It's perfect. I love it. I can't wait to play with it. Only problem, most of my mods are stuck at 1.6.2 so I can't update to 1.6.4. ;(
LORD_MJ, apart from new and improved edits to my textures, there is no difference between a 1.6.2 texture pack and a 1.6.4 texture pack, as no new blocks were added. Therefore my v13 pack will work quite happily with either version of Minecraft. It should also work quite happily with older versions of MCPatcher for 1.6 - again because there were no extra textures between 1.6 versions of MC.
Also don't forget the new launcher allows you to have different profiles, so you can skip between old and new versions and versions with and without favorite mods.
Switching to my v13 pack in your resource pack folder should have no effect on your modded MC version, so long as it's 1.6 or a later version of 1.6
If you were stuck with MC 1.5 it would be different, but if you didn't mind getting your hands dirty, you could swap things like the new cobble, etc. into the appropriate folder in an earlier pack - so long as the block existed in that earlier version. Also, Mojang renamed nearly everything between 1.5 and 1.6, so you'd have to check the thing you were moving had the correct name or it wouldn't be recognized.
Just updated the OP with the latest 'Alts Collection' download, if anyone's still interested. Any new things are in a version 13 folder for Glimmar Contributions and User Contributions (should be apparent when you open the zip). However, I also included a lot of older material I dug up from my hard drive, but you'll need to discover all of that yourself!
.....'GS Alts Collection' Download
Download: GS Alts Collection v.13 support pack
........................on the adf.ly page, click the SKIP AD button (top right) after 5 secs. DO NOT CLICK ANY ADS
Oh right, 1.6.4 was only bugfixes so texture packs should work. Guess I'm updating to the latest version. Yay, mossy cobble and new water colors here I come!!
Oh right, 1.6.4 was only bugfixes so texture packs should work. Guess I'm updating to the latest version. Yay, mossy cobble and new water colors here I come!!
Just make sure you've got backups of any new builds...just in case. You should be fine though.
I have an idea for the stained glass, so I thought I would go ahead and pitch it and see what you think. My idea would be for you to do a 64x version of the design that you have on the redstone lamp (which the 32x version already has a slight stained glass look to it) and then apply that design to all the different stained glass blocks and panes, and all you would have to do is change the color for each one and make it transparent. Alts could always be created later as creativity strikes you.
I have an idea for the stained glass, so I thought I would go ahead and pitch it and see what you think. My idea would be for you to do a 64x version of the design that you have on the redstone lamp (which the 32x version already has a slight stained glass look to it) and then apply that design to all the different stained glass blocks and panes, and all you would have to do is change the color for each one and make it transparent. Alts could always be created later as creativity strikes you.
Haha! So much for my break from the pack and texturing for a few days. Any chance I got this weekend I've been pouring over every picture I have of stained glass (I already had a huge collection of stained glass reference pics) and looking at how I might fit certain styles and effects to my GS theme. I've rather shelved the process of working on the new plants for the time being.
As it is, I'm in the fortunate position that I have some very nice authentic Victorian stained glass in my own house and in addition have worked with making other simple stained glass windows, so I have lots to work from in the flesh as it were. I've also had the opportunity to study lots of church windows, both high and low church, as I've restored quite a few church paintings in my time, and probably like any good Steampunk I have a general fascination and love for any type of pre-modern stained glass. So I've got lots of ideas...just not a great deal of time.
I'm not saying any of my ideas will be very good and they may flat out just not work, but it's nice now to have the possibility to have something that looks like real glass, as well as still being able to retain the original glass for decoration and structural work.
Many thanks for brainstorming though, but you'll just have to wait and see what I come up with, but certainly keep any ideas or inspirational pics coming if you think I might be interested.
Just watched the v13 video. Thanks for showing us around New Glim! It's good to see what you mean by epic builds! Fantastic additions to your textures! Downloading soon.
Is there a way to prevent the biome color maps from affecting the color of stone? The interior of my home base is far from done, but the color moves from standard granite to a mint granite. It's kinda funny.
I was recently thinking, how much power does CTM give you? For instance, can it let you change the texture shown if an adjacent block is of a certain type? If so, I had a crazy idea for the stained glass. Since the stained glass is, I believe, a single block with different damage values determining the color, you could in theory have the CTM for each pane of glass try to determine what color the adjacent pane of glass is and show a different texture accordingly, allowing for cross-block designs. I have no idea if this is even possible (as I haven't fiddled with CTM), but I think it might give an nice flow for stained glass. Granted, it would greatly increase the number of textures, but considering the number of random textures you already have, I doubt that'll change much.
Below is a quick sketch of the idea. On the left is a non-CTM'd design, on the right is a stack of three different colors with CTM set up as described. Just assume that there is a red pane below the lower right one. It would probably fit better without a horizontal line on the bottom and top of each block, but as I said this was just a quick mock-up. I had the idea while looking at the stained glass at the chapel on campus.
Just watched the v13 video. Thanks for showing us around New Glim! It's good to see what you mean by epic builds! Fantastic additions to your textures! Downloading soon.
Well it's not as epic as I'd like! I never quite get the time I'd like to spend on it, and most things are kind of rushed experiments to try out a new texture, and not the real flights of fancy I should be attempting. However, glad you liked the little tour...as jerky as it was.
Is there a way to prevent the biome color maps from affecting the color of stone? The interior of my home base is far from done, but the color moves from standard granite to a mint granite. It's kinda funny.
Absolutely! Dead easy, if you're ok with opening a .properties file. Here's the file you need to open up in the pack:
assets/minecraft/mcpatcher/color.properties
click on 'color.properties' and search for the following line:
This is the line that effects the stone, and other blocks which are related to stone. It's just an instruction that tells MCPatcher to use the colours at specific biome points on the 'stone.png' triangle graphic and then 'spray' it on the specific blocks listed as ID. numbers. Stone is number 1 the first digit after the equals sign. simply delete that and the space after it so that 14 is now against the = and stone will no longer be coloured. Don't forget to save the file for your changes to take effect.
If there's anything else in that list that you don't want effected by the stone.png triangle then check the block ID's on wiki and delete the appropriate number in the line above.
If you still want some color effects and just want to tone down or change my edit instead of tinkering with the color.properties, then look in the 'colormap' folder for 'stone.png' and edit the colors accordingly (just Google MCPatcher colormap, should give you the reference points on the triangle that relate to specific biomes)
Hope that helps. I'll probably find somewhere in my own world (haven't done so yet) where I'd rather not have some particular colour effect, but in any event, it's all going to change drastically again come MC 1.7 Everything becomes effected by biome and height, etc. Hence why I was rushing something out before the big update.
I was recently thinking, how much power does CTM give you? For instance, can it let you change the texture shown if an adjacent block is of a certain type? If so, I had a crazy idea for the stained glass. Since the stained glass is, I believe, a single block with different damage values determining the color, you could in theory have the CTM for each pane of glass try to determine what color the adjacent pane of glass is and show a different texture accordingly, allowing for cross-block designs. I have no idea if this is even possible (as I haven't fiddled with CTM), but I think it might give an nice flow for stained glass. Granted, it would greatly increase the number of textures, but considering the number of random textures you already have, I doubt that'll change much.
Below is a quick sketch of the idea. On the left is a non-CTM'd design, on the right is a stack of three different colors with CTM set up as described. Just assume that there is a red pane below the lower right one. It would probably fit better without a horizontal line on the bottom and top of each block, but as I said this was just a quick mock-up. I had the idea while looking at the stained glass at the chapel on campus.
I'm initially going to keep things simple and treat each colored glass block as a one-off standalone design and then think about ctm when I have a better feel for what can be done using it on the stained-glass. I'm not even sure if CTM can be applied to it yet. Someone was asking over on the MCPatcher thread if kahr was going to make it possible, so I'm assuming the person had tried and found it wasn't. I'll give it a go and see, but if it does work I think I might be more inclined to stick to a different design for each colour, but add slight differences with the 'random' command.
I'd like to set at least one of the glass colours aside for making random damaged windows, as I was very impressed with the effect 13thMurder achieved with his 'Broken Anachronism' glass. It would be nice to have some random damaged glass for old sections and disused warehouses and the like in my city.
The way glass panes behave and the fact that the glass is actually double-layered is going to effect what can and can't be done effectively.
Even with just vanilla stained glass, the effect at night with glass windows, and some form of illumination behind them, is quite a beautiful sight to behold.
An update on what ive been making working with quite a lot of forests and water.
I must say i really like what you have done with the Decirative stone into pillars, i was wanting to do that for a while but now it works
An update on what ive been making working with quite a lot of forests and water.
I must say i really like what you have done with the Decirative stone into pillars, i was wanting to do that for a while but now it works
I like that a lot, especially the way the roads wend their way from building to building. The elevated railway is intriguing...have you got a mining company going there and what's the small building with the tall chimney?
The decorative stone (eg. the stone pillars in your first pic) has been in the pack for a few updates now.
I like that a lot, especially the way the roads wend their way from building to building. The elevated railway is intriguing...have you got a mining company going there and what's the small building with the tall chimney?
The decorative stone (eg. the stone pillars in your first pic) has been in the pack for a few updates now.
The small building is a little coal furnace house, would require the long chimney to keep the smoke above it all.
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The prodigal son returns...
What does that even mean? It doesn't make sense to me, no matter how many times I read it.
In any case, several people have been filling my inbox with demands for up-to-date mod support for this pack. Mod Textures that I uhhh... stopped making in 1.4. So... I think i'll forward-port ye olde old Steampunk MOD textures from 1.4, throw in some new ones and release those to keep the whiners quiet. Well, when i'm done doing them for the JohnSmith pack.
Gods of the wild magic, i'm not looking forward to doing GregTech support for this pack as well. Back in 1.4 it was only 200-ish textures. Now it's around 850.
The prodigal son returns...
What does that even mean? It doesn't make sense to me, no matter how many times I read it.
In any case, several people have been filling my inbox with demands for up-to-date mod support for this pack. Mod Textures that I uhhh... stopped making in 1.4. So... I think i'll forward-port ye olde old Steampunk MOD textures from 1.4, throw in some new ones and release those to keep the whiners quiet. Well, when i'm done doing them for the JohnSmith pack.
Gods of the wild magic, i'm not looking forward to doing GregTech support for this pack as well. Back in 1.4 it was only 200-ish textures. Now it's around 850.
I do not envy that work for GregTech… Hope it doesn't drive you insane working on all that. I'd help, but I've been quite busy as of late, so I don't have much free time. I wonder what happened to the others working on mod textures…
Anyway, I recently started on a new project on a valley behind the dome city and factory complex on my main save file. I decided that the valley would make a great place for a reservoir, and so I built up a small-ish dam. Of course, after I finished the dam and started filling the land behind it with water, I realized that the back end of the valley kinda turns into a hilly biome, with no mountains high enough to contain the water, so I decided to add a second dam on the back end. Currently working on that second dam, will post pics when I finish it… I may also go back to the initial dam and flare the bottom out a bit.
Just made an observation about the new cobble. This may be ticky-tack of me, but I thought I'd bring it up. The cobble stairs use the non-ctm cobble texture it seems, while cobble blocks use the ctm textures. There is a slight difference in tint between the two. The stairs are just a little more blue than the regular cobble blocks.
You can see a slightly darker/blue-r ring around the pool where the stairs meet the regular cobble.
Also, in poking around the alts pack, I decided to use the pebbledashed hardened clay textures for wool. I think it looks kinda carpet-y. I plan to use the riveted panels for railcraft painted tanks instead.
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Curse PremiumLORD_MJ, apart from new and improved edits to my textures, there is no difference between a 1.6.2 texture pack and a 1.6.4 texture pack, as no new blocks were added. Therefore my v13 pack will work quite happily with either version of Minecraft. It should also work quite happily with older versions of MCPatcher for 1.6 - again because there were no extra textures between 1.6 versions of MC.
Also don't forget the new launcher allows you to have different profiles, so you can skip between old and new versions and versions with and without favorite mods.
Switching to my v13 pack in your resource pack folder should have no effect on your modded MC version, so long as it's 1.6 or a later version of 1.6
If you were stuck with MC 1.5 it would be different, but if you didn't mind getting your hands dirty, you could swap things like the new cobble, etc. into the appropriate folder in an earlier pack - so long as the block existed in that earlier version. Also, Mojang renamed nearly everything between 1.5 and 1.6, so you'd have to check the thing you were moving had the correct name or it wouldn't be recognized.
Hope that helps.
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Curse Premium.....'GS Alts Collection' Download
Download: GS Alts Collection v.13 support pack
........................on the adf.ly page, click the SKIP AD button (top right) after 5 secs. DO NOT CLICK ANY ADS
My Twitter: https://twitter.com/TheRealLordMJ
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Curse PremiumJust make sure you've got backups of any new builds...just in case. You should be fine though.
I have an idea for the stained glass, so I thought I would go ahead and pitch it and see what you think. My idea would be for you to do a 64x version of the design that you have on the redstone lamp (which the 32x version already has a slight stained glass look to it) and then apply that design to all the different stained glass blocks and panes, and all you would have to do is change the color for each one and make it transparent. Alts could always be created later as creativity strikes you.
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Curse PremiumHaha! So much for my break from the pack and texturing for a few days. Any chance I got this weekend I've been pouring over every picture I have of stained glass (I already had a huge collection of stained glass reference pics) and looking at how I might fit certain styles and effects to my GS theme. I've rather shelved the process of working on the new plants for the time being.
As it is, I'm in the fortunate position that I have some very nice authentic Victorian stained glass in my own house and in addition have worked with making other simple stained glass windows, so I have lots to work from in the flesh as it were. I've also had the opportunity to study lots of church windows, both high and low church, as I've restored quite a few church paintings in my time, and probably like any good Steampunk I have a general fascination and love for any type of pre-modern stained glass. So I've got lots of ideas...just not a great deal of time.
I'm not saying any of my ideas will be very good and they may flat out just not work, but it's nice now to have the possibility to have something that looks like real glass, as well as still being able to retain the original glass for decoration and structural work.
Many thanks for brainstorming though, but you'll just have to wait and see what I come up with, but certainly keep any ideas or inspirational pics coming if you think I might be interested.
Below is a quick sketch of the idea. On the left is a non-CTM'd design, on the right is a stack of three different colors with CTM set up as described. Just assume that there is a red pane below the lower right one. It would probably fit better without a horizontal line on the bottom and top of each block, but as I said this was just a quick mock-up. I had the idea while looking at the stained glass at the chapel on campus.
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Curse PremiumWell it's not as epic as I'd like! I never quite get the time I'd like to spend on it, and most things are kind of rushed experiments to try out a new texture, and not the real flights of fancy I should be attempting. However, glad you liked the little tour...as jerky as it was.
Absolutely! Dead easy, if you're ok with opening a .properties file. Here's the file you need to open up in the pack:
assets/minecraft/mcpatcher/color.properties
click on 'color.properties' and search for the following line:
palette.block.~/colormap/stone.png=1 14 15 16 21 56 73 74 97/:0 129
This is the line that effects the stone, and other blocks which are related to stone. It's just an instruction that tells MCPatcher to use the colours at specific biome points on the 'stone.png' triangle graphic and then 'spray' it on the specific blocks listed as ID. numbers. Stone is number 1 the first digit after the equals sign. simply delete that and the space after it so that 14 is now against the = and stone will no longer be coloured. Don't forget to save the file for your changes to take effect.
If there's anything else in that list that you don't want effected by the stone.png triangle then check the block ID's on wiki and delete the appropriate number in the line above.
If you still want some color effects and just want to tone down or change my edit instead of tinkering with the color.properties, then look in the 'colormap' folder for 'stone.png' and edit the colors accordingly (just Google MCPatcher colormap, should give you the reference points on the triangle that relate to specific biomes)
Hope that helps. I'll probably find somewhere in my own world (haven't done so yet) where I'd rather not have some particular colour effect, but in any event, it's all going to change drastically again come MC 1.7 Everything becomes effected by biome and height, etc. Hence why I was rushing something out before the big update.
I'm initially going to keep things simple and treat each colored glass block as a one-off standalone design and then think about ctm when I have a better feel for what can be done using it on the stained-glass. I'm not even sure if CTM can be applied to it yet. Someone was asking over on the MCPatcher thread if kahr was going to make it possible, so I'm assuming the person had tried and found it wasn't. I'll give it a go and see, but if it does work I think I might be more inclined to stick to a different design for each colour, but add slight differences with the 'random' command.
I'd like to set at least one of the glass colours aside for making random damaged windows, as I was very impressed with the effect 13thMurder achieved with his 'Broken Anachronism' glass. It would be nice to have some random damaged glass for old sections and disused warehouses and the like in my city.
The way glass panes behave and the fact that the glass is actually double-layered is going to effect what can and can't be done effectively.
Even with just vanilla stained glass, the effect at night with glass windows, and some form of illumination behind them, is quite a beautiful sight to behold.
Thanks, mate for any and all ideas.
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Curse PremiumOoo! I shall keep an eye on this...looks very interesting and certainly well written. Best of luck with it.
I must say i really like what you have done with the Decirative stone into pillars, i was wanting to do that for a while but now it works
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Curse PremiumI like that a lot, especially the way the roads wend their way from building to building. The elevated railway is intriguing...have you got a mining company going there and what's the small building with the tall chimney?
The decorative stone (eg. the stone pillars in your first pic) has been in the pack for a few updates now.
The small building is a little coal furnace house, would require the long chimney to keep the smoke above it all.
What does that even mean? It doesn't make sense to me, no matter how many times I read it.
In any case, several people have been filling my inbox with demands for up-to-date mod support for this pack. Mod Textures that I uhhh... stopped making in 1.4. So... I think i'll forward-port ye olde old Steampunk MOD textures from 1.4, throw in some new ones and release those to keep the whiners quiet. Well, when i'm done doing them for the JohnSmith pack.
Gods of the wild magic, i'm not looking forward to doing GregTech support for this pack as well. Back in 1.4 it was only 200-ish textures. Now it's around 850.
I do not envy that work for GregTech… Hope it doesn't drive you insane working on all that. I'd help, but I've been quite busy as of late, so I don't have much free time. I wonder what happened to the others working on mod textures…
___________________________________________________________________
Anyway, I recently started on a new project on a valley behind the dome city and factory complex on my main save file. I decided that the valley would make a great place for a reservoir, and so I built up a small-ish dam. Of course, after I finished the dam and started filling the land behind it with water, I realized that the back end of the valley kinda turns into a hilly biome, with no mountains high enough to contain the water, so I decided to add a second dam on the back end. Currently working on that second dam, will post pics when I finish it… I may also go back to the initial dam and flare the bottom out a bit.
You can see a slightly darker/blue-r ring around the pool where the stairs meet the regular cobble.