Not to worry it is only with optifine it works fine with mcpatcher. But the issue is I have to choose between mods and texture usability. But none the less this pack has gone a really long way nice work.
You can just create two instances, one for mods w/ Optifine, and one for textures a/ MC patcher.
You can just create two instances, one for mods w/ Optifine, and one for textures a/ MC patcher.
I already did that I use the magic launcher to use mods and the regular launcher for mcpatcher. But as I hope you understand the issue is I can't use this mod with optifine period.
I have a bit of a problem, the HD font seems to messed up in 1.6.4. I'm using Optifine. Could that be the issue or is something else wrong?
I believe it's also the other way around for some from what I've read on the MCPatcher thread...meaning some have problems with MCPatcher and the HD font and find it to be fine in Optifine.
I'm sure it's not to do with the pack, but I'm not so sure of what causes it apart from pointing the obvious finger at Mojang who have been (as is their right) messing around with everything since 1.5. Believe me it gets worse for 1.7. I'm seriously looking forward to everything settling down in the future, but I doubt it will.
I'd check over on the Optifine thread and see what others have posted, LORD_MJ. It might just turn out to be a blip when you patched, I've also had that happen to me from time to time with MCPatcher, but usually on snapshots.
Finished off the second dam on the reservoir project. Turned out this was was a bit bigger than the first. Added a spillway, so any excess water will flow out the back side of the reservoir rather than towards the city. Besides, the area it's flowing into is only a swamp. It's not like there are witches that live there or anything, in case of floods…
Love the curve of the dam wall, sheep, and the scale of things of course
I'm also fascinated by the way it looks like your filling it with water. Usually to fill my docks or a deep pit with water, I've just covered it with blocks just below where I want the surface, filled it with water to one block depth, then removed the temporary layer of blocks to automatically get the rest of the space below filled. Are you doing the same but with a 'strip' method? I'm curious now to know if there are other methods than I've used to fill voids with water.
Have you been using 'Chunky' in the first screenshot? It looks great from that angle, MEDIC.
********************************************
Well I had a really frustrating day yesterday, first starting off with the new Podzol block and realizing I didn't like the way the spruce trees looked in that biome. So I started to attempt to re-edit those for the double width tree trunks and then after a little while thought, really I should be having a go updating the birch log, thinking it would be a pleasant diversion. Boy, was I wrong!! Some 8 hours later I ended up with something that looked 10 times worse than my old 32x texture. So I scrapped it and slumped off to bed sick of texturing and my inadequacies as an artist.
Part of the problem is that I'm trying to ctm the spruce and the birch in such a way that we're not so reliant on having shading at the edges to give the appearance of a curved tree trunk. If I do that, then I'm forced to use horizontal ctm to get a nice looking giant spruce, rather than a giant spruce made up of thin trunks. If I employ horizontal ctm then I lose the individual one block logs when they're stuck together, eg. in a large gate or wooden fortification, etc. I also want to have random ctm trunk sections, but don't want to complicate ctm any more than necessary by having the random sections overlaid on the horizontal ctm.
I have some idea of how I might do things, to have both simplicity and randomness, but as with the birch log it's proving a little more difficult and time consuming than I thought it would.
On top of all this, I want to make podzol and the new plants at 64x, then I don't have to do them all over again later, but my 32x dirt and grass textures don't sit as well as I thought they would. I'm going to end up with a transitional phase where things are going to look a little out of place, and that's proving very frustrating, especially as other basic textures like gravel and stone also have to sit nicely with dirt if I was to attempt to upgrade the dirt for 1.7! It's like a row of dominoes really.
So bear with me while I go outside and shout at nature for a bit!
Meanwhile, the new plants and stained-glass have taken a back seat. Sorry for the gripe, folks, I just had a difficult time with RL too this weekend, and when the art side of things ends up being frustrating as well, it messes with the vibes!
Love the curve of the dam wall, sheep, and the scale of things of course
I'm also fascinated by the way it looks like your filling it with water. Usually to fill my docks or a deep pit with water, I've just covered it with blocks just below where I want the surface, filled it with water to one block depth, then removed the temporary layer of blocks to automatically get the rest of the space below filled. Are you doing the same but with a 'strip' method? I'm curious now to know if there are other methods than I've used to fill voids with water.
I'm just using the "place blocks one level below" method. The reason it looks the way it does is because I had initially filled about 2/3rds of the area after I built the initial dam and put up a 1-high wall along the edge to keep the water from flowing over into the area where I was working on the second dam. I also decided to use the magenta hardened clay, as it stands out enough to be easily seen from a distance so I could make sure I got it all off without messing up the pre-existing land. I wanted to keep the slopes of the hills as natural as I could.
EDIT: Also, sorry to hear about the frustrations with the spruce texture. I hope things get better with it and you don't lose too much sleep and/or hair over it. Feel free to take your time, decompress, and relax a bit. No need to stress yourself out.
Haven't checked in for ages now but I really have to say, that packed ice is gorgrous! I'm gonna love making a castle or something out of it when you release your update.
Really look forward to how you do the plants too, the foliage was always one of my favourite parts of your pack (strange for such and industrial themed pack! :P)
It looks like 1.7, barring any unforeseen complications, is set to release this Friday. Also, for anyone interested the second post of my blog detailing my Imperial City Project is up, http://nikoleycraft....l-sewer-nexus/.
I'm just using the "place blocks one level below" method. The reason it looks the way it does is because I had initially filled about 2/3rds of the area after I built the initial dam and put up a 1-high wall along the edge to keep the water from flowing over into the area where I was working on the second dam. I also decided to use the magenta hardened clay, as it stands out enough to be easily seen from a distance so I could make sure I got it all off without messing up the pre-existing land. I wanted to keep the slopes of the hills as natural as I could.
EDIT: Also, sorry to hear about the frustrations with the spruce texture. I hope things get better with it and you don't lose too much sleep and/or hair over it. Feel free to take your time, decompress, and relax a bit. No need to stress yourself out.
Ah! I was thinking there might have been a different way of filling with water. I mark things with bright colored blocks too, then I can see at a glance what needs removing later. I guess that's standard practice then!
Well having just sat down at my PC after mopping up from a bit of a roof leak disaster last night (the heavens opened through the night here in North West UK and it absolutely poured down!), I'm even more frustrated to see that pre-release 1.7.1 is upon us and Mojang have suddenly thrown in a whole bunch of wood stuff to do. Gah! Might be easy for them to just re-color stuff like they do, but it means a heck of a lot more work for texture artists, and I'm the slowest of the slow! Oh, I do like to gripe!
So it's not going to be a fast update, despite my intention to update little and often. There are so many things that would really spoil a first look at my textures in the new biomes that I can't bring myself to upload what I have done before all the plants and new tree stuff is finished. Everyone is just going to have to bear with me on this one. On top of which at this time of year I have a big Halloween show to put on in the neighborhood, so that will take a few days. Sorry folks.
On a bright note, I kind of redeemed what little artistic talent I might have by coming up with a cracking new spruce texture that doesn't rely on ctm, looks great as a single block width trunk and good as a giant sequoia type fir tree. Birch just might have to take a back seat now there's acacia and stuff to do. Hey! I hope these new 1.7.1 logs haven't messed with my new spruce texture!! I'll have to check that when I'm finished here.
Hi! I've been an admirer of this pack for a while now and really love the atmosphere that it brings to the game. Keep up the good work Glimmar!
Many thanks, Tikell. Thanks for saying.
I hope if there's anything still worthy about the pack, with so many old textures needing upgrading, I think it's the unique atmosphere...not saying it's a fantastic atmosphere, but it's certainly unique!
I was wondering though if there has been any word on updating the mod textures for this pack? I don't mean to bother, but I am curious.
Thanks again for all the great work from every one!
Sorry about the mod support.
ksheep is very busy of late and the mod side of things is a big job. Heck, just organizing one resource pack and testing it (aside from making new textures for it) takes all my free time these days. Plus all the recent major changes since MC 1.5 has strung a lot of the mods out from those that have kept up with changes to other big mods that are still back on 1.4, all of which is very confusing. I know I haven't time to tackle anything, so I well understand sheep not having time. Sorry, Tikell.
Also ksheep has mentioned a few times that he'd be happy if someone could help or take over the mod side of things, so if anyone with a good knowledge of those mods that have been covered by user contributions, coupled with a doctorate in spring cleaning would like to speak to ksheep, let him know.
Haven't checked in for ages now but I really have to say, that packed ice is gorgrous! I'm gonna love making a castle or something out of it when you release your update.
Really look forward to how you do the plants too, the foliage was always one of my favourite parts of your pack (strange for such and industrial themed pack! :P)
I'm wondering if someone will make a vast polar fortress with the ice_packed block. I'm thinking of 'League of Extraordinary Gentleman'. That pack ice is about all I've got ready yet.
Plants are a major source of frustration at the moment, not having enough time to really get stuck in and the fact that I want to make the new ones at 64x, but then together with 32x they'll probably look strange!
Stained glass is about the only one I'm really looking forward to doing, but it's frustrating always having too many distractions to really do it justice. Woe is me! Like I say, no one does a gripe better than me!
I bet you're all sorted...just don't say yes...please, don't say yes!!
Always glad to have an old mate pop in, thanks XSSheep.
*****************************************
Don't forget folks, if I'm absent for a while, it means I'm doing my best to concentrate my limited time resources to update the pack. Also the best feature about MC 1.7.1 for us texture artists, at least from my perspective at the moment, is that you don't have to put up with my pack not being ready for the final update. Just download another favored finished pack that you like, and use it to plug the gap until mine is ready. Meaning, use the new 1.7.1 resource pack organizer and place your second favorite pack (it better be second!) below Glimmar's Steampunk on the right side of your resource pack selection screen and any missing textures from my pack will be replaced by textures from the one below mine in the list. You'll see what I mean when you've given 1.7 a whirl. No offence to any other texture artist or Mojang intended.
No worries glim, it's nice to pop in from time to time to see that you're still keeping yourself busy!
And no, I'm nowhere near done yet! The 1.7 update has really crept up on us, hasn't it? I've been busy with uni so I haven't had the time I would normally have to keep up with snapshots and so I'm currently still only about halfway done with the 1.7 stuff, if that. I've just been doing the new logs and planks although I still have one more plant, podzol, packed ice, fish icons and I need to go over my biome colours so they don't look quite so strange in the newer biomes...
Good idea about the ice fortress too! I haven't seen that movie in a while but I've been in a movie watching spree recently while taking a break from uni work so I think I'm going to have to fish out the dvd and watch it again. I quite enjoyed that movie too and I haven't watched it for a fair while... Thanks for the idea, glim!
No worries glim, it's nice to pop in from time to time to see that you're still keeping yourself busy!
And no, I'm nowhere near done yet! The 1.7 update has really crept up on us, hasn't it? I've been busy with uni so I haven't had the time I would normally have to keep up with snapshots and so I'm currently still only about halfway done with the 1.7 stuff, if that. I've just been doing the new logs and planks although I still have one more plant, podzol, packed ice, fish icons and I need to go over my biome colours so they don't look quite so strange in the newer biomes...
Good idea about the ice fortress too! I haven't seen that movie in a while but I've been in a movie watching spree recently while taking a break from uni work so I think I'm going to have to fish out the dvd and watch it again. I quite enjoyed that movie too and I haven't watched it for a fair while... Thanks for the idea, glim!
Well, good luck with the rest of the textures...you're still way ahead of me and trees do my head in! It's just the way Mojang suddenly stick new things in at the end, which is certainly nice for everyone, but not if you've got a texture pack that's sitting in a corner muttering "feed me...feed me Nooow!
Wow, this texture pack is amazing, too bad my pc cant handle it. I tried to but im getting below 10 fps... worst pc ever right? Anyways, its beautiful, good job making it! Must be a ton of work
Thank you indeed! And again, sorry about the heavy use of big textures and such.
Very awesome. Great textures all around. I'm wondering though, because I do not want to replace it with my own resource pack that I use for our server, is there a mod or a quick and easy way that allows you to add decorative blocks with no function aside from looks? So I could add your steampunk blocks and ALSO have my own resource pack? I've always felt like there could be more textures, and I am not sure how to go about that.
This looks excellent as always. Your steam systems are adequate. I once noted to you that I am currently restoring portions of an actual 1890's era steam warship. Well, I am still doing just that, but now I am working on several steam engines at once and have a pretty good grasp on steam technology! If you ever want to know about the real deal, I can go on about it for ages.
I also once noted that the main engines of my ship (being giant reciprocating steam types) were 100 tons. I was wrong - They are each 530 tons. Steam engines are really frickin' heavy!
Anyway, I sent you a pm about some Romecraft stuff, if you're interested in helping me out with some modding advice!
Don't know if you are still taking ideas for the stained glass windows or not, but I had an idea this morning that I thought I should share. I think a neat theme for the windows might be a flower theme. A different flower image for each of the colors, like using roses for the red, daises for yellow, and so on.
Looks like the update threw everyone for a loop. Just tried out the latest beta of MCPatcher, and I'm seeing a number of issues, from vertical CTM only working properly on two of the four sides, to textures of lower-ranked resource packs replacing higher ones if they have CTM (using your pack as main, Broken Anachronism as second, the dirt and glass panes were showing up as BA's version), to the Acacia and Dark Oak planks showing up as your stone face textures. I'm sure everything will be fixed in time, but it was kinda jarring after building a small airship in Vanilla using the new wood, just to have it turn to stone after switching back to your pack.
Oh, and I am not trying to push you to finish faster, just noting my experiences so far. Also, found that the teleport via command blocks works quite well to find new biomes in old established worlds. Managed to find a savanna after only three jumps, and I'm setting up a fleet of airships at my base to act as a teleportation hub. I'll add pics soon (maybe after putting in some filler textures for the wood).
EDIT: Put in some stand-in textures from the alt texture collection for about 2/3rds of the new blocks, so here's the transport I've made for exploring new biomes. The destination is the edge of a savanna biome, and there's a mesa about 150 meters further on. Inside is a command block with code to teleport the player between the two airships (no, the airships themselves don't teleport, unfortunately).
Also, while I'm at it, here's the final stage of my dam project: the pump station. Since there's no rivers leading into the reservoir, the water needs to be pumped in from a nearby sea.
Are you using wool for smoke? I usually use cobwebs, but it looks like the light gray wool makes a "fuller" smoke. However, I think it might be possible to do a mix: use wool for the inner-most parts of the smoke, have an outer layer (or partial layer) of web, and some of the trailing wisps of smoke out of only cobwebs. Just a thought.
Buildings look quite good, and I might just use some of these as "inspiration" for my own buildings. Can't wait to see what you make next.
Are you using wool for smoke? I usually use cobwebs, but it looks like the light gray wool makes a "fuller" smoke. However, I think it might be possible to do a mix: use wool for the inner-most parts of the smoke, have an outer layer (or partial layer) of web, and some of the trailing wisps of smoke out of only cobwebs. Just a thought.
Buildings look quite good, and I might just use some of these as "inspiration" for my own buildings. Can't wait to see what you make next.
... I just had the perfect idea of what to do with the gray stained glass! Make it into smoke!
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You can just create two instances, one for mods w/ Optifine, and one for textures a/ MC patcher.
I already did that I use the magic launcher to use mods and the regular launcher for mcpatcher. But as I hope you understand the issue is I can't use this mod with optifine period.
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Curse PremiumI believe it's also the other way around for some from what I've read on the MCPatcher thread...meaning some have problems with MCPatcher and the HD font and find it to be fine in Optifine.
I'm sure it's not to do with the pack, but I'm not so sure of what causes it apart from pointing the obvious finger at Mojang who have been (as is their right) messing around with everything since 1.5. Believe me it gets worse for 1.7. I'm seriously looking forward to everything settling down in the future, but I doubt it will.
I'd check over on the Optifine thread and see what others have posted, LORD_MJ. It might just turn out to be a blip when you patched, I've also had that happen to me from time to time with MCPatcher, but usually on snapshots.
Love the curve of the dam wall, sheep, and the scale of things of course
I'm also fascinated by the way it looks like your filling it with water. Usually to fill my docks or a deep pit with water, I've just covered it with blocks just below where I want the surface, filled it with water to one block depth, then removed the temporary layer of blocks to automatically get the rest of the space below filled. Are you doing the same but with a 'strip' method? I'm curious now to know if there are other methods than I've used to fill voids with water.
Have you been using 'Chunky' in the first screenshot? It looks great from that angle, MEDIC.
********************************************
Well I had a really frustrating day yesterday, first starting off with the new Podzol block and realizing I didn't like the way the spruce trees looked in that biome. So I started to attempt to re-edit those for the double width tree trunks and then after a little while thought, really I should be having a go updating the birch log, thinking it would be a pleasant diversion. Boy, was I wrong!! Some 8 hours later I ended up with something that looked 10 times worse than my old 32x texture. So I scrapped it and slumped off to bed sick of texturing and my inadequacies as an artist.
Part of the problem is that I'm trying to ctm the spruce and the birch in such a way that we're not so reliant on having shading at the edges to give the appearance of a curved tree trunk. If I do that, then I'm forced to use horizontal ctm to get a nice looking giant spruce, rather than a giant spruce made up of thin trunks. If I employ horizontal ctm then I lose the individual one block logs when they're stuck together, eg. in a large gate or wooden fortification, etc. I also want to have random ctm trunk sections, but don't want to complicate ctm any more than necessary by having the random sections overlaid on the horizontal ctm.
I have some idea of how I might do things, to have both simplicity and randomness, but as with the birch log it's proving a little more difficult and time consuming than I thought it would.
On top of all this, I want to make podzol and the new plants at 64x, then I don't have to do them all over again later, but my 32x dirt and grass textures don't sit as well as I thought they would. I'm going to end up with a transitional phase where things are going to look a little out of place, and that's proving very frustrating, especially as other basic textures like gravel and stone also have to sit nicely with dirt if I was to attempt to upgrade the dirt for 1.7! It's like a row of dominoes really.
So bear with me while I go outside and shout at nature for a bit!
Meanwhile, the new plants and stained-glass have taken a back seat. Sorry for the gripe, folks, I just had a difficult time with RL too this weekend, and when the art side of things ends up being frustrating as well, it messes with the vibes!
Yeah it seems one of optifine bugs I have it too
I'm just using the "place blocks one level below" method. The reason it looks the way it does is because I had initially filled about 2/3rds of the area after I built the initial dam and put up a 1-high wall along the edge to keep the water from flowing over into the area where I was working on the second dam. I also decided to use the magenta hardened clay, as it stands out enough to be easily seen from a distance so I could make sure I got it all off without messing up the pre-existing land. I wanted to keep the slopes of the hills as natural as I could.
EDIT: Also, sorry to hear about the frustrations with the spruce texture. I hope things get better with it and you don't lose too much sleep and/or hair over it. Feel free to take your time, decompress, and relax a bit. No need to stress yourself out.
I was wondering though if there has been any word on updating the mod textures for this pack? I don't mean to bother, but I am curious.
Thanks again for all the great work from every one!
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Curse PremiumReally look forward to how you do the plants too, the foliage was always one of my favourite parts of your pack (strange for such and industrial themed pack! :P)
It looks like 1.7, barring any unforeseen complications, is set to release this Friday. Also, for anyone interested the second post of my blog detailing my Imperial City Project is up, http://nikoleycraft....l-sewer-nexus/.
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Curse PremiumAh! I was thinking there might have been a different way of filling with water. I mark things with bright colored blocks too, then I can see at a glance what needs removing later. I guess that's standard practice then!
Well having just sat down at my PC after mopping up from a bit of a roof leak disaster last night (the heavens opened through the night here in North West UK and it absolutely poured down!), I'm even more frustrated to see that pre-release 1.7.1 is upon us and Mojang have suddenly thrown in a whole bunch of wood stuff to do. Gah! Might be easy for them to just re-color stuff like they do, but it means a heck of a lot more work for texture artists, and I'm the slowest of the slow! Oh, I do like to gripe!
So it's not going to be a fast update, despite my intention to update little and often. There are so many things that would really spoil a first look at my textures in the new biomes that I can't bring myself to upload what I have done before all the plants and new tree stuff is finished. Everyone is just going to have to bear with me on this one. On top of which at this time of year I have a big Halloween show to put on in the neighborhood, so that will take a few days. Sorry folks.
On a bright note, I kind of redeemed what little artistic talent I might have by coming up with a cracking new spruce texture that doesn't rely on ctm, looks great as a single block width trunk and good as a giant sequoia type fir tree. Birch just might have to take a back seat now there's acacia and stuff to do. Hey! I hope these new 1.7.1 logs haven't messed with my new spruce texture!! I'll have to check that when I'm finished here.
Thanks sheep, happy dam building in the meantime.
Many thanks, Tikell. Thanks for saying.
I hope if there's anything still worthy about the pack, with so many old textures needing upgrading, I think it's the unique atmosphere...not saying it's a fantastic atmosphere, but it's certainly unique!
Sorry about the mod support.
ksheep is very busy of late and the mod side of things is a big job. Heck, just organizing one resource pack and testing it (aside from making new textures for it) takes all my free time these days. Plus all the recent major changes since MC 1.5 has strung a lot of the mods out from those that have kept up with changes to other big mods that are still back on 1.4, all of which is very confusing. I know I haven't time to tackle anything, so I well understand sheep not having time. Sorry, Tikell.
Also ksheep has mentioned a few times that he'd be happy if someone could help or take over the mod side of things, so if anyone with a good knowledge of those mods that have been covered by user contributions, coupled with a doctorate in spring cleaning would like to speak to ksheep, let him know.
I'm wondering if someone will make a vast polar fortress with the ice_packed block. I'm thinking of 'League of Extraordinary Gentleman'. That pack ice is about all I've got ready yet.
Plants are a major source of frustration at the moment, not having enough time to really get stuck in and the fact that I want to make the new ones at 64x, but then together with 32x they'll probably look strange!
Stained glass is about the only one I'm really looking forward to doing, but it's frustrating always having too many distractions to really do it justice. Woe is me! Like I say, no one does a gripe better than me!
I bet you're all sorted...just don't say yes...please, don't say yes!!
Always glad to have an old mate pop in, thanks XSSheep.
*****************************************
Don't forget folks, if I'm absent for a while, it means I'm doing my best to concentrate my limited time resources to update the pack. Also the best feature about MC 1.7.1 for us texture artists, at least from my perspective at the moment, is that you don't have to put up with my pack not being ready for the final update. Just download another favored finished pack that you like, and use it to plug the gap until mine is ready. Meaning, use the new 1.7.1 resource pack organizer and place your second favorite pack (it better be second!) below Glimmar's Steampunk on the right side of your resource pack selection screen and any missing textures from my pack will be replaced by textures from the one below mine in the list. You'll see what I mean when you've given 1.7 a whirl. No offence to any other texture artist or Mojang intended.
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Curse PremiumAnd no, I'm nowhere near done yet! The 1.7 update has really crept up on us, hasn't it? I've been busy with uni so I haven't had the time I would normally have to keep up with snapshots and so I'm currently still only about halfway done with the 1.7 stuff, if that. I've just been doing the new logs and planks although I still have one more plant, podzol, packed ice, fish icons and I need to go over my biome colours so they don't look quite so strange in the newer biomes...
Good idea about the ice fortress too! I haven't seen that movie in a while but I've been in a movie watching spree recently while taking a break from uni work so I think I'm going to have to fish out the dvd and watch it again. I quite enjoyed that movie too and I haven't watched it for a fair while... Thanks for the idea, glim!
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Curse PremiumWell, good luck with the rest of the textures...you're still way ahead of me and trees do my head in! It's just the way Mojang suddenly stick new things in at the end, which is certainly nice for everyone, but not if you've got a texture pack that's sitting in a corner muttering "feed me...feed me Nooow!
I have a hankering to see that movie again too.
Also good luck with the studies.
Thank you indeed!
This looks excellent as always. Your steam systems are adequate. I once noted to you that I am currently restoring portions of an actual 1890's era steam warship. Well, I am still doing just that, but now I am working on several steam engines at once and have a pretty good grasp on steam technology! If you ever want to know about the real deal, I can go on about it for ages.
I also once noted that the main engines of my ship (being giant reciprocating steam types) were 100 tons. I was wrong - They are each 530 tons. Steam engines are really frickin' heavy!
Anyway, I sent you a pm about some Romecraft stuff, if you're interested in helping me out with some modding advice!
Good to see you still around.
-Stug
(Usually weekdays between 6pm-12am US EST)
Don't know if you are still taking ideas for the stained glass windows or not, but I had an idea this morning that I thought I should share. I think a neat theme for the windows might be a flower theme. A different flower image for each of the colors, like using roses for the red, daises for yellow, and so on.
Oh, and I am not trying to push you to finish faster, just noting my experiences so far. Also, found that the teleport via command blocks works quite well to find new biomes in old established worlds. Managed to find a savanna after only three jumps, and I'm setting up a fleet of airships at my base to act as a teleportation hub. I'll add pics soon (maybe after putting in some filler textures for the wood).
EDIT: Put in some stand-in textures from the alt texture collection for about 2/3rds of the new blocks, so here's the transport I've made for exploring new biomes. The destination is the edge of a savanna biome, and there's a mesa about 150 meters further on. Inside is a command block with code to teleport the player between the two airships (no, the airships themselves don't teleport, unfortunately).
Also, while I'm at it, here's the final stage of my dam project: the pump station. Since there's no rivers leading into the reservoir, the water needs to be pumped in from a nearby sea.
Are you using wool for smoke? I usually use cobwebs, but it looks like the light gray wool makes a "fuller" smoke. However, I think it might be possible to do a mix: use wool for the inner-most parts of the smoke, have an outer layer (or partial layer) of web, and some of the trailing wisps of smoke out of only cobwebs. Just a thought.
Buildings look quite good, and I might just use some of these as "inspiration" for my own buildings. Can't wait to see what you make next.
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Curse Premium