You're a fantastic artist, Glim. But I would warn you that some of your newer textures (ie, stone and dirt) are edging into the grainy territory. It's a common pitfall of hyper-realistic HD, unfortunately, but I think you have enough talent to find a way around it.
Looking great, Glim. It is hard to say if it would be grainy in game as I have found that screens of a texture packs can sometimes make things looks worse than they for some reason.
You're a fantastic artist, Glim. But I would warn you that some of your newer textures (ie, stone and dirt) are edging into the grainy territory. It's a common pitfall of hyper-realistic HD, unfortunately, but I think you have enough talent to find a way around it.
Don't worry, Steel, they're no worse than the rest, I can assure you, jumping in and out and all over my test worlds every day I'm staring at these things all the time and nobody hates pixellation more than me. Wait until you see them for yourself, I think you'll be pleasantly surprised.
However, it does require some play with all the new graphical settings that came with the 1.6 or 1.7 update...I forget which update now that introduced them, but with Mipmap set to level 2 and Anisotropic Filtering set to 16 in MC Video Settings, pixellation is a thing of the past. Although those things come with their own unique set of visual problems, like hard edges at a certain distance to plants, etc, but are still well worth having them switched on IMHO.
Come to think of it, it might be worth putting my recommended Video settings up in the OP.
Looking great, Glim. It is hard to say if it would be grainy in game as I have found that screens of a texture packs can sometimes make things looks worse than they for some reason.
Thanks, rosestorm.
Yeah! Pics can be deceiving in both a positive and negative way, but apart from my struggles with the iron ore, the new stone and dirt are my current pride and joy...even though I say so myself. The dirt is probably less pixelly than my old, as the graininess is less contrasty.
Well lapis ore was certainly more fun to do than iron! 12 random versions so far, but I may add some extra distinguishing features such as a rarer set of unique crystaline lapis outcroppings, except I'm still rather busy this weekend. As there's not so much interest these days, I should ease up on the work and pics and do more building. Sounds good to me!
I'm still not happy with the ore deposit textures, so continue to tinker with new varieties, while also now looking at new lapis ore.
You've started adding junk ores
I mean... rusty buried junk to act as ores. You aren't going apocalyptic too, are you? Those are most excellent. They almost make me wonder if there's some sort of back story to your pack. Lost civilizations and such.
Ctm is an excellent way to hide some elements that hint at the world's past... It makes people piece together their own story and adds so much more depth to the world.
I can't remember exactly, but it seems to me that Glim has back-story-ish notions about why things look the way they do, if not a highly plotted out story.
I mean... rusty buried junk to act as ores. You aren't going apocalyptic too, are you? Those are most excellent. They almost make me wonder if there's some sort of back story to your pack. Lost civilizations and such.
Ctm is an excellent way to hide some elements that hint at the world's past... It makes people piece together their own story and adds so much more depth to the world.
I can't remember exactly, but it seems to me that Glim has back-story-ish notions about why things look the way they do, if not a highly plotted out story.
Yes, for those who are familiar with my thread and it's 4 year old ramblings, I wrote at length about my 'lore' with regard to how and why machine mobs came into being and why my MC world looks the way it does. Long before any other apocalyptic themed packs came along, I always had that underlying theme of a sophisticated human world long since fallen into a decadent ruin, similar to the state of the world as envisaged by H G Wells in the Time Machine, so with an obvious bias towards Victorian splendour. Hence why for years I always had 'Inspired by H G Wells' in my texture pack heading. The world as it had become, witnessed by the 'Time Traveler', has always been and still remains a central theme to the way I build in my own world.
The stone heads of the 'Great Engineers' I have, were created as part of that theme of a world long since abandoned by 'post-humans' due to some catastrophe or other. Those on the surface dying away to small primitive communities, whilst the more advanced, who had descended to the depths for protection, created machines to service their needs. As those subterranean humans descended into barbarism, their machines eventually took over and also rose back to the surface at night to plague those remaining surface dwellers. All very common futuristic sci-fi themes really, but with constant reference to the Time Machine.
However, as mentioned many times in my thread I no longer want to push a specific lore, as it makes the pack more limited in it's scope. people use texture packs and imagine worlds in lots of different ways. I leave that part up to the user now. Users can make/use it in whatever way they want, whether that be apocalyptic, alternative Victorian futuristic, fantasy tech, etc., etc.
So don't worry 13th, I'm not attempting any kind of apocalyptic or surreal takeover. My vision has always been one of an earth that has returned to a beautiful 'Wellsian' twilight age of serenity...hence why the sun is slowly dying and much closer to the earth (there were reasons given years ago in my thread for why my sun is so bloated and fiery).
The new iron ores are just very normal and not fossilized remains like Broken Anachronism. The iron ore just gave me an excuse for the typical paraphernalia one gets with old mine workings, not the result of an apocalypse or anything, just something left to rust for a few years. Also that these rusty fissures and outcroppings might serve some decorative use in run-down areas of the city I'm building...rusty concrete footings, pilings and the like. Glad you like 'em though, but rest easy with regard to surrealism and post-disasterishness!
Reading back through my aging thread might enlighten quite a few as to the reasons for lots of things in my pack, but I don't blame anybody for not doing so. I tried to quickly pull out some useful quotes as proof of my world view/lore and gave up! There's just too much stuff to plough through. The thing is people come and go and new users forget how long Glimmar's Steampunk has been around. It's almost fossil-like in itself!
Well,well,well Glim, you need to put the lottery numbers on mate, as for me they hit the jackpot, I adore the look and the feel they give for the underground explorers (which is where I spend most of my minecraft time ), the colours are for me perfect and they add something fresh to the steampunk feel. I see where you are going with the textures and look, and I am really looking forward to the release of your new pack Glim. Keep up this excellent job your doing .
I could seriously do with a lottery win! Wife is having a hard time at work and my work is going very slow at present. The idea of winning the lottery and being able to seriously do our own thing sounds very attractive at the mo'.
Glad you like the way the update is going. Sorry it's so slow and I've still the iron trapdoor and smooth versions of the new stone to do yet...and the new mob critter! I'm going with the flow though and working on these basic textures while I'm interested...well as far as my patience lasts! Diamond and emerald may stay as single animated textures for the next update. I'll randomise those two a bit later.
Thanks mate.
[edit] lost count of the number of spelling mistakes I made in my history rant above!
Just a warning. From what I hear the new mob will get a new model in the next snapshot or so. You might want to hold off on texturing it.
Thanks for that!
I guess Mojang took offence at everyone saying it was too similar to the existing silverfish!
I usually wait a bit on things like that, but I certainly will now, anyways I'm currently enjoying mucking about with the ores and still have to think about the new smooth stone blocks.
I'm also hoping to upload a very short video later tonight showing a giant animated clocktower clock! It's totally useless as a timekeeper of course, but it shows the potential of animated paintings. More on this when I upload the vid.
Do you have any intention of utilizing the new model format of 1.8? Once the format is less buggy.I think you pack might benefit, with all of the strange devices and the like.
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Blarg. All that is needed to be said. Can I go home now?
Do you have any intention of utilizing the new model format of 1.8? Once the format is less buggy.I think you pack might benefit, with all of the strange devices and the like.
Sadly I'm not very good with any form of 'code', even the simplest of instructions brings me out in a cold sweat. I will probably wait and see what uses those clever coder/artists make of the new modelling possibilities as it's all getting too complicated for little old me.
It's also worth bearing in mind that any models made and used en masse in game, along with all the ctm, randommobs and animations I have may well be more than even my reasonably powerful rig could stand.
It might be seen as nothing more than an excuse, but I actually enjoy the challenge of trying to make the unsophisticated modelling we currently have in vanilla Minecraft work in as realistic a way as possible. Having the ability to model stuff kind of makes it too sophisticated, if you see what I mean. I've worked on a few theatrical set pieces in my time, so creating 'trompe-l'oeil' effects comes a little easier and more satisfying than mucking around with co-ordinates and commands.
Really I'm just making excuses with my traditional MC hat on, because new stuff always terrifies me, just like ctm and MCPatcher did when they first came out. Look where that took me!
I quite agree though that it would lend itself enormously to a 'techy' kind of pack like this...if only I had the brains to understand it.
.....GS v16 Rusty Ironwork and a Giant Inaccurate Working Clock!
Glimmar's Steampunk v.16 Update, available when ready!
Just thought I'd have a tinker with my GS clock item and see if I could make a proper town hall clock with it, by animating one of the paintings. Well the process was partly successful in that it animates ok and is certainly large and imposing and shows the possibilities. However, I couldn't make it keep time accurately and the time displayed starts at 12 noon mid-day whenever it's first placed...and presumably starts at that time whenever a world is started. So for practical purposes it is currently useless, but I thought it had some curiosity value.
As it is, the only method I could think of for attempting to keep the time was to have each frame of animation (totalling 180 frames) flick by every 133.3333... ticks (Minecraft time). 24,000 ticks currently make up a Minecraft day/night cycle if I'm correct, so I arrive at 133.33.. ticks by dividing 24,000 by 180. In MCPatcher I set the duration of each frame to 133 and then make up the shortfall that occurs during the cycle by adding 60 ticks on the last frame, but this doesn't work, it just loses time very fast. Coupled with the fact that it's impossible to choose which painting gets plonked down means that you can't even accurately place the clock each day at precisely 12.00 noon! My timing method is very crude and my maths is undoubtedly way out, but without being able to link the start of an MCPatcher animation to game time, it's probably always a non-starter as an acurate time piece.
If anyone could suggest a MCPatcher, non-mod way, of making the timing (related to game time) work on an animated painting, I would be very grateful. To be more specific, is there currently a way to have animations linked with the time of day in Minecraft or could it be added as a great little extra in the arsenal of useful MCPatcher tools. Methinks I shall also ask kahr about this in the MCPatcher thread.
Please also note the use of my new iron ore on the journey to view the clock, ie. the rusty concrete supports. It's just a brief glimpse of what possible uses the iron ore could be put to in and around an old city build like mine. I'll look at all the new stuff in greater detail in later vids, as and when I get the time and enthusiasm to put them together.
To all those who are still interested in my work...thanks for looking in and for any comments, they are much appreciated.
Thanks for watching.
Music and Sound Credits - please click the spoiler:
Music credits:
____________
The music in this video is by Cousin Silas
who produces the most incredibly atmospheric ambient music.
Really like how everything looks. The idea of making an animated clock painting is quite neat, although the timing issue does sound like a bit of a headache. Hopefully you can figure out a suitable solution to this without too much difficulty.
Sadly I'm not very good with any form of 'code', even the simplest of instructions brings me out in a cold sweat. I will probably wait and see what uses those clever coder/artists make of the new modelling possibilities as it's all getting too complicated for little old me.
It's also worth bearing in mind that any models made and used en masse in game, along with all the ctm, randommobs and animations I have may well be more than even my reasonably powerful rig could stand.
It might be seen as nothing more than an excuse, but I actually enjoy the challenge of trying to make the unsophisticated modelling we currently have in vanilla Minecraft work in as realistic a way as possible. Having the ability to model stuff kind of makes it too sophisticated, if you see what I mean. I've worked on a few theatrical set pieces in my time, so creating 'trompe-l'oeil' effects comes a little easier and more satisfying than mucking around with co-ordinates and commands.
Really I'm just making excuses with my traditional MC hat on, because new stuff always terrifies me, just like ctm and MCPatcher did when they first came out. Look where that took me!
I quite agree though that it would lend itself enormously to a 'techy' kind of pack like this...if only I had the brains to understand it.
I've also been scared and interested by this new feature and the good news is I am aware of at least one "modelling tool" being made for those who don't want to learn the coding. As you've feared though, it's been found that using new models with more faces than before really cranks up the CPU demand.
Personally I plan to make a fitting model for my torches and, if I can, armours.
I find it exhausting the amount of power Mojang and Kahr's patcher is giving the texture artist though. Sure it's great for letting your creativity run wild, but as you've found it can get taxing creating hundreds of CTM textures and complicated skymaps or mob skins. It seems that to have a pack worthy of consideration to the discerning user nowadays you have to include these all features
But I'm rambling...
The animated clock looks very useful! It's a shame the paintings are so limited in their potential...
Really like how everything looks. The idea of making an animated clock painting is quite neat, although the timing issue does sound like a bit of a headache. Hopefully you can figure out a suitable solution to this without too much difficulty.
Well, one aspect of timing could easily be sorted I think, if I wasn't working from a pre-made 180 frame animation. To at least make it run accurately, ie. keep instep with Minecraft time, I obviously need to make the number of frames neatly divide into 24,000, but placement at a specific time would always be a problem as would reloading a world. It would be a lot neater if a command in MCPatcher's animation properties made it possible to specify a start time.
I've also been scared and interested by this new feature and the good news is I am aware of at least one "modelling tool" being made for those who don't want to learn the coding. As you've feared though, it's been found that using new models with more faces than before really cranks up the CPU demand.
Personally I plan to make a fitting model for my torches and, if I can, armours.
I find it exhausting the amount of power Mojang and Kahr's patcher is giving the texture artist though. Sure it's great for letting your creativity run wild, but as you've found it can get taxing creating hundreds of CTM textures and complicated skymaps or mob skins. It seems that to have a pack worthy of consideration to the discerning user nowadays you have to include these all features
But I'm rambling...
The animated clock looks very useful! It's a shame the paintings are so limited in their potential...
For those of us who use MCPatcher, it's a particular problem, because Mojang is now adding all sorts of extra features (it is their game after all) and MCPatcher is doing the same in becoming more feature rich. As a humble texture pack artist it's easy to see it's not possible to add every new feature that exists to a pack, but each user is excited about certain new things and quite rightly asks if they will be implemented.
Minecraft has become so feature rich resource pack-wise, with sound, animation, art, code, thousands of textures all behaving in complicated ways with each other, 3d modelling soon, sky effects, etc, etc. What started out as a neat relaxing little hobby has seriously turned into a monster! We are talking about one person having to do the work of a complete game studio...if everything possible was to be implemented. A few special people might have the time, organisational skills and talent to keep up, but those of us who are mere mortals with busy RL commitments have to make choices and slowly plod along.
I'd far, far rather have a lot more paintings and extra ways of using them than this new modelling function, but then I'm only really interested in building projects, not adventuring or mucking about with mobs. I think for story adventures, the creation of specific models will be a godsend. For builders who use MCPatcher, the addition of all those extra faces, on every model placed down, will be a huge drain on CPU resources on any massive building project. You might get away with it at 16x, but at 64x and above, see what chaos it'll cause. Just try flooding an area with a few mobs or villagers with Randommobs switched on, connected textures and animations in full view and see what happens!
The clock is phenomenal Glim, I can only guess the nightmares attached to figuring out animation and code, but I don't think you would go to all that trouble if you didn't have an idea of a solution . With your skills Glim, maybe a sundial would be on offer at some point in the future .
On my own selfish note, you wont be changing the pumpkins will you Glim, you wont believe how many uses they have for me in the current pack. .
Your a master craftsman Glim, long may the creative juice flow for you mate.
The code part for the animation is fairly easy...it would have to be for me, haha, but as mentioned above, trying to fit 180 frames exactly into a 24,000 tick Minecraft day is never going to work. The problem is that I can't face remaking another clock animation, even though it might solve the question of timing and give the opportunity to make something a little more mechanical and traditional as a town hall clock.
I think I'll experiment further with what I've got now and at least see if I can make it keep in step, and hope kahr of MCPatcher can add in some extra timing features.
The clock was just a little experiment that at least shows further what the potential is for animated paintings. I just wish we had more to play with, without having to use a mod...I've tried that years ago and being a texture artist who had to tinker with every new snapshot that comes along it's not fun when a favorite mod stops working and all your paintings drop off the walls! Extra paintings either have to be a part of MCPatcher or part of vanilla MC or as far as I'm concerned it's not a viable option.
After 5 years you'd think Mojang could have added a little painting selector into the mix, so that we can choose what gets hung, instead of having to stand there forever like some mad schoolkid flicking pokemon cards at the playground wall to get the one we want!! For goodness sake just add a new 'painting' tab to the inventory menu or something Mojang!
Imagine the number of individuals who now play Minecraft...multiply that with the number of seconds each of those Minecraftians spend trying to get the right painting on the wall and guess what the sum total of wasted hours lost to humanity is. We might have reached the stars by now if collectively we hadn't wasted so much time trying to play Mojang's 'Guess the Painting' mini game!!!
Anyway, the giant clock is a good idea and a MCPatcher feature for make paintings time dependant would be very interesting.
Concerning your ores, they're very great. I love the implementation of the remains of mining / discovery. It's a very nice and subtil addition. For the ores design in general, it's great and fits perfectly with your stone/gravel/dirt. Their colors are excellently balanced as well.
Again some finely executed art, Glimmar. Good job !
Haha! There's nothing wrong with your sense of humor, cynips!
How many people have now bought Minecraft...more than 11 million or something isn't it? What a waste of time all trying to get the right painting!
Have you noticed how you never get the painting you want for ages and ages and by the time it finally comes along after you've gone into clickfest mode, click delete, click delete, click delete, you end up deleting it before you realize it's finally showed up...no? Must just be me then! :/
And I experienced this cycle too. You realize it was the good one a millisecond after unhook it by an automatic brainless (brain-washed?) reflex/move... So frustrating...
At least I don't feel such a frustrated idiot anymore, haha!
Minecraft Paintings...probably the most unloved, unrealized, cosmetically useful feature in Minecraft! Still I guess we shouldn't forget we did get the picture frame, except if you over use that feature in a large build Minecraft goes into meltdown.
I wonder if it's possible to use Command Blocks to place a specific painting in a specific place… Since you can set the meta-data value of objects you're placing, you should be able to have some control if you knew the proper line of code to feed into it. I could possibly see setting up an automated system using a pair of Command Blocks and some light sensors to remove and replace the clock every day, such that it is properly synchronized. You may need to throw in a number of repeaters to get the timing just right, but it should be doable as an in-game solution. Not as elegant as having it tied directly to the time via MCPatcher, as you'd have to build a specific redstone system for every location you'll like to add a clock, but it might be doable…
EDIT: After a small amount of testing, I was unable to find a way to make a command block place a painting, as it keeps saying that it's an invalid ID. I'm looking to see if there's some other ID that I can use, but at the moment it seems that this might not be quite as easy as I first thought.
I wonder if it's possible to use Command Blocks to place a specific painting in a specific place… Since you can set the meta-data value of objects you're placing, you should be able to have some control if you knew the proper line of code to feed into it. I could possibly see setting up an automated system using a pair of Command Blocks and some light sensors to remove and replace the clock every day, such that it is properly synchronized. You may need to throw in a number of repeaters to get the timing just right, but it should be doable as an in-game solution. Not as elegant as having it tied directly to the time via MCPatcher, as you'd have to build a specific redstone system for every location you'll like to add a clock, but it might be doable…
EDIT: After a small amount of testing, I was unable to find a way to make a command block place a painting, as it keeps saying that it's an invalid ID. I'm looking to see if there's some other ID that I can use, but at the moment it seems that this might not be quite as easy as I first thought.
This got me thinking, as they're removing meta-data, perhaps they'll make each painting a separate object? This would mean you could place each individually, just like we're hoping for!
This got me thinking, as they're removing meta-data, perhaps they'll make each painting a separate object? This would mean you could place each individually, just like we're hoping for!
Wait, they're removing meta-data?
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Curse PremiumDon't worry, Steel, they're no worse than the rest, I can assure you, jumping in and out and all over my test worlds every day I'm staring at these things all the time and nobody hates pixellation more than me.
However, it does require some play with all the new graphical settings that came with the 1.6 or 1.7 update...I forget which update now that introduced them, but with Mipmap set to level 2 and Anisotropic Filtering set to 16 in MC Video Settings, pixellation is a thing of the past. Although those things come with their own unique set of visual problems, like hard edges at a certain distance to plants, etc, but are still well worth having them switched on IMHO.
Come to think of it, it might be worth putting my recommended Video settings up in the OP.
Thanks Steel.
Thanks, rosestorm.
Yeah! Pics can be deceiving in both a positive and negative way, but apart from my struggles with the iron ore, the new stone and dirt are my current pride and joy...even though I say so myself. The dirt is probably less pixelly than my old, as the graininess is less contrasty.
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Curse Premium.....GSv.16 New Lapis Ore WIP!
Well lapis ore was certainly more fun to do than iron! 12 random versions so far, but I may add some extra distinguishing features such as a rarer set of unique crystaline lapis outcroppings, except I'm still rather busy this weekend. As there's not so much interest these days, I should ease up on the work and pics and do more building. Sounds good to me!
Rest of the pics? Click the spoiler button.
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Retired StaffYou've started adding junk ores
I mean... rusty buried junk to act as ores. You aren't going apocalyptic too, are you? Those are most excellent. They almost make me wonder if there's some sort of back story to your pack. Lost civilizations and such.
Ctm is an excellent way to hide some elements that hint at the world's past... It makes people piece together their own story and adds so much more depth to the world.
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Curse PremiumYes, for those who are familiar with my thread and it's 4 year old ramblings, I wrote at length about my 'lore' with regard to how and why machine mobs came into being and why my MC world looks the way it does. Long before any other apocalyptic themed packs came along, I always had that underlying theme of a sophisticated human world long since fallen into a decadent ruin, similar to the state of the world as envisaged by H G Wells in the Time Machine, so with an obvious bias towards Victorian splendour. Hence why for years I always had 'Inspired by H G Wells' in my texture pack heading. The world as it had become, witnessed by the 'Time Traveler', has always been and still remains a central theme to the way I build in my own world.
The stone heads of the 'Great Engineers' I have, were created as part of that theme of a world long since abandoned by 'post-humans' due to some catastrophe or other. Those on the surface dying away to small primitive communities, whilst the more advanced, who had descended to the depths for protection, created machines to service their needs. As those subterranean humans descended into barbarism, their machines eventually took over and also rose back to the surface at night to plague those remaining surface dwellers. All very common futuristic sci-fi themes really, but with constant reference to the Time Machine.
However, as mentioned many times in my thread I no longer want to push a specific lore, as it makes the pack more limited in it's scope. people use texture packs and imagine worlds in lots of different ways. I leave that part up to the user now. Users can make/use it in whatever way they want, whether that be apocalyptic, alternative Victorian futuristic, fantasy tech, etc., etc.
So don't worry 13th, I'm not attempting any kind of apocalyptic or surreal takeover. My vision has always been one of an earth that has returned to a beautiful 'Wellsian' twilight age of serenity...hence why the sun is slowly dying and much closer to the earth (there were reasons given years ago in my thread for why my sun is so bloated and fiery).
The new iron ores are just very normal and not fossilized remains like Broken Anachronism. The iron ore just gave me an excuse for the typical paraphernalia one gets with old mine workings, not the result of an apocalypse or anything, just something left to rust for a few years. Also that these rusty fissures and outcroppings might serve some decorative use in run-down areas of the city I'm building...rusty concrete footings, pilings and the like. Glad you like 'em though, but rest easy with regard to surrealism and post-disasterishness!
Reading back through my aging thread might enlighten quite a few as to the reasons for lots of things in my pack, but I don't blame anybody for not doing so. I tried to quickly pull out some useful quotes as proof of my world view/lore and gave up! There's just too much stuff to plough through. The thing is people come and go and new users forget how long Glimmar's Steampunk has been around. It's almost fossil-like in itself!
I could seriously do with a lottery win! Wife is having a hard time at work and my work is going very slow at present.
Glad you like the way the update is going. Sorry it's so slow and I've still the iron trapdoor and smooth versions of the new stone to do yet...and the new mob critter! I'm going with the flow though and working on these basic textures while I'm interested...well as far as my patience lasts! Diamond and emerald may stay as single animated textures for the next update. I'll randomise those two a bit later.
Thanks mate.
[edit] lost count of the number of spelling mistakes I made in my history rant above!
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Curse PremiumThanks for that!
I guess Mojang took offence at everyone saying it was too similar to the existing silverfish!
I usually wait a bit on things like that, but I certainly will now, anyways I'm currently enjoying mucking about with the ores and still have to think about the new smooth stone blocks.
I'm also hoping to upload a very short video later tonight showing a giant animated clocktower clock! It's totally useless as a timekeeper of course, but it shows the potential of animated paintings. More on this when I upload the vid.
Thanks again happydude111209.
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Curse PremiumSadly I'm not very good with any form of 'code', even the simplest of instructions brings me out in a cold sweat. I will probably wait and see what uses those clever coder/artists make of the new modelling possibilities as it's all getting too complicated for little old me.
It's also worth bearing in mind that any models made and used en masse in game, along with all the ctm, randommobs and animations I have may well be more than even my reasonably powerful rig could stand.
It might be seen as nothing more than an excuse, but I actually enjoy the challenge of trying to make the unsophisticated modelling we currently have in vanilla Minecraft work in as realistic a way as possible. Having the ability to model stuff kind of makes it too sophisticated, if you see what I mean. I've worked on a few theatrical set pieces in my time, so creating 'trompe-l'oeil' effects comes a little easier and more satisfying than mucking around with co-ordinates and commands.
Really I'm just making excuses with my traditional MC hat on, because new stuff always terrifies me, just like ctm and MCPatcher did when they first came out.
I quite agree though that it would lend itself enormously to a 'techy' kind of pack like this...if only I had the brains to understand it.
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Curse Premium.....GS v16 Rusty Ironwork and a Giant Inaccurate Working Clock!
Glimmar's Steampunk v.16 Update, available when ready!
Just thought I'd have a tinker with my GS clock item and see if I could make a proper town hall clock with it, by animating one of the paintings. Well the process was partly successful in that it animates ok and is certainly large and imposing and shows the possibilities. However, I couldn't make it keep time accurately and the time displayed starts at 12 noon mid-day whenever it's first placed...and presumably starts at that time whenever a world is started. So for practical purposes it is currently useless, but I thought it had some curiosity value.
As it is, the only method I could think of for attempting to keep the time was to have each frame of animation (totalling 180 frames) flick by every 133.3333... ticks (Minecraft time). 24,000 ticks currently make up a Minecraft day/night cycle if I'm correct, so I arrive at 133.33.. ticks by dividing 24,000 by 180. In MCPatcher I set the duration of each frame to 133 and then make up the shortfall that occurs during the cycle by adding 60 ticks on the last frame, but this doesn't work, it just loses time very fast. Coupled with the fact that it's impossible to choose which painting gets plonked down means that you can't even accurately place the clock each day at precisely 12.00 noon! My timing method is very crude and my maths is undoubtedly way out, but without being able to link the start of an MCPatcher animation to game time, it's probably always a non-starter as an acurate time piece.
If anyone could suggest a MCPatcher, non-mod way, of making the timing (related to game time) work on an animated painting, I would be very grateful. To be more specific, is there currently a way to have animations linked with the time of day in Minecraft or could it be added as a great little extra in the arsenal of useful MCPatcher tools. Methinks I shall also ask kahr about this in the MCPatcher thread.
Please also note the use of my new iron ore on the journey to view the clock, ie. the rusty concrete supports. It's just a brief glimpse of what possible uses the iron ore could be put to in and around an old city build like mine. I'll look at all the new stuff in greater detail in later vids, as and when I get the time and enthusiasm to put them together.
To all those who are still interested in my work...thanks for looking in and for any comments, they are much appreciated.
Thanks for watching.
Music and Sound Credits - please click the spoiler:
Music credits:
____________
The music in this video is by Cousin Silas
who produces the most incredibly atmospheric ambient music.
06_-_Cousin-Silas_Endless-Summer.mp3
from the album:
Endless Summer EP (waag_rel008)
by Cousin Silas
https://archive.org/details/waag_rel008
Please also visit Cousin Silas's blog for further information:
http://cousinsilas.blogspot.co.uk/p/discography_30.html
Title Sound Sample credits:
________________________
I am very grateful for the following samples being made open-source:
12900__swelk__4machineloop03.wav
http://www.freesound.org/people/swelk/sounds/12900/
40158__sagetyrtle__crash Audio Extracted Audio Extracted.wav
http://www.freesound.org/people/sagetyrtle/sounds/40158/
48980__lunardrive__metal-door-slam-soundsmith.wav
http://www.freesound.org/people/Lunardrive/sounds/48980/
71569__microscopia__1905-regina-table-model-disc-music-box.wav
http://www.freesound.org/people/Microscopia/sounds/71569/
Sewing Machine 2 by Teto Yasha - SoundBible.com-2092031798.mp3
http://soundbible.com/1541-Sewing-Machine-2.html
wind_up_pedalling_water_turtle_toy.mp3
http://www.pdsounds.org/sounds/wound_up_toy_pedalling
I've also been scared and interested by this new feature and the good news is I am aware of at least one "modelling tool" being made for those who don't want to learn the coding. As you've feared though, it's been found that using new models with more faces than before really cranks up the CPU demand.
Personally I plan to make a fitting model for my torches and, if I can, armours.
I find it exhausting the amount of power Mojang and Kahr's patcher is giving the texture artist though. Sure it's great for letting your creativity run wild, but as you've found it can get taxing creating hundreds of CTM textures and complicated skymaps or mob skins. It seems that to have a pack worthy of consideration to the discerning user nowadays you have to include these all features
But I'm rambling...
The animated clock looks very useful! It's a shame the paintings are so limited in their potential...
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Curse PremiumWell, one aspect of timing could easily be sorted I think, if I wasn't working from a pre-made 180 frame animation. To at least make it run accurately, ie. keep instep with Minecraft time, I obviously need to make the number of frames neatly divide into 24,000, but placement at a specific time would always be a problem as would reloading a world. It would be a lot neater if a command in MCPatcher's animation properties made it possible to specify a start time.
For those of us who use MCPatcher, it's a particular problem, because Mojang is now adding all sorts of extra features (it is their game after all) and MCPatcher is doing the same in becoming more feature rich. As a humble texture pack artist it's easy to see it's not possible to add every new feature that exists to a pack, but each user is excited about certain new things and quite rightly asks if they will be implemented.
Minecraft has become so feature rich resource pack-wise, with sound, animation, art, code, thousands of textures all behaving in complicated ways with each other, 3d modelling soon, sky effects, etc, etc. What started out as a neat relaxing little hobby has seriously turned into a monster! We are talking about one person having to do the work of a complete game studio...if everything possible was to be implemented. A few special people might have the time, organisational skills and talent to keep up, but those of us who are mere mortals with busy RL commitments have to make choices and slowly plod along.
I'd far, far rather have a lot more paintings and extra ways of using them than this new modelling function, but then I'm only really interested in building projects, not adventuring or mucking about with mobs. I think for story adventures, the creation of specific models will be a godsend. For builders who use MCPatcher, the addition of all those extra faces, on every model placed down, will be a huge drain on CPU resources on any massive building project. You might get away with it at 16x, but at 64x and above, see what chaos it'll cause. Just try flooding an area with a few mobs or villagers with Randommobs switched on, connected textures and animations in full view and see what happens!
The code part for the animation is fairly easy...it would have to be for me, haha, but as mentioned above, trying to fit 180 frames exactly into a 24,000 tick Minecraft day is never going to work. The problem is that I can't face remaking another clock animation, even though it might solve the question of timing and give the opportunity to make something a little more mechanical and traditional as a town hall clock.
I think I'll experiment further with what I've got now and at least see if I can make it keep in step, and hope kahr of MCPatcher can add in some extra timing features.
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The clock was just a little experiment that at least shows further what the potential is for animated paintings. I just wish we had more to play with, without having to use a mod...I've tried that years ago and being a texture artist who had to tinker with every new snapshot that comes along it's not fun when a favorite mod stops working and all your paintings drop off the walls!
After 5 years you'd think Mojang could have added a little painting selector into the mix, so that we can choose what gets hung, instead of having to stand there forever like some mad schoolkid flicking pokemon cards at the playground wall to get the one we want!! For goodness sake just add a new 'painting' tab to the inventory menu or something Mojang!
Imagine the number of individuals who now play Minecraft...multiply that with the number of seconds each of those Minecraftians spend trying to get the right painting on the wall and guess what the sum total of wasted hours lost to humanity is. We might have reached the stars by now if collectively we hadn't wasted so much time trying to play Mojang's 'Guess the Painting' mini game!!!
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Curse PremiumHaha! There's nothing wrong with your sense of humor, cynips!
How many people have now bought Minecraft...more than 11 million or something isn't it? What a waste of time all trying to get the right painting!
Have you noticed how you never get the painting you want for ages and ages and by the time it finally comes along after you've gone into clickfest mode, click delete, click delete, click delete, you end up deleting it before you realize it's finally showed up...no? Must just be me then! :/
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Curse PremiumAt least I don't feel such a frustrated idiot anymore, haha!
Minecraft Paintings...probably the most unloved, unrealized, cosmetically useful feature in Minecraft! Still I guess we shouldn't forget we did get the picture frame, except if you over use that feature in a large build Minecraft goes into meltdown.
EDIT: After a small amount of testing, I was unable to find a way to make a command block place a painting, as it keeps saying that it's an invalid ID. I'm looking to see if there's some other ID that I can use, but at the moment it seems that this might not be quite as easy as I first thought.
This got me thinking, as they're removing meta-data, perhaps they'll make each painting a separate object? This would mean you could place each individually, just like we're hoping for!
Wait, they're removing meta-data?