Just wanted to say, dude, this is amazing work. I love Steampunk, and this has just embodied exactly what I was looking for in a texture pack (resourcepack now? I dunno).
That being said, I want to help out here. I'm pretty handy with some photoshop, and wish to help you flesh out your modded area. Should I just work on stuff on my own and post it somewhere whenever I get somewhere, or is there some sort of repository of stuff for your artists to work with?
Also I'd like to contact MegistusEligius, but he doesn't seem to have a forums profile. Any help you might be able to offer there?
Thanks again for all the work you put into this pack, it;s really fantastic.
Rollback Post to RevisionRollBack
Steampunk lover, wanna-be server admin, texture pack maker.
I really did mess up on the ice_packed repeat texture. It wasn't a case of getting the numbering out of sync at all. When I went back to the last edit I'd made there was atrocious blending on the horizontal and vertical border line. All I can think is that I was called away for tea or something, had one or too many drinks of port (being Christmas) came back and decided everything was ready for cutting out!
All fixed now though...have a look at the pic, but don't forget there are supposed to be lots of vertical and horizontal cracks and such, so don't go confusing 'em with the real faults ksheep found.
Thanks again, sheep. It was most definitely worth getting it put right.
Really nice rock textures.
You should also redo the Lapis ore since that's the only ore texture you don't seem to have touched.
It's still using the old design you used to have for the ores (some kind of radial design)
Thanks, Deepblue.
Absolutely, that lapis and the iron ore are pretty week 32x textures still, but I want to have a smattering of random variety for all the ores, as the new rock texture works quite well with them without having to resort to the arcane art of using MCPatcher renderpass magic.
Just wanted to say, dude, this is amazing work. I love Steampunk, and this has just embodied exactly what I was looking for in a texture pack (resourcepack now? I dunno).
That being said, I want to help out here. I'm pretty handy with some photoshop, and wish to help you flesh out your modded area. Should I just work on stuff on my own and post it somewhere whenever I get somewhere, or is there some sort of repository of stuff for your artists to work with?
Also I'd like to contact MegistusEligius, but he doesn't seem to have a forums profile. Any help you might be able to offer there?
Thanks again for all the work you put into this pack, it;s really fantastic.
Glad you like my resource pack, krizmac, and welcome!
Yes, just let the creative editing flow as regards alts and mod support. You'll find lots of alts and spare textures I made, besides what's in the pack, and they are in the download section as both mine and a separate user downloads. Just upload stuff when you think you've got a meaningful amount...or a set of something...or a favorite mod covered. Have you clicked on Megistus' avatar? That usually gives you the option to post him. If you can't get through, just post when your ready and hopefully it'll get picked up sooner than later.
Have a look at the new Mod Emporium section legal waffle to make sure you don't contravene any of my conditions (common sense decent things like obviously not using work from other packs, etc), but feel free to make alts of my textures or bend existing Glimmar textures to fit mod textures. There are special conditions applicable if you post any edited textures outside this thread though (ie. in the thread of the mod you've made some Glimmar textures for), so be careful to read the conditions (hopefully I've not screwed up and stuck the mod conditions in some hidden corner when I edited things yesterday).
If you get a set of something or a mod completely covered, have a think about making yourself a nice shop banner similar to the normal forum signature proportions (see Megistus' banner as an example).
The offer of Emporium 'stall' space is open to anyone who has already contributed in the past, so long as it's more than just the odd single texture and you sort out the download link, banner, info, etc. I'm keen to try and give contributors fair credit for their editing work where appropriate, especially if it helps the look and appeal of the Mod Emporium section. As mentioned though, if things get too busy, I'll have to think about how better to do things. At this stage it's got to be simple for me to administer along with Megistus, or I won't be able to manage it. I know little to nothing about mods outside MCPatcher, so I'm dependent on Megistus' expertise and that of others...I won't be able to give advice on how any mod textures should be applied. If you're contributing something, please try to think about clear instructions on how to apply your edited textures and include it in a readme or spoiler to accompany your download link and banner (if and when you've made one).
Regarding mods, I'm kinda tempted to start working on them again as well. I was thinking I could update the stuff that I had started on previously (Buildcraft, Railcraft, and the like)… only to realize that Megistus has already updated those (and he's done a great job on them as well). I guess I'd have to start looking around for another mod that needs texturing if I wanted to start contributing again. Such is life.
Also, the fixed Packed Ice looks good! Hopefully it wasn't too much of a headache to sort out and didn't take up too much of your precious texturing time.
Regarding mods, I'm kinda tempted to start working on them again as well. I was thinking I could update the stuff that I had started on previously (Buildcraft, Railcraft, and the like)… only to realize that Megistus has already updated those (and he's done a great job on them as well). I guess I'd have to start looking around for another mod that needs texturing if I wanted to start contributing again. Such is life.
Also, the fixed Packed Ice looks good! Hopefully it wasn't too much of a headache to sort out and didn't take up too much of your precious texturing time.
Oooo! I hope you can get round to working on something again, sheep! I hope the system I've settled on makes it easier and fairer all round for everyone concerned, so please think about a nice banner and just stick your old stuff under it for now and then add to it later as things suggest themselves. The way I see it, is that everyone likes something different and whether one texture seems better than another, someone will always like the look of the other...hang on, I confused myself with that line, but hopefully you get what I mean.
Anyways...no pressure and in the long run, more choice for everyone.
As regards the pack ice. No probs at all really. Knowing what the problem was and not having to come up with something completely new, meant it was a nice little aside. I knew something needed doing, I just needed a little push! I wish everything about Minecraft texturing was as relaxing, and I'm getting used to cutting out those little squares now.
Now I'm getting my head around a windowed pressure hatch kind of thingamajig for the iron trap door. Perhaps something similar to what I once had as a 32x painting ages ago, like a sub torpedo hatch door. In 64x I have a few more pixels to play with, so hopefully something pleasing and practical will present itself eventually, but it also means it'll show up the doors and the other trap door as being very pixelly and I'm desperate to upgrade those. The process of evolution never ends...unless of course you're a dinosaur or dodo...like me then!!
I'll definitely look back over what I had done in the past and see what I can get thrown together. Unfortunately, most of the mods have changed how the textures are stored (from a single sheet to individual tiles), so that'll probably be the most time-consuming task ahead. I'll also double check with Magistus' items to see how much of what he has was added on to what I had originally submitted (such as the engine cores, which indicate the temperature of the engines, used in Buildcraft and Railcraft, among others). While I have no qualms with this reuse (especially since he has added a lot to what was already there), I should probably make sure I don't spend too much time modifying what I have if it's all already in what Magistus has uploaded.
Also, before anyone starts thinking I'm complaining about not getting recognition, it really doesn't bother me. Most of what I had submitted was taken straight out of the 32x alts (with some tweaking, combining of textures, and only a very small amount of original artwork). The one item that stood out to me, the engine core I mentioned above, is actually a good thing to keep the same across mod textures, as there are at least three mods I know of that add Buildcraft-style engines. It wouldn't make sense if one set of engines had one aesthetic while another set had something different. (That texture was originally one of the Glowstone alts, which I lengthened and changed the color of, if anyone was wondering).
It also occurs to me that it's been a while since I've looked in depth at the official alts, so it'll be interesting to see what new textures we have to work with. Unfortunately for me, I'm not all that good at making original textures, especially making textures of a high-enough quality to fit with the rest of the theme.
Glimmar: Regarding the stone texture, I'm not sure exactly what you mean by volcanic, but I think that it does look somewhat grainy and blurry from a longer distance. (That's a bit contradictory, but I couldn't think of another way to describe it. "Busy" works. It looks nice up close where you can see the definition, but it doesn't carry over into the larger sections. The subtle shading and cracks/structure which work perfectly in the close-up screenshot are all but indistinguishable in some of the others. Actually, looking at it, they all look flawless except for this one:
Is that stone texture that makes up the majority the same as in this one?
It also occurs to me that it's been a while since I've looked in depth at the official alts, so it'll be interesting to see what new textures we have to work with. Unfortunately for me, I'm not all that good at making original textures, especially making textures of a high-enough quality to fit with the rest of the theme.
I'm sure whatever you come up with will be fine, sheep. Everyone is looking for something different, but with limited time we all need to kind of choose what's best to contribute to the whole.
Incidentally I'm not sure how much use any new alts I stuck in the latest update will be, I don't really have as much time to experiment with lots of variations, but whatever I do gets bunged in the download. I think the task of trying to update everything to 64x put paid to my flights of fancy and alt editing sessions. I might get round to another session sometime and what I work through for the new iron trapdoor might yield some useful by-products.
Glimmar: Regarding the stone texture, I'm not sure exactly what you mean by volcanic, but I think that it does look somewhat grainy and blurry from a longer distance. (That's a bit contradictory, but I couldn't think of another way to describe it. "Busy" works. It looks nice up close where you can see the definition, but it doesn't carry over into the larger sections. The subtle shading and cracks/structure which work perfectly in the close-up screenshot are all but indistinguishable in some of the others. Actually, looking at it, they all look flawless except for this one:
Is that stone texture that makes up the majority the same as in this one?
Because it looks quite different in my opinion..
I dunno, just my input.
Yeh! Both scenes are using exactly the same stone texture.
Doing the balancing act thing of trying to make the stone work with the new 1.8 stone textures, and look ok in caves, and man-made constructions, is always going to be a slightly dissatisfying experience one way or the other. Hence why so many of us settle for a fairly smooth kind of stone.
ozBillo of 'Battered Old Stuff' came up with a brilliant solution in my opinion, and his other stone textures in general are among the best in the business! Though I think Misa hit it on the head with just the right level of 'wild' stone texture and smooth cut stone. But both of those approaches aren't really what I want for a kind of 19th century industrial look...they would still look a little too pre-industrial for me.
So I've really got to find some time to squeeze in a look at a textured concrete version that might also pass for a smooth natural rock, or at least look like the inside of a bunker or modernish mineworking complex underground. Also, as mentioned above, I need to see what a desaturated version of the ice-pack texture would look like for something along the same lines for stone.
I think 'busy' is the best description for my latest stone though. The one big advantage to 'busy' comes with random ores, because from initial experiments it seems a lot easier to sandwich in something believable with very random cracks and grain, than with a smoother 'repeat' ctm version...especially as I'm useless when it comes to figuring out a renderpass method of including random ores.
Random ores.....I like random ores but...
It'll be fine for coal, iron and lapis. But the others are animated and that means more animations.
I'm talking about more work for you, not the filesize.
Random ores yes, but not animated. I'm intending dropping the animated ones (they'll still be in the alts for anyone wanting to use them). I just think a larger range of non-animated random ore textures will be a lot more effective than 'one' animated ore all over the place. It also allows me to be a little more creative and take a little of the strain off the system by having less animation where it's not really needed.
Not trying to sound like a cop-out, but I often think the highlighted pixels do a very good job of making things sparkle at a distance, without having to add complicated 'spangle' animations which tend to fail anyway when viewed up close.
I have a new smoother stone to show in a little while...when I get Imgur up and rolling. In my eyes it still looks good down in the caves with ore, but looks a lot less busy for use as building material. It passes as a pretty good worn concrete too. All the variations I've done so far will be available as alts, including trying out an edited version of the pack-ice which was de-saturated, but it wasn't really a viable texture as stone building material.
Next is gravel...hopefully to better match the new stone. 'Treadmill' springs to mind at this point!
As promised here's another rendition of stone, just a smoother less busy version. Any ores you might spot are still the old ones.
Rest of the pics? Click the spoiler button.
It looks rather like granite, which fits your pack quite well.
I just redid my stone as well today, and i can honestly say stone has got to be the hardest thing in minecraft to texture properly, but you've definitely got it. It's not flat gray like every other pack in existence, which i like. The subtle pinks and blues give it a nice bit of realism.
The most impressive part though is the fact that there's absolutely no noticeable pattern. It's fairly obvious that it's not the same texture on every block, but i can't quite work out what ctm method you're using. It never seems to repeat anything. It just looks so natural...
Much better.
Maybe add small flaws here and there on some of them.
Maybe the odd big, rough patch or pickaxe hole.
Some people seem to forget that it's just called "stone", not "smooth stone"
Hopefully with sufficient time I'll be able to experiment with the odd bit of rusted iron, ie the kind of thing that results in vertical rusty streaks down a concrete/stone wall. The main thing initially was to get something with more realism, variety and suitability to fit with the new 1.8 stone, without too much repetitiveness.
Adding a large rough patch, using the ctm 'repeat' method would end up with very repetitive marks on any large expanses of stone, unless you mean single block sized rough patches. I still don't know how to use the renderpass method to add extra overlayed randomness to a 'repeat' set of blocks, but that would probably be the way to add better single block random features. I'd have to switch the stone to a completely different 'random' ctm method, but that would mean a lot more work and would probably result in some not very satisfactory arrangements of squares in game.
What I've got now is a good base to experiment further though, so I'm going to move on to tackle the gravel now and then see what the new stone and any success I have with gravel suggests for dirt.
Its looking beyond superb Glim, very well done mate.
"It is better to create than to learn! Creating is the essence of life."
Julius Caesar
Ooo! I'm a great fan of all things Rome and especially Caesar...I guess that's one of the reasons I like trying to build epic stuff in Minecraft! Haha! As an old artist, I can't argue with that quote of his.
Glad you like the stone, BullJaw...but reserve final judgement on it when you get to use it. It might turn out to be horrible! That's always the worry, that any little changes I make can have profound effects on users builds. Hopefully it won't though.
It looks rather like granite, which fits your pack quite well.
I just redid my stone as well today, and i can honestly say stone has got to be the hardest thing in minecraft to texture properly, but you've definitely got it. It's not flat gray like every other pack in existence, which i like. The subtle pinks and blues give it a nice bit of realism.
The most impressive part though is the fact that there's absolutely no noticeable pattern. It's fairly obvious that it's not the same texture on every block, but i can't quite work out what ctm method you're using. It never seems to repeat anything. It just looks so natural...
Many thanks, 13th. Oh...I'll pop over and have a look at your stone too.
I have to completely agree with you about it being one of the hardest things to get right. Along with all those other landscape textures like dirt, gravel, grass, etc. but considering it's duel role as a building material and the fact it turns up everywhere, makes it a material of pure evil for a humble texture artist. I recognised it's evilness long ago though, hence why I ran away from it for 3 years!
Given I've been experimenting on it for the past 3 weeks along with the other new stone textures, I'm still trying to find ways to improve it, but sometimes it's just better to move on and work on something else and then come back with new eyes...I tend to have a habit of working things into a worse state than when I started, so I have to be careful.
As regards the method I've used...it's just a plain 8x8 block 'repeat' ctm pattern, but most of the work has gone into trying to confuse the beholder into thinking there's no 'seam' anywhere...a torturous bit of work hopping in and out of MC.
Incidentally the pinkish stone in the screenshots is the new 1.8 rough granite, the whiter speckly stone is rough natural 'diorite' gleaned from photographs I took locally of large blocks of dock granite, and the darker stone is rough andosite (or basalt), so I've gone for a slightly smoother look with that, but the problem is always one of trying to make this new stone look ok in the landscape and be useful still for building, whilst bearing in mind I've still got to make a place for the 3 'polished' versions...which I've still to do!
Lol! I'm going to need some sort of 'counselling' after all this juggling and balancing of textures. My body is definitely telling me to hold off the long nights and get some sleep...sniffles abound again I'm afraid!
Yeah I meant with single blocks.
A bit like what you do with the grass.
Like sometimes you'd see the odd deep crack, a hole or a chip.
Ah, yes! Shouldn't be a problem with that. Also, might still get away with some of those rusty or slimy streaks over a few block lengths. I guess I still need to ward against getting too busy and also try to get my head around some subtle renderpass work so I don't hit disastrous repetitiveness.
I have now just spent a couple of hours looking at gravel. After a while it almost becomes transcendental, but whereas some might reach a higher plain doing such things...somehow I think I've descended to a lower one!
Ascending after staring at gravel for several hours? I'd love to see that!
Don't think I got quite that far after staring at my gravel for several hours but then mine was nowhere near as detailed so its perfectly understandable...
Maybe I just need another beer to nudge me in the right direction!
Loving the new stone though, glim, detailed and smoother version alike. I agree with 13th as well, you work some serious magic to get your textures looking as natural as they do. For a pack based around industry I've never failed to be amazed by your fantastic natural textures!
Ascending after staring at gravel for several hours? I'd love to see that!
Don't think I got quite that far after staring at my gravel for several hours but then mine was nowhere near as detailed so its perfectly understandable...
Maybe I just need another beer to nudge me in the right direction!
Loving the new stone though, glim, detailed and smoother version alike. I agree with 13th as well, you work some serious magic to get your textures looking as natural as they do. For a pack based around industry I've never failed to be amazed by your fantastic natural textures!
Many thanks, mate! Much appreciate the kind words...makes that strange transcendal staring at stone and gravel worthwhile.
Well, I've had the most awful natural textures for the past 3 years, so it's about time I put some work in. Although most of what's achievable now is down to 'repeat' ctm trickery as you know, so it doesn't feel quite so clever in my eyes. Hard work blending things, but less frustrating than having to do it all with one single square!
I agree, considering my pack is about being able to create monstrous retro-future buildings, it seems strange I should spend so much time trying to make landscape textures seem natural. However, to me it seems that fantastical architecture will look even more epic against a back drop of the familiar. Plus I guess my vision of a future earth is one were there hasn't quite been a world-wide apocalypse, more that humans have just dwindled away, similar to the vision you get when reading H G Wells' "The Time Machine". Evidence of great human achievements, falling into ruin, but set in a world that has returned to an Eden-like state...not that you could in anyway say that anything I've actually done is 'Eden-like'!
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Well, just to show you I've been busy in other areas too.
.....GS v16 New Enchantment Gui!
Here's the new MC 1.8 Enchantment Gui, redesigned to allow for the double enchantment sockets and the new power/level system...don't worry...it seems to work, despite my complete lack of understanding of how to enchant things or how the new system actually works!
Also thought I'd just give a little peak into the chaos that ensues when testing out new stone and other 1.8 textures. This is a 1.8 world...so it's completely separate from my city of Newglim world. As always, it'll get abandoned eventually, but anything that I think might be useful in Newglim will be 'mcedited' over where I'll try and fit it in...somehow!
Take a last look at the old gravel, because I think I've got something a little better at 64x now, but it needs a little tweeking to make it sit reasonably comfortably between stone and dirt. Wish me luck!
As soon as I have anything else worthy of a screenshot, I let you see. Thanks for lookin' in.
Wound up goofing off with the new model stuff and your texture pack tonight and figured I'd share the results of too much caffeine, too little sleep and just a touch of forbidden geometries.
100% Vanilla no added flavors, colors or preservatives.
The torches are all mounted on a barrier block.
Here are the model files:
They go in assets/minecraft/models/block/ and will probably break horribly when Mojang touches the model format again. (Probably sooner rather than later) For now though it's kinda neat to play with.
{
"__comment": "Fair warning, this format is highly likely to change even more in the future!",
"name": "torch1",
"useAmbientOcclusion": false,
"inventoryRender3D": false,
"inheritFrom": "torch5",
"translation": [ 0, 0, 0 ],
"rotationOrigin": [ 8, 8, 8 ],
"rotation": [ 0, 0, -90 ]
}
[/code]
(There are only two because the remaining three directions are inherited from torch1.)
And here is the modified torch_on.png that I whipped up for this:
The only parts used by the model are the rectangles at the top. I left the original torch image in there so that it was somewhat recognizable in your inventory since this gets used for the item art as well as the texture. Hopefully we will be able to specify a specific image to use for the inventory item by the time 1.8 comes out. (I'd settle for the game just rendering the full model of ALL blocks though.)DUR... I am tired, I just now noticed the inventoryRender3D flag. I've edited the file to have this set to 'true' and it looks much better in the inventory now.
Now if you will excuse me, I must seek the dark warm comforts of my revitalization chamber before my synapses start shorting out.
Wound up goofing off with the new model stuff and your texture pack tonight and figured I'd share the results of too much caffeine, too little sleep and just a touch of forbidden geometries.
100% Vanilla no added flavors, colors or preservatives.
The torches are all mounted on a barrier block.
Ooo! I can see why everyone is getting excited by this, and that looks amazing, mate, but it's also scary to me, because all the code looks very confusing to my old and over-tired brain! Help!
How will all this impact on frame-rates and the like, for packs with lots of animation and other MCPatcher bells and whistles? Isn't everything going to slow to a snails pace eventually?
You've always been very quick to see the potential for any new advances and I can't wait to see what magic you and others create for some of your packs...I'll probably be forced to either figure it later down the line, when there are more examples, hope someone creates an all-singing editor similar to the character editor that bozos like me can use, or just stick to what comes with vanilla.
I think I read kahr was going to support this, so I'll be interested to see if he creates something more or less complicated.
Always a pleasure to see your pack in action Glim,and have you had time to do anything in New Glim as of late, or is there still a few tumble weeds rolling around , maybe at some point in the future you could do a map download of some of your creations.
Keep up the great work mate, and don't neglect New Glim .
No...sadly, Newglim has kind of stagnated a little to be honest.
More block choice kind of overloads my creative engines and I end up doing less not more, but the real excuse is that we've had so many new things to add this past year, and trying to upgrade so many textures has left me with little time to build new things. I definitely need to expand outwards with some roads and streets though, as making layouts, bridges and cuttings through the landscape is often the best spark to starting projects. Seeing an empty platform/foundation, or interesting ravine or channel, often gets the imagination going...that and reading more...old and new sci-fi can suggest some awesome constructions, when I can remember to jot down them down.
I.. i didn't even seen the model json till this very moment... OMG i feel like i was just resurrected like a million years in the future. Not knowing about anything... Is such stuff coming for mobs too? Please say yes.. please!!!
Haha! Thanks, Demonette. Very glad to see you are alive and back kicking!
I think others will have to answer your questions accurately, I've never left and still feel like I know nothing about how new and old things work. However, I think the new modelling system is all part of the new API modding system Mojang are busy working on, so I hazard a guess it will indeed allow you to edit any mobs, objects and blocks, but it's all too complicated for the likes of me!
I look forward to trying out the latest Mythos pack.
Just a quick couple of screenshots to keep you posted on how I'm approaching the grave problem of gravel (yes...I'm going so stark raving loony that I'm resorting to even worse than the lowest form of wit!). This is a 4x4 repeat pattern, so it doesn't afford much by way of randomness.
This might even work as an alternative stone, but at present it's a very stone oriented gravel texture that is a bit too stark for use with grass and dirt. I'm wanting it to work somewhere between stone and a new lighter dirt, if at all possible, so the color and texture will have to change to be darker with more obvious dirt showing through...which might be a slow and torturous path to get it all looking right. At present it would make good stone chippings for underneath rail track, but I realize it's got to be a little more versatile than that. I'll keep this as an alternative for the alts pack.
How will all this impact on frame-rates and the like, for packs with lots of animation and other MCPatcher bells and whistles? Isn't everything going to slow to a snails pace eventually?
Depends on how complex people make the models and how common those models are in a world. The more detailed the model and the more common it is, the more impact it will have.
I.. i didn't even seen the model json till this very moment... OMG i feel like i was just resurrected like a million years in the future. Not knowing about anything... Is such stuff coming for mobs too? Please say yes.. please!!!
Mob models will have to exist for the API but your guess is as good as mine as to when they will get to that. Could be in the next couple of snapshots or it might have to wait for a few full version releases.
Right now I'm just hoping they finalize the format for 1.8 rather than having it languish in a half-finished state like the shader stuff.
Just wanted to say, dude, this is amazing work. I love Steampunk, and this has just embodied exactly what I was looking for in a texture pack (resourcepack now? I dunno).
That being said, I want to help out here. I'm pretty handy with some photoshop, and wish to help you flesh out your modded area. Should I just work on stuff on my own and post it somewhere whenever I get somewhere, or is there some sort of repository of stuff for your artists to work with?
Also I'd like to contact MegistusEligius, but he doesn't seem to have a forums profile. Any help you might be able to offer there?
Thanks again for all the work you put into this pack, it;s really fantastic.
Steampunk lover, wanna-be server admin, texture pack maker.
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Curse PremiumAll fixed now though...have a look at the pic, but don't forget there are supposed to be lots of vertical and horizontal cracks and such, so don't go confusing 'em with the real faults ksheep found.
Thanks again, sheep. It was most definitely worth getting it put right.
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Thanks, Deepblue.
Absolutely, that lapis and the iron ore are pretty week 32x textures still, but I want to have a smattering of random variety for all the ores, as the new rock texture works quite well with them without having to resort to the arcane art of using MCPatcher renderpass magic.
Glad you like my resource pack, krizmac, and welcome!
Yes, just let the creative editing flow as regards alts and mod support. You'll find lots of alts and spare textures I made, besides what's in the pack, and they are in the download section as both mine and a separate user downloads. Just upload stuff when you think you've got a meaningful amount...or a set of something...or a favorite mod covered. Have you clicked on Megistus' avatar? That usually gives you the option to post him. If you can't get through, just post when your ready and hopefully it'll get picked up sooner than later.
Have a look at the new Mod Emporium section legal waffle to make sure you don't contravene any of my conditions (common sense decent things like obviously not using work from other packs, etc), but feel free to make alts of my textures or bend existing Glimmar textures to fit mod textures. There are special conditions applicable if you post any edited textures outside this thread though (ie. in the thread of the mod you've made some Glimmar textures for), so be careful to read the conditions (hopefully I've not screwed up and stuck the mod conditions in some hidden corner when I edited things yesterday).
If you get a set of something or a mod completely covered, have a think about making yourself a nice shop banner similar to the normal forum signature proportions (see Megistus' banner as an example).
The offer of Emporium 'stall' space is open to anyone who has already contributed in the past, so long as it's more than just the odd single texture and you sort out the download link, banner, info, etc. I'm keen to try and give contributors fair credit for their editing work where appropriate, especially if it helps the look and appeal of the Mod Emporium section. As mentioned though, if things get too busy, I'll have to think about how better to do things. At this stage it's got to be simple for me to administer along with Megistus, or I won't be able to manage it. I know little to nothing about mods outside MCPatcher, so I'm dependent on Megistus' expertise and that of others...I won't be able to give advice on how any mod textures should be applied. If you're contributing something, please try to think about clear instructions on how to apply your edited textures and include it in a readme or spoiler to accompany your download link and banner (if and when you've made one).
Hope all that's as clear as mud!
Also, the fixed Packed Ice looks good! Hopefully it wasn't too much of a headache to sort out and didn't take up too much of your precious texturing time.
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Curse PremiumOooo! I hope you can get round to working on something again, sheep!
Anyways...no pressure and in the long run, more choice for everyone.
As regards the pack ice. No probs at all really. Knowing what the problem was and not having to come up with something completely new, meant it was a nice little aside. I knew something needed doing, I just needed a little push! I wish everything about Minecraft texturing was as relaxing, and I'm getting used to cutting out those little squares now.
Now I'm getting my head around a windowed pressure hatch kind of thingamajig for the iron trap door. Perhaps something similar to what I once had as a 32x painting ages ago, like a sub torpedo hatch door. In 64x I have a few more pixels to play with, so hopefully something pleasing and practical will present itself eventually, but it also means it'll show up the doors and the other trap door as being very pixelly and I'm desperate to upgrade those. The process of evolution never ends...unless of course you're a dinosaur or dodo...like me then!!
Also, before anyone starts thinking I'm complaining about not getting recognition, it really doesn't bother me. Most of what I had submitted was taken straight out of the 32x alts (with some tweaking, combining of textures, and only a very small amount of original artwork). The one item that stood out to me, the engine core I mentioned above, is actually a good thing to keep the same across mod textures, as there are at least three mods I know of that add Buildcraft-style engines. It wouldn't make sense if one set of engines had one aesthetic while another set had something different. (That texture was originally one of the Glowstone alts, which I lengthened and changed the color of, if anyone was wondering).
It also occurs to me that it's been a while since I've looked in depth at the official alts, so it'll be interesting to see what new textures we have to work with. Unfortunately for me, I'm not all that good at making original textures, especially making textures of a high-enough quality to fit with the rest of the theme.
Is that stone texture that makes up the majority the same as in this one?
Because it looks quite different in my opinion..
I dunno, just my input.
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Curse PremiumI'm sure whatever you come up with will be fine, sheep. Everyone is looking for something different, but with limited time we all need to kind of choose what's best to contribute to the whole.
Incidentally I'm not sure how much use any new alts I stuck in the latest update will be, I don't really have as much time to experiment with lots of variations, but whatever I do gets bunged in the download. I think the task of trying to update everything to 64x put paid to my flights of fancy and alt editing sessions. I might get round to another session sometime and what I work through for the new iron trapdoor might yield some useful by-products.
Yeh! Both scenes are using exactly the same stone texture.
Doing the balancing act thing of trying to make the stone work with the new 1.8 stone textures, and look ok in caves, and man-made constructions, is always going to be a slightly dissatisfying experience one way or the other. Hence why so many of us settle for a fairly smooth kind of stone.
ozBillo of 'Battered Old Stuff' came up with a brilliant solution in my opinion, and his other stone textures in general are among the best in the business! Though I think Misa hit it on the head with just the right level of 'wild' stone texture and smooth cut stone. But both of those approaches aren't really what I want for a kind of 19th century industrial look...they would still look a little too pre-industrial for me.
So I've really got to find some time to squeeze in a look at a textured concrete version that might also pass for a smooth natural rock, or at least look like the inside of a bunker or modernish mineworking complex underground. Also, as mentioned above, I need to see what a desaturated version of the ice-pack texture would look like for something along the same lines for stone.
I think 'busy' is the best description for my latest stone though.
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Curse PremiumRandom ores yes, but not animated. I'm intending dropping the animated ones (they'll still be in the alts for anyone wanting to use them). I just think a larger range of non-animated random ore textures will be a lot more effective than 'one' animated ore all over the place. It also allows me to be a little more creative and take a little of the strain off the system by having less animation where it's not really needed.
Not trying to sound like a cop-out, but I often think the highlighted pixels do a very good job of making things sparkle at a distance, without having to add complicated 'spangle' animations which tend to fail anyway when viewed up close.
I have a new smoother stone to show in a little while...when I get Imgur up and rolling. In my eyes it still looks good down in the caves with ore, but looks a lot less busy for use as building material. It passes as a pretty good worn concrete too. All the variations I've done so far will be available as alts, including trying out an edited version of the pack-ice which was de-saturated, but it wasn't really a viable texture as stone building material.
Next is gravel...hopefully to better match the new stone. 'Treadmill' springs to mind at this point!
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Curse Premium.....GS v16 New Stone Version 2!
As promised here's another rendition of stone, just a smoother less busy version. Any ores you might spot are still the old ones.
Rest of the pics? Click the spoiler button.
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Retired StaffIt looks rather like granite, which fits your pack quite well.
I just redid my stone as well today, and i can honestly say stone has got to be the hardest thing in minecraft to texture properly, but you've definitely got it. It's not flat gray like every other pack in existence, which i like. The subtle pinks and blues give it a nice bit of realism.
The most impressive part though is the fact that there's absolutely no noticeable pattern. It's fairly obvious that it's not the same texture on every block, but i can't quite work out what ctm method you're using. It never seems to repeat anything. It just looks so natural...
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Curse PremiumHopefully with sufficient time I'll be able to experiment with the odd bit of rusted iron, ie the kind of thing that results in vertical rusty streaks down a concrete/stone wall. The main thing initially was to get something with more realism, variety and suitability to fit with the new 1.8 stone, without too much repetitiveness.
Adding a large rough patch, using the ctm 'repeat' method would end up with very repetitive marks on any large expanses of stone, unless you mean single block sized rough patches. I still don't know how to use the renderpass method to add extra overlayed randomness to a 'repeat' set of blocks, but that would probably be the way to add better single block random features. I'd have to switch the stone to a completely different 'random' ctm method, but that would mean a lot more work and would probably result in some not very satisfactory arrangements of squares in game.
What I've got now is a good base to experiment further though, so I'm going to move on to tackle the gravel now and then see what the new stone and any success I have with gravel suggests for dirt.
Thanks, mate.
Many thanks, Rosestorm. Hopefully it won't be disappointing in any of your builds.
Ooo! I'm a great fan of all things Rome and especially Caesar...I guess that's one of the reasons I like trying to build epic stuff in Minecraft! Haha! As an old artist, I can't argue with that quote of his.
Glad you like the stone, BullJaw...but reserve final judgement on it when you get to use it. It might turn out to be horrible! That's always the worry, that any little changes I make can have profound effects on users builds.
Many thanks, 13th.
I have to completely agree with you about it being one of the hardest things to get right. Along with all those other landscape textures like dirt, gravel, grass, etc. but considering it's duel role as a building material and the fact it turns up everywhere, makes it a material of pure evil for a humble texture artist.
Given I've been experimenting on it for the past 3 weeks along with the other new stone textures, I'm still trying to find ways to improve it, but sometimes it's just better to move on and work on something else and then come back with new eyes...I tend to have a habit of working things into a worse state than when I started, so I have to be careful.
As regards the method I've used...it's just a plain 8x8 block 'repeat' ctm pattern, but most of the work has gone into trying to confuse the beholder into thinking there's no 'seam' anywhere...a torturous bit of work hopping in and out of MC.
Incidentally the pinkish stone in the screenshots is the new 1.8 rough granite, the whiter speckly stone is rough natural 'diorite' gleaned from photographs I took locally of large blocks of dock granite, and the darker stone is rough andosite (or basalt), so I've gone for a slightly smoother look with that, but the problem is always one of trying to make this new stone look ok in the landscape and be useful still for building, whilst bearing in mind I've still got to make a place for the 3 'polished' versions...which I've still to do!
Lol! I'm going to need some sort of 'counselling' after all this juggling and balancing of textures. My body is definitely telling me to hold off the long nights and get some sleep...sniffles abound again I'm afraid!
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Curse PremiumAh, yes! Shouldn't be a problem with that. Also, might still get away with some of those rusty or slimy streaks over a few block lengths. I guess I still need to ward against getting too busy and also try to get my head around some subtle renderpass work so I don't hit disastrous repetitiveness.
I have now just spent a couple of hours looking at gravel.
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Curse PremiumDon't think I got quite that far after staring at my gravel for several hours but then mine was nowhere near as detailed so its perfectly understandable...
Maybe I just need another beer to nudge me in the right direction!
Loving the new stone though, glim, detailed and smoother version alike. I agree with 13th as well, you work some serious magic to get your textures looking as natural as they do. For a pack based around industry I've never failed to be amazed by your fantastic natural textures!
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Curse PremiumMany thanks, mate! Much appreciate the kind words...makes that strange transcendal staring at stone and gravel worthwhile.
Well, I've had the most awful natural textures for the past 3 years, so it's about time I put some work in. Although most of what's achievable now is down to 'repeat' ctm trickery as you know, so it doesn't feel quite so clever in my eyes. Hard work blending things, but less frustrating than having to do it all with one single square!
I agree, considering my pack is about being able to create monstrous retro-future buildings, it seems strange I should spend so much time trying to make landscape textures seem natural. However, to me it seems that fantastical architecture will look even more epic against a back drop of the familiar. Plus I guess my vision of a future earth is one were there hasn't quite been a world-wide apocalypse, more that humans have just dwindled away, similar to the vision you get when reading H G Wells' "The Time Machine". Evidence of great human achievements, falling into ruin, but set in a world that has returned to an Eden-like state...not that you could in anyway say that anything I've actually done is 'Eden-like'!
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Well, just to show you I've been busy in other areas too.
.....GS v16 New Enchantment Gui!
Here's the new MC 1.8 Enchantment Gui, redesigned to allow for the double enchantment sockets and the new power/level system...don't worry...it seems to work, despite my complete lack of understanding of how to enchant things or how the new system actually works!
Also thought I'd just give a little peak into the chaos that ensues when testing out new stone and other 1.8 textures. This is a 1.8 world...so it's completely separate from my city of Newglim world. As always, it'll get abandoned eventually, but anything that I think might be useful in Newglim will be 'mcedited' over where I'll try and fit it in...somehow!
Take a last look at the old gravel, because I think I've got something a little better at 64x now, but it needs a little tweeking to make it sit reasonably comfortably between stone and dirt. Wish me luck!
As soon as I have anything else worthy of a screenshot, I let you see. Thanks for lookin' in.
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Curse PremiumWound up goofing off with the new model stuff and your texture pack tonight and figured I'd share the results of too much caffeine, too little sleep and just a touch of forbidden geometries.
The torches are all mounted on a barrier block.
Here are the model files:
They go in assets/minecraft/models/block/ and will probably break horribly when Mojang touches the model format again. (Probably sooner rather than later) For now though it's kinda neat to play with.
"__comment": "Fair warning, this format is highly likely to change even more in the future!",
"name": "torch1",
"useAmbientOcclusion": false,
"inventoryRender3D": false,
"inheritFrom": "torch5",
"translation": [ 0, 0, 0 ],
"rotationOrigin": [ 8, 8, 8 ],
"rotation": [ 0, 0, -90 ]
}
[/code]
And here is the modified torch_on.png that I whipped up for this:
I left the original torch image in there so that it was somewhat recognizable in your inventory since this gets used for the item art as well as the texture. Hopefully we will be able to specify a specific image to use for the inventory item by the time 1.8 comes out. (I'd settle for the game just rendering the full model of ALL blocks though.)DUR... I am tired, I just now noticed the inventoryRender3D flag. I've edited the file to have this set to 'true' and it looks much better in the inventory now.Now if you will excuse me, I must seek the dark warm comforts of my revitalization chamber before my synapses start shorting out.
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Curse PremiumOoo!
How will all this impact on frame-rates and the like, for packs with lots of animation and other MCPatcher bells and whistles? Isn't everything going to slow to a snails pace eventually?
You've always been very quick to see the potential for any new advances and I can't wait to see what magic you and others create for some of your packs...I'll probably be forced to either figure it later down the line, when there are more examples, hope someone creates an all-singing editor similar to the character editor that bozos like me can use, or just stick to what comes with vanilla.
I think I read kahr was going to support this, so I'll be interested to see if he creates something more or less complicated.
No...sadly, Newglim has kind of stagnated a little to be honest.
More block choice kind of overloads my creative engines and I end up doing less not more, but the real excuse is that we've had so many new things to add this past year, and trying to upgrade so many textures has left me with little time to build new things. I definitely need to expand outwards with some roads and streets though, as making layouts, bridges and cuttings through the landscape is often the best spark to starting projects. Seeing an empty platform/foundation, or interesting ravine or channel, often gets the imagination going...that and reading more...old and new sci-fi can suggest some awesome constructions, when I can remember to jot down them down.
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Curse PremiumHaha! Thanks, Demonette. Very glad to see you are alive and back kicking!
I think others will have to answer your questions accurately, I've never left and still feel like I know nothing about how new and old things work. However, I think the new modelling system is all part of the new API modding system Mojang are busy working on, so I hazard a guess it will indeed allow you to edit any mobs, objects and blocks, but it's all too complicated for the likes of me!
I look forward to trying out the latest Mythos pack.
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Curse Premium.....GS v16 Early WIP Gravel!
Just a quick couple of screenshots to keep you posted on how I'm approaching the grave problem of gravel (yes...I'm going so stark raving loony that I'm resorting to even worse than the lowest form of wit!). This is a 4x4 repeat pattern, so it doesn't afford much by way of randomness.
This might even work as an alternative stone, but at present it's a very stone oriented gravel texture that is a bit too stark for use with grass and dirt. I'm wanting it to work somewhere between stone and a new lighter dirt, if at all possible, so the color and texture will have to change to be darker with more obvious dirt showing through...which might be a slow and torturous path to get it all looking right. At present it would make good stone chippings for underneath rail track, but I realize it's got to be a little more versatile than that. I'll keep this as an alternative for the alts pack.
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Curse PremiumMob models will have to exist for the API but your guess is as good as mine as to when they will get to that. Could be in the next couple of snapshots or it might have to wait for a few full version releases.
Right now I'm just hoping they finalize the format for 1.8 rather than having it languish in a half-finished state like the shader stuff.