that in the latest snapshot... and added stained glass.
*starts scribbling designs for force fields for Mooncraft*
You know I had a funny inkling the delay on 1.7 was probably something to do with stained glass!
Flip! I haven't any experience with glass-like transparency (other than with ice this past week), so I'm a bit apprehensive about what's involved and hoping it's not more involved than that. I'm trembling with anticipation, fear and nausea at the prospect. Oh heck, I better go and have a look what the damage is going to be...well after I finally get v13 out.
Looks great Glim, I think I will be using the new cobble for any underground areas I build especially with the new random moss. Question, in the changlog it says there are new mossy stone bricks ctm's, has the moss itself been upgraded to 64x?
Looks great Glim, I think I will be using the new cobble for any underground areas I build especially with the new random moss. Question, in the changlog it says there are new mossy stone bricks ctm's, has the moss itself been upgraded to 64x?
The new mossy stone bricks have moss more akin to the moss on the mossy cobble (sounds like a tongue twister!), but I've kept the old mossy stone bricks the same, as I like the contrast. Even though the moss on the old mossy stone bricks is up-scaled from 32x, the stone is definitely 64x and the moss on it has some 64x scaled editing too. Works well from a distance IMHO.
Glad you like. Yes the mossy cobble is great for those dark dank areas, but also rather nice underwater, on cobble supports that stand in water and for the base of canals and around culverts, etc. Oh, and also ruins and the like.
Hybrid 'Lite' 64x/32x (Optimized Version): For those with modest PCs the 'Lite' version comes with no extra mobs, far fewer animations, but still has all the extra features to be found when using MCPatcher, such as 'connected textures' (CTM), biome and atmospheric colors and better skies for day and night. This version may help some of you squeeze out a few more FPS in game, but don't expect miracles. Other necessary MCPatcher embelishments like 'ctm', biome and atmospheric colours will all take their toll in game. Download: Glimmar's Steampunk v.13 Hybrid 'Lite' 64/32x for MC 1.6.4
......................................(on the adf.ly page, click the SKIP AD button after 5 secs...top right) Direct: Glimmar's Steampunk v.13 Hybrid 'Lite' 64/32x for MC 1.6.4
Special Note Regarding Adf.ly
My main download now links through adf.ly., and has done for a couple of months. I know some of you don't like this and I'm the same, I don't like ads or anything that delays me getting straight to a download, but after 3 years creating and supporting this pack with an immense amount of work and never using adf.ly or donation buttons throughout that period, I now find my circumstances have changed. To justify the large amount of time I'm having to spend on my pack, I'd be very grateful for just 5 seconds of your time while you wait for adf.ly to connect you to my download page. However, I completely understand if you'd rather not go the slightly circuitous route, so I also provide direct links to my Curse/Forge download page for those who do not wish to download via adf.ly. As always, many thanks to all of you who support my work on Glimmar's Steampunk.
Just finished off creating a new Glimmar's Steampunk Hybrid 'Lite' page over at Curse/Forge. Links should now be up-to-date in my OP and are also provided above.
Does someone have a link with Glimmar's textures plus the FTB additional mod textures ( already installed )? I'm using Unleashed, i am getting mad trying to make them work and tried it lots of times but the textures don't work, or at least most of them do not. Are the mod textures outdated maybe? This texture pack fits perfectly with FTB... I would appreciate it very much! ty.
I have to say that this new version of your pack is utterly breathtaking. *_* I can't wait to sink my teeth into it and start re-editing for my ships. Alas, I can't do anything like that at the current time as I currently don't have a PC and probably won't be able to afford one for some time.
Does someone have a link with Glimmar's textures plus the FTB additional mod textures ( already installed )? I'm using Unleashed, i am getting mad trying to make them work and tried it lots of times but the textures don't work, or at least most of them do not. Are the mod textures outdated maybe? This texture pack fits perfectly with FTB... I would appreciate it very much! ty.
I believe that the mod textures are out of date at this point, as it's been some months since they've been updated. Unfortunately, I don't have much free time to work on retexturing anymore, and I haven't seen much progress from the other users who have been working on them as of late. Sorry if this has caused any inconvenience…
I have to say that this new version of your pack is utterly breathtaking. *_* I can't wait to sink my teeth into it and start re-editing for my ships. Alas, I can't do anything like that at the current time as I currently don't have a PC and probably won't be able to afford one for some time.
Many thanks, asikar, but also sad you can't try the new things out.
I'm really sorry to hear about the PC situation. I hope something turns up sooner than later...I'm missing seeing regular updates from your airship-yard already.
Loving all the updates to the pack. I don't think that I have mentioned it yet in the thread, but I would like to second the idea of creating a series of Greek Marble style alts for the quartz blocks when you get into the one of your alt moods. I would also like to suggest an idea for the red, green, yellow, blue, and black hardened clay blocks. I was thinking that a neat set of alts for those blocks would be to take the tile texture you have for the emerald block and apply it to those hardened clay blocks. So that you would end of with blocks with the tile texture, but have the hardened clay colors you have created for those. It would create the option to make some nice looking tile floors and walls.
Loving all the updates to the pack. I don't think that I have mentioned it yet in the thread, but I would like to second the idea of creating a series of Greek Marble style alts for the quartz blocks when you get into the one of your alt moods. I would also like to suggest an idea for the red, green, yellow, blue, and black hardened clay blocks. I was thinking that a neat set of alts for those blocks would be to take the tile texture you have for the emerald block and apply it to those hardened clay blocks. So that you would end of with blocks with the tile texture, but have the hardened clay colors you have created for those. It would create the option to make some nice looking tile floors and walls.
Glad you're enjoying the new stuff, rosestorm90.
Haha! After updating, the last thing on my mind for a few days is more texturing, but I think the idea for some Victorian clay 'tile' alts for those tricky rich colors is excellent. There's certainly no shortage of inspiration on the theme of Victorian tiles. I think they'd always have to be alts though, if the pack is still going to work in some way in survival. For myself I'm not too bothered what mesa biomes would end up looking like, as the architectural or interior design advantages of having tiles would be too tempting to pass up, but in general I've had to be a little more conservative by choosing textures like bricks and simple single texture marble.
I think a range of better and more 'realistic' ctm 'repeat' marble textures for those primary colored clays would also be a good compromise, as I'm not entirely happy with the one's I have at the moment, but I didn't have time for masses of ctm textures when 1.6 first came out. I'd use 'repeat' and 'random' ctm on just about everything given the chance, but I'm still concerned what the limits are for ctm with regard to in game lag, so I proceed with caution.
I'd have to be in the right mood, with a lot of spare time to get round to the quartz pillar alts at the moment, especially now with all the stained glass and plants for 1.7 still to do. Having slightly burned myself out again to get this last update out, I'm giving my eyes and brain a rest and working on some other RL projects. Having said that, I couldn't help having a play with the new stained glass blocks and panes. The way glass panes now interact with iron bars...wow! That alone opens up so many interesting possibilities for design. I'd go as far as saying this is the best update Mojang have come up with so far for those among us who just like to build. At last I can still have my decorative brass standard glass for balcony railings and ornate structures, but also have a whole range of transparent coloured glass textures. I have some tentative simple ideas for stained glass already, but having never messed around with MCPatcher's BetterGlass, I'm completely new to this side of things.
I'm being honest when I say I don't have a surprise 1.7 update up my sleeve. When I've recharged my creative batteries I will be starting completely from scratch on all the new textures, hence the reason why I wanted to update one last time for 1.6 in an attempt to clear my desktop of odds and ends I'd been working on since summer.
As mentioned, I will try to update little and often from now on, so as not to keep anyone waiting, and so I don't get absolutely exhausted juggling too many things for my usual 'bumper' updates. 1.7 makes that possible now and takes the pressure of having to rush everything, so users aren't left with glaring 'vanilla' textures in their favorite pack.
Anyways, have fun and keep the suggestions coming. I can't always do everything, but some ideas stick and eventually come to fruition.
Full and detailed Changelogs are now stored in the pack. It includes hints and tips and comments on all the new things I've made and some advice on swapping textures around with alternatives from my 'GS Alt Collections' support pack (in the 'Downloads' section below).
.... what!?!? Why would you not post the changelong on the thread?
Hey i would like to say that ive been using this steampunk texture pack for many years now, i love it. its brought me so many great inspirations for MC builds. more recently though i am working on a Fable 3 World all by my self
so far i have built a town, farm and fortress
if you would like to check it out here is the link http://www.planetmin...erstone-market/
.... what!?!? Why would you not post the changelong on the thread?
'cos I just posted it on the previous page and my OP is getting bloated again.
However, here it is again for your delectation and I'll try and squeeze it in somewhere on page 1:
.....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.
Hey i would like to say that ive been using this steampunk texture pack for many years now, i love it. its brought me so many great inspirations for MC builds. more recently though i am working on a Fable 3 World all by my self
so far i have built a town, farm and fortress
if you would like to check it out here is the link http://www.planetmin...erstone-market/
Thank you very much for the epic texture pack.
Lookin' awesome! See what it looks like with my new water color.
Are you planning on expanding outward with roads, etc?
Lookin' awesome! See what it looks like with my new water color. Are you planning on expanding outward with roads, etc?
New water color? i didnt know there was on. lol there is much more to expand on, other towns, villages, farmlands, mines and grave yards. all soon to come.
New water color? i didnt know there was on. lol there is much more to expand on, other towns, villages, farmlands, mines and grave yards. all soon to come.
Check above re: v.13 Changelog, and also on previous pages and in the OP...lots of screenshots. Even though it's not an MC 1.7 coordinated update, there's still a lot of improvements and new things. You might like some of them, especially with your world build in mind. See the GS v13 showcase video to get a flavor of all a few of the new things:
Haha! That's what I like to hear...expansion! I just continue building roads, bridges, canals and railways outwards and let the land dictate what pops up by way of buildings and architectural features. As mentioned, I look forward to seeing how your world develops. Keep up the good work.
Check above re: v.13 Changelog, and also on previous pages and in the OP...lots of screenshots. Even though it's not an MC 1.7 coordinated update, there's still a lot of improvements and new things. You might like some of them, especially with your world build in mind. See the GS v13 showcase video to get a flavor of all a few of the new things:
Haha! That's what I like to hear...expansion! I just continue building roads, bridges, canals and railways outwards and let the land dictate what pops up by way of buildings and architectural features. As mentioned, I look forward to seeing how your world develops. Keep up the good work.
Thanks for the notice about the update, i got so excited to see that you have changed the mossy stone and cobble stone, 2 items i love using but didnt looks as good as some others. but now there fantastic for what i am making.! great water colour too, much better then the green
Thanks for the notice about the update, i got so excited to see that you have changed the mossy stone and cobble stone, 2 items i love using but didnt looks as good as some others. but now there fantastic for what i am making.! great water colour too, much better then the green
Ooo...wow! That's the quickest reply I ever got!
Yes! The old cobble was fine for what it was designed for, epic building back in the day when we didn't have MCPatcher, or CTM, but close up...not so pretty! I think I just got tired of the old green water, again fine for the theme back when we didn't have biomes or MCPatcher controlled biome colouring, but a bit too 'atomic' luminous for my taste now.
I'd put off working on cobble again, because I remember what a pain it was to create, back then when it had to tile perfectly, as it happens it was almost pleasurable to create a variety of textures for CTM...just time consuming!
-
View User Profile
-
View Posts
-
Send Message
Curse Premium*starts scribbling designs for force fields for Mooncraft*
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumYou know I had a funny inkling the delay on 1.7 was probably something to do with stained glass!
Flip! I haven't any experience with glass-like transparency (other than with ice this past week), so I'm a bit apprehensive about what's involved and hoping it's not more involved than that. I'm trembling with anticipation, fear and nausea at the prospect.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumThe new mossy stone bricks have moss more akin to the moss on the mossy cobble (sounds like a tongue twister!), but I've kept the old mossy stone bricks the same, as I like the contrast. Even though the moss on the old mossy stone bricks is up-scaled from 32x, the stone is definitely 64x and the moss on it has some 64x scaled editing too. Works well from a distance IMHO.
Glad you like.
-
View User Profile
-
View Posts
-
Send Message
Curse Premium.....Download
Hybrid 64x/32x (Fully Featured Version):
Download: Glimmar's Steampunk v.13 Hybrid 64/32x for MC 1.6.4
......................................(on the adf.ly page, click the SKIP AD button after 5 secs...top right)
Direct: Glimmar's Steampunk v.13 Hybrid 64/32x for MC 1.6.4
Hybrid 'Lite' 64x/32x (Optimized Version):
For those with modest PCs the 'Lite' version comes with no extra mobs, far fewer animations, but still has all the extra features to be found when using MCPatcher, such as 'connected textures' (CTM), biome and atmospheric colors and better skies for day and night. This version may help some of you squeeze out a few more FPS in game, but don't expect miracles. Other necessary MCPatcher embelishments like 'ctm', biome and atmospheric colours will all take their toll in game.
Download: Glimmar's Steampunk v.13 Hybrid 'Lite' 64/32x for MC 1.6.4
......................................(on the adf.ly page, click the SKIP AD button after 5 secs...top right)
Direct: Glimmar's Steampunk v.13 Hybrid 'Lite' 64/32x for MC 1.6.4
Special Note Regarding Adf.ly
My main download now links through adf.ly., and has done for a couple of months. I know some of you don't like this and I'm the same, I don't like ads or anything that delays me getting straight to a download, but after 3 years creating and supporting this pack with an immense amount of work and never using adf.ly or donation buttons throughout that period, I now find my circumstances have changed. To justify the large amount of time I'm having to spend on my pack, I'd be very grateful for just 5 seconds of your time while you wait for adf.ly to connect you to my download page. However, I completely understand if you'd rather not go the slightly circuitous route, so I also provide direct links to my Curse/Forge download page for those who do not wish to download via adf.ly. As always, many thanks to all of you who support my work on Glimmar's Steampunk.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumI believe that the mod textures are out of date at this point, as it's been some months since they've been updated. Unfortunately, I don't have much free time to work on retexturing anymore, and I haven't seen much progress from the other users who have been working on them as of late. Sorry if this has caused any inconvenience…
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumMany thanks, asikar, but also sad you can't try the new things out.
I'm really sorry to hear about the PC situation. I hope something turns up sooner than later...I'm missing seeing regular updates from your airship-yard already.
Loving all the updates to the pack. I don't think that I have mentioned it yet in the thread, but I would like to second the idea of creating a series of Greek Marble style alts for the quartz blocks when you get into the one of your alt moods. I would also like to suggest an idea for the red, green, yellow, blue, and black hardened clay blocks. I was thinking that a neat set of alts for those blocks would be to take the tile texture you have for the emerald block and apply it to those hardened clay blocks. So that you would end of with blocks with the tile texture, but have the hardened clay colors you have created for those. It would create the option to make some nice looking tile floors and walls.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumGlad you're enjoying the new stuff, rosestorm90.
Haha! After updating, the last thing on my mind for a few days is more texturing, but I think the idea for some Victorian clay 'tile' alts for those tricky rich colors is excellent. There's certainly no shortage of inspiration on the theme of Victorian tiles. I think they'd always have to be alts though, if the pack is still going to work in some way in survival. For myself I'm not too bothered what mesa biomes would end up looking like, as the architectural or interior design advantages of having tiles would be too tempting to pass up, but in general I've had to be a little more conservative by choosing textures like bricks and simple single texture marble.
I think a range of better and more 'realistic' ctm 'repeat' marble textures for those primary colored clays would also be a good compromise, as I'm not entirely happy with the one's I have at the moment, but I didn't have time for masses of ctm textures when 1.6 first came out. I'd use 'repeat' and 'random' ctm on just about everything given the chance, but I'm still concerned what the limits are for ctm with regard to in game lag, so I proceed with caution.
I'd have to be in the right mood, with a lot of spare time to get round to the quartz pillar alts at the moment, especially now with all the stained glass and plants for 1.7 still to do. Having slightly burned myself out again to get this last update out, I'm giving my eyes and brain a rest and working on some other RL projects. Having said that, I couldn't help having a play with the new stained glass blocks and panes. The way glass panes now interact with iron bars...wow! That alone opens up so many interesting possibilities for design. I'd go as far as saying this is the best update Mojang have come up with so far for those among us who just like to build. At last I can still have my decorative brass standard glass for balcony railings and ornate structures, but also have a whole range of transparent coloured glass textures. I have some tentative simple ideas for stained glass already, but having never messed around with MCPatcher's BetterGlass, I'm completely new to this side of things.
I'm being honest when I say I don't have a surprise 1.7 update up my sleeve. When I've recharged my creative batteries I will be starting completely from scratch on all the new textures, hence the reason why I wanted to update one last time for 1.6 in an attempt to clear my desktop of odds and ends I'd been working on since summer.
As mentioned, I will try to update little and often from now on, so as not to keep anyone waiting, and so I don't get absolutely exhausted juggling too many things for my usual 'bumper' updates. 1.7 makes that possible now and takes the pressure of having to rush everything, so users aren't left with glaring 'vanilla' textures in their favorite pack.
Anyways, have fun and keep the suggestions coming. I can't always do everything, but some ideas stick and eventually come to fruition.
Also check me out on:
WordPress, Etsy, and Spore.
so far i have built a town, farm and fortress
if you would like to check it out here is the link http://www.planetmin...erstone-market/
Thank you very much for the epic texture pack.
-
View User Profile
-
View Posts
-
Send Message
Curse Premium'cos I just posted it on the previous page and my OP is getting bloated again.
However, here it is again for your delectation and I'll try and squeeze it in somewhere on page 1:
.....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.
Lookin' awesome! See what it looks like with my new water color.
Are you planning on expanding outward with roads, etc?
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumCheck above re: v.13 Changelog, and also on previous pages and in the OP...lots of screenshots. Even though it's not an MC 1.7 coordinated update, there's still a lot of improvements and new things. You might like some of them, especially with your world build in mind. See the GS v13 showcase video to get a flavor of all a few of the new things:
Haha! That's what I like to hear...expansion! I just continue building roads, bridges, canals and railways outwards and let the land dictate what pops up by way of buildings and architectural features. As mentioned, I look forward to seeing how your world develops. Keep up the good work.
Thanks for the notice about the update, i got so excited to see that you have changed the mossy stone and cobble stone, 2 items i love using but didnt looks as good as some others. but now there fantastic for what i am making.! great water colour too, much better then the green
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumOoo...wow! That's the quickest reply I ever got!
Yes! The old cobble was fine for what it was designed for, epic building back in the day when we didn't have MCPatcher, or CTM, but close up...not so pretty! I think I just got tired of the old green water, again fine for the theme back when we didn't have biomes or MCPatcher controlled biome colouring, but a bit too 'atomic' luminous for my taste now.
I'd put off working on cobble again, because I remember what a pain it was to create, back then when it had to tile perfectly, as it happens it was almost pleasurable to create a variety of textures for CTM...just time consuming!
Glad you like!
My Twitter: https://twitter.com/TheRealLordMJ