Hi Glimmar, I just downloaded the latest version of your texture pack yesterday, and I just wanted to say that I absolutely love your new cobblestone and vine textures! The cobblestone is amazingly detailed. I bet it was quite a headache to make. Thanks for all your hard work!
Here's the old 32x one done by... someone. I think I fixed a bug with it somewhere along the line, back in the old days. I also noticed that it seems to use the same bottom side as the top, which is just weird. You'd put ore in the top, it'd bounce around and fall straight out the bottom.
And here's the new 64x one I just finished-ish. The main problem here is ornamenting the sides and back with the same pistons and gears and whatnot that the old ones had, but better. All I had at my disposal for these is the Furnace_Top, Noteblock and one of the dropper/dispensers. I only hope i've got them in the right order and I don't end up with the bottom on the side or something.
Opinions?
One thing about having the same texture top and bottom could follow Glim's penchant for making blocks as useful as possible. outside of it's actual use, you could use that rotary texture as a series of overhead air vents/fans/speakers. Most of the time those bottom textures are never going to be seen, whether it is a plain bottom, or it repeats the top texture. either it is set on the ground or you have wiring come up from the bottom. It's been a bit since I used IC2, but if I remember right, they only output processed items on the back side, correct? I do like the front and top textures a lot. I also like the bit of steam on the 'active' faces.
I hope you can figure out a way to animate the active faces. I have no idea, but could it be possible to have a vertical strip of animation frames in the column of the appropriate face? and then set the mcmeta file to look at that column for animation purposes? Just spitballing some ideas there. I've been slowly making my own textures for railcraft's bricks, and would like to do ctm for those, but am unsure how to set it up because every version of each kind of stone brick is on it's own strip rather than separate files, like these IC3 machines.
I wasn't originally going to post any pics of the building I've been working on using your pack until it was closer to completion (and, seeing as I'm trying to build it at least 95% legit, that might be a while) but I accidentally caught this great shot of your moon through the unfinished roof of the latest addition. I actually fast forwarded through the entire lunar cycle just to get the moon in frame again.
And yeah, I'll admit that the dome itself is only about 60% legit.
Just a very, very quick round up, as it's been an enormously busy week for me, and what time I had free was spent faffing over timber relationships and styles, so have been very frustrated. I think I've got them sorted now, so might have a bit of free time to move on to the rest. Sorry to be taking so long.
I get more than carried away making new textures 64x out of what you've done so far. I won't have time for CTM, though I did want to animate the IC3's Macerator top and front. But I have no idea how to do that as the texture file for the Macerator is 1 image as opposed to one for each side.Here's the old 32x one done by... someone. I think I fixed a bug with it somewhere along the line, back in the old days. I also noticed that it seems to use the same bottom side as the top, which is just weird. You'd put ore in the top, it'd bounce around and fall straight out the bottom.And here's the new 64x one I just finished-ish. The main problem here is ornamenting the sides and back with the same pistons and gears and whatnot that the old ones had, but better. All I had at my disposal for these is the Furnace_Top, Noteblock and one of the dropper/dispensers. I only hope i've got them in the right order and I don't end up with the bottom on the side or something.Opinions?Oh btw Glim. It seems that with 1.7, you can add soundpacks to texture packs. Are you gonna add the ones from your videos into the pack or since you can run multiple texture packs (somehow), keep it as a seperate pack under the guise of a texture pack? Could call it Glimmar's SteamFunk or something witty like that.
EDIT: Here's the IC3 Iron Furnace as well. Like the Macerator, the sides are plain until I have more materials to work with.EDIT 2: Might as well throw them all down here for everyone to see.
Electric FurnaceExtractorCompressorMetal FormerMagnetizer (The second-most useless machine in IC1, 2 and 3.)
I must say, I enjoy working on Steampunk textures far more than I do on JohnSmith ones. They're kinda generic and boring.
Those re-edits are outstanding, Vermillion! I'm very glad you enjoy editing stuff for Glimmar's Steampunk and agree with you that the retro tech theme is very easy to make multiple imaginary gizmos for. You've also been very sensitive to the original style of my textures and that's no easy task.
I know ksheep is very busy now, so it might be necessary for me to gather all those and previous edits and fill your folder in the 'GS Alts Collection' download, because I'm pretty sure many users might like to use these as alts in the pack and not just for IC3. It would be a crime for them to get buried in the thread. Any chance you could post me your GS collection for the Alts Collection download. They will be properly credited.
Sound-wise, although I have the kit to record stuff and have been using many sounds in my vids from the archives of 'Freesound.org' I just haven't had any time to look at that side of things for my pack. Priority is always the graphics I'm afraid. Also I'm not sure how I'd stand with the PD sounds I use, which I think is fine for Youtube as I give full credit and don't make money from them, but for the pack were I get a very tiny income, it might be a different kettle of fish. Hence, I'd need to spend time recording stuff myself, which is time-consuming. In any event it's great we can have separate resource packs for that kind of thing, as it means the core pack doesn't have to be messed around with and people get more choice.
Hi Glimmar, I just downloaded the latest version of your texture pack yesterday, and I just wanted to say that I absolutely love your new cobblestone and vine textures! The cobblestone is amazingly detailed. I bet it was quite a headache to make. Thanks for all your hard work!
Many thanks, darchangel. The amount of work that goes into ctm is not always immediately apparent so thank you for noticing.
The problem is I'm very aware that the pack will be broken for anyone downloading it at the moment, particularly if using MCPatcher 4.3.0-beta5 as it's borked the Better Skies (it looks like it's something to do with the new shadow effect Mojang created for when you walk under a tree, overhang, etc). Night time is permanently glowing too bright (it's not an effect I've created!) and really spoils the starfield effect.
The trouble is I'm too caught up with working on 1.7 textures to sort out interim problems. Uploading a temporary fix for some things can be just as time-consuming for me as working through the new textures and posting when things are properly ready for public consumption.
Many thanks for your kind words. I need all the encouragement I can get at the mo', as frustrations abound.
Not sure if there supposed to be using your pack withe dl link to mediafire?
They shouldn't, and I've asked them before to take it down or properly link back here for the download. It's a pretty old thread now, being an early 2012 version, so anyone downloading it isn't going to be able to use it now.
Not much else I can do about it now I'm afraid. I kind of have to rely on fair-minded folk like yourself leaving a comment on my behalf (nothing flame-like or rude), just making it clear where the 'official' source of the pack is.
Many thanks for looking out though. As I can't be detective, police, legal, and all the other departments needed for online activity, if I'm to continue and not feel like I'm being ripped off, I have to rely on users to help out...in the nicest way possible of course!
I wasn't originally going to post any pics of the building I've been working on using your pack until it was closer to completion (and, seeing as I'm trying to build it at least 95% legit, that might be a while) but I accidentally caught this great shot of your moon through the unfinished roof of the latest addition. I actually fast forwarded through the entire lunar cycle just to get the moon in frame again.
And yeah, I'll admit that the dome itself is only about 60% legit.
Haha! Moonshots are always awesome for setting the scene. Love the dome!
It looks like you might be using MCPatcher 4.3.0-beta5 (the latest beta for 1.7.2). As mentioned above, the night time sky is permanently bright.
Kahr, Better Skies at night are acting very strangely indeed with your beta5 installment of MCPatcher. Here's what's happening:
other examples:
It's as if the horizon line has shifted up by 20 degrees or so. This happens all night long and the sky is continuously milky white...the pics illustrate what I mean. It also happens for me with some but not all texture packs, not just my own. Everything was fine with all previous versions of MCPatcher, and is fine when I switch back to earlier profiles using my pack and other favorite texture packs...just beta5.
Many thanks as usual for all the efforts and sorry to land something else on your plate.
[edit] Sorry, forgot to include an example of what I normally get with my night sky:
All stars, starfields and Milky Way are distinct against the blue/black sky, not whited out, like in the middle of a well lit city centre.
I'd be interested to know how everyone else is fairing.
can you allow me to Port This Pack Into PE and upload in Korean MCPE Community? I will give you full credit, and Post Link(Of course).
I can't see a problem with this...with appropriate credit, link back here to my thread and of course no financial gain to be made from your PE version.
However, could you Private Message me, then I have a proper record of your request and I can give you the necessary permissions. Would you have a version for use here on the MC forums? I have two PE versions on offer in my OP and I'm always keen to have other interpretations.
Permission would only apply to the PE version of course. Internationally, all users of the main pack should still get the latest full version of my GS resource pack from here or over at Curse.
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Might as well roll out some new IC3 machine textures. I'll compile them all together later into a single pack.
Canner:
Cropmatron:
Electrolyzer: (The worst machine in IC2 and 3. Unless you have gregtech. Then it's only used as a recipe component. Oddly, it came out as one of the better textures...)
Thermal Centrifuge:
Teleporter:
Fluid Bottler:
Miner: (I got lazy on this one...)
Might as well throw out the metal blocks too...
Lead, Copper, Bronze and Tin.
I'll probably redo the Tin Block sometime and the edges of the bronze block/plate.
Might as well roll out some new IC3 machine textures. I'll compile them all together later into a single pack.
*BIG SNIP*
Looking nice. You just might convince me to start playing modded Minecraft again, once my classwork settles down a bit. Unfortunately, I've got a rather major project due in 2 weeks time, and if I don't finish it, I won't be graduating this year…
Also, I'm not sure I'd say that the Electrolyzer is useless. It can act as an energy storage system without the cost of batteries (although with some inefficiency). I'm almost tempted to try it for long-distance energy transmission with minimal energy loss (transporting the electrolyzed water cells via pipes or a minecart system, haven't decided yet).
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Using Electrolyzers like that is a really bad idea. Those cells only "store" 20k EU and cost EU to discharge. You'd be better off with an Energy Crystal or Lapotron Crystal. Those now store several million EU now with no EU loss.
well, adding ctm to mod textures works, at least the few textures that I've done. Works just like it does for vanilla. The only problem I see is the block ID's being different depending on your modpack, or if you self-install your favorite mods. The Railcraft decorative bricks use the same ID across versions, e.g. all Abyssal Stone Blocks (blocks, fitted bricks, bricks, ornate bricks, etched bricks and cobble) use ID xxxxx while Quarried Stone Blocks use ID yyyyy. The trick is to use the correct metadata in the properties file. I don't know if that will work for animations as well, though. I haven't tried animating textures at all.
Using Electrolyzers like that is a really bad idea. Those cells only "store" 20k EU and cost EU to discharge. You'd be better off with an Energy Crystal or Lapotron Crystal. Those now store several million EU now with no EU loss.
While Energy Crystals and Lapotron Crystals are more efficient, they are also much more expensive, especially earlier in the game. I've been notoriously unlucky when it comes to diamonds, so I wouldn't mind the lower storage capabilities, considering it only costs a bit of tin and some water to make. Of course, once I get higher tier machines, I'd be more likely to use Lapotron, but Electrolyzed Water Cells doesn't seem that bad for early long-distance energy transmission.
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lol, use IC3 with GregTech. It's a Tech Mod combo that could be best described as Nightmare Mode for hardcore players. Though with just those two it's not as much fun without BuildCraft, Forestry and RailCraft.
Lovely steam tech with those 5 mods. Lots of boilers, pipes and steam-powered machines. Can even use upgrades in the GregTech machines to make them run on steam instead of EU. Can run an entire machine workshop on one or two of RailCraft's huge steam boilers.
Also added a lot more detail to dark oak planks, normal oak planks (widened metal strip to match spruce, jungle and acacia planks)...much, much ctm variety.
Biome colormaps have needed a lot of tinkering with for best effect with podzol and other biomes/textures. Brightened the reeds due to Mojang's insistence on hard-coding the color of everything...you probably noticed how dark they are in most packs.
New 64x spruce foliage made up of lots of ctm randomness, 32 random textures I think? I'm also using it temporarily (with a different colormap for obvious reasons) for acacia.
Podzol has been a nightmare to do, mainly because it has to sit nicely against grass and dirt. It still needs a little more work for it to blend better with grass. 64 individual textures for the podzol top and currently more than 10 for the sides...I'll add more to the sides after updating, just need to keep moving on to other things or there'll never be an update!
Mushrooms and some desert botany needed adjusting for brightness, but I haven't had time to upgrade to 64x as of course new 1.7 textures are the important ones at the moment.
The relationship of planks, logs, foliage, podzol, grass and dirt are all nightmarish things to get right, but I think they're getting there. Jungle wood is made up of wider teak planks for the sides and narrower planks for the top and bottom (so great for decking and walls). I think they'll be more useful than the current jungle plank texture (which will now be in the alts).
Ah ha the Podzol appears! Are your fingers bleeding my man? You were sounding earlier on my thread that the stress levels were rising on this
Looking superb as indeed the amount of detail and variation you pulled out of your wizards bag (no not sleeve!) on the log details! Just amazing and that they also blend when placed in various directions! Is the lower res allowing some leeway to get away with how they join? it looks a right 'ol nightmare to my old creaky brain *note to self more brain food needed in the diet*
Would love to see what you could produce art wise in higher res. Have done anything more like modern game textures 256x 512x just out of curiosity? I'm playing with some 512x for a game at the mo, good 'ol Wacom back in play.
Planks are all so diverse but also come together when used in close proximity, great work dear boy, great work.
Cobble!...........wowza
How are you getting on with the flipped texture bug in 1.7.2 while working on CTM, its driving me a little bonkers but you are CTM'ing like a machine here so must have a work around i guess an older version.
Keep it up sir, look forward to seeing this in the flesh and as you always say to me don't go burning your self out. We aren't as spritely as most about the place!
**Repeat after me, cod liver oil and omega 3, cod liver oil and omega 3 etc etc **
im really loving the look of this, though i do like the revealed pipes and lights, i pefere this overall.
http://www.minecrafttexturepacks.com/glimmars-steampunk-pack/
Not sure if there supposed to be using your pack withe dl link to mediafire?
Here is the entrance to the front of the ship from hangar 1. I've got twin piston car elevators going up to the city, complete with call buttons.
and here is the port-side forward observation deck
One thing about having the same texture top and bottom could follow Glim's penchant for making blocks as useful as possible. outside of it's actual use, you could use that rotary texture as a series of overhead air vents/fans/speakers. Most of the time those bottom textures are never going to be seen, whether it is a plain bottom, or it repeats the top texture. either it is set on the ground or you have wiring come up from the bottom. It's been a bit since I used IC2, but if I remember right, they only output processed items on the back side, correct? I do like the front and top textures a lot. I also like the bit of steam on the 'active' faces.
I hope you can figure out a way to animate the active faces. I have no idea, but could it be possible to have a vertical strip of animation frames in the column of the appropriate face? and then set the mcmeta file to look at that column for animation purposes? Just spitballing some ideas there. I've been slowly making my own textures for railcraft's bricks, and would like to do ctm for those, but am unsure how to set it up because every version of each kind of stone brick is on it's own strip rather than separate files, like these IC3 machines.
i saw your edit after i commeted about it, there all very nice but i really love the 2nd and 3rd beacuse of the neon blue elements
I can, I just wanted to comment on the macerator textures is all.
And yeah, I'll admit that the dome itself is only about 60% legit.
Also check me out on:
WordPress, Etsy, and Spore.
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Curse PremiumThose re-edits are outstanding, Vermillion! I'm very glad you enjoy editing stuff for Glimmar's Steampunk and agree with you that the retro tech theme is very easy to make multiple imaginary gizmos for. You've also been very sensitive to the original style of my textures and that's no easy task.
I know ksheep is very busy now, so it might be necessary for me to gather all those and previous edits and fill your folder in the 'GS Alts Collection' download, because I'm pretty sure many users might like to use these as alts in the pack and not just for IC3. It would be a crime for them to get buried in the thread. Any chance you could post me your GS collection for the Alts Collection download. They will be properly credited.
Sound-wise, although I have the kit to record stuff and have been using many sounds in my vids from the archives of 'Freesound.org' I just haven't had any time to look at that side of things for my pack. Priority is always the graphics I'm afraid. Also I'm not sure how I'd stand with the PD sounds I use, which I think is fine for Youtube as I give full credit and don't make money from them, but for the pack were I get a very tiny income, it might be a different kettle of fish. Hence, I'd need to spend time recording stuff myself, which is time-consuming.
Many thanks, darchangel.
The problem is I'm very aware that the pack will be broken for anyone downloading it at the moment, particularly if using MCPatcher 4.3.0-beta5 as it's borked the Better Skies (it looks like it's something to do with the new shadow effect Mojang created for when you walk under a tree, overhang, etc). Night time is permanently glowing too bright (it's not an effect I've created!) and really spoils the starfield effect.
The trouble is I'm too caught up with working on 1.7 textures to sort out interim problems. Uploading a temporary fix for some things can be just as time-consuming for me as working through the new textures and posting when things are properly ready for public consumption.
Many thanks for your kind words. I need all the encouragement I can get at the mo', as frustrations abound.
They shouldn't, and I've asked them before to take it down or properly link back here for the download. It's a pretty old thread now, being an early 2012 version, so anyone downloading it isn't going to be able to use it now.
Not much else I can do about it now I'm afraid. I kind of have to rely on fair-minded folk like yourself leaving a comment on my behalf (nothing flame-like or rude), just making it clear where the 'official' source of the pack is.
Many thanks for looking out though. As I can't be detective, police, legal, and all the other departments needed for online activity, if I'm to continue and not feel like I'm being ripped off, I have to rely on users to help out...in the nicest way possible of course!
Ooo! I'd love to see how those elevators work. Any chance of a little vid?
Haha! Moonshots are always awesome for setting the scene. Love the dome!
It looks like you might be using MCPatcher 4.3.0-beta5 (the latest beta for 1.7.2). As mentioned above, the night time sky is permanently bright.
I've reported it to kahr on the MCPatcher thread:
I'd be interested to know how everyone else is fairing.
I can't see a problem with this...with appropriate credit, link back here to my thread and of course no financial gain to be made from your PE version.
However, could you Private Message me, then I have a proper record of your request and I can give you the necessary permissions. Would you have a version for use here on the MC forums? I have two PE versions on offer in my OP and I'm always keen to have other interpretations.
Permission would only apply to the PE version of course. Internationally, all users of the main pack should still get the latest full version of my GS resource pack from here or over at Curse.
Canner:
Cropmatron:
Electrolyzer: (The worst machine in IC2 and 3. Unless you have gregtech. Then it's only used as a recipe component. Oddly, it came out as one of the better textures...)
Thermal Centrifuge:
Teleporter:
Fluid Bottler:
Miner: (I got lazy on this one...)
Might as well throw out the metal blocks too...
Lead, Copper, Bronze and Tin.
I'll probably redo the Tin Block sometime and the edges of the bronze block/plate.
Looking nice. You just might convince me to start playing modded Minecraft again, once my classwork settles down a bit. Unfortunately, I've got a rather major project due in 2 weeks time, and if I don't finish it, I won't be graduating this year…
Also, I'm not sure I'd say that the Electrolyzer is useless. It can act as an energy storage system without the cost of batteries (although with some inefficiency). I'm almost tempted to try it for long-distance energy transmission with minimal energy loss (transporting the electrolyzed water cells via pipes or a minecart system, haven't decided yet).
While Energy Crystals and Lapotron Crystals are more efficient, they are also much more expensive, especially earlier in the game. I've been notoriously unlucky when it comes to diamonds, so I wouldn't mind the lower storage capabilities, considering it only costs a bit of tin and some water to make. Of course, once I get higher tier machines, I'd be more likely to use Lapotron, but Electrolyzed Water Cells doesn't seem that bad for early long-distance energy transmission.
Lovely steam tech with those 5 mods. Lots of boilers, pipes and steam-powered machines. Can even use upgrades in the GregTech machines to make them run on steam instead of EU. Can run an entire machine workshop on one or two of RailCraft's huge steam boilers.
*le sigh*
I'll do RC after i'm done with IC3.
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Curse Premium.....GS v14 Podzol, Double Ferns, Jungle Wood Plank, Spruce Foliage!
...representing much ctm work:
Rest of the pics? Click the spoiler button.
Also added a lot more detail to dark oak planks, normal oak planks (widened metal strip to match spruce, jungle and acacia planks)...much, much ctm variety.
Biome colormaps have needed a lot of tinkering with for best effect with podzol and other biomes/textures. Brightened the reeds due to Mojang's insistence on hard-coding the color of everything...you probably noticed how dark they are in most packs.
New 64x spruce foliage made up of lots of ctm randomness, 32 random textures I think? I'm also using it temporarily (with a different colormap for obvious reasons) for acacia.
Podzol has been a nightmare to do, mainly because it has to sit nicely against grass and dirt. It still needs a little more work for it to blend better with grass. 64 individual textures for the podzol top and currently more than 10 for the sides...I'll add more to the sides after updating, just need to keep moving on to other things or there'll never be an update!
Mushrooms and some desert botany needed adjusting for brightness, but I haven't had time to upgrade to 64x as of course new 1.7 textures are the important ones at the moment.
The relationship of planks, logs, foliage, podzol, grass and dirt are all nightmarish things to get right, but I think they're getting there. Jungle wood is made up of wider teak planks for the sides and narrower planks for the top and bottom (so great for decking and walls). I think they'll be more useful than the current jungle plank texture (which will now be in the alts).
Right...back into the fray!
Looking superb as indeed the amount of detail and variation you pulled out of your wizards bag (no not sleeve!) on the log details! Just amazing and that they also blend when placed in various directions! Is the lower res allowing some leeway to get away with how they join? it looks a right 'ol nightmare to my old creaky brain
Would love to see what you could produce art wise in higher res. Have done anything more like modern game textures 256x 512x just out of curiosity? I'm playing with some 512x for a game at the mo, good 'ol Wacom back in play.
Planks are all so diverse but also come together when used in close proximity, great work dear boy, great work.
Cobble!...........wowza
How are you getting on with the flipped texture bug in 1.7.2 while working on CTM, its driving me a little bonkers but you are CTM'ing like a machine here so must have a work around i guess an older version.
Keep it up sir, look forward to seeing this in the flesh and as you always say to me don't go burning your self out. We aren't as spritely as most about the place!
**Repeat after me, cod liver oil and omega 3, cod liver oil and omega 3 etc etc **