I believe they are changing what Meta-Data is used for. From what I understand, things like the state of doors, levers, orientation of stairs, etc. will not be governed by Meta-Data, but instead by a different value.However, this won't effect paintings.
In my research (and testing, and nearly crashing my computer by opening a mod pack with a few too many mods), it appears that paintings are actually Entities, not Blocks, and as such are not constrained by Meta-Data values. This also means you can't place them using the SetBlock command, but you CAN (theoretically) create a spawner that can spawn paintings, and you might be able to specify which painting when creating that spawner. I just don't know of any good way to activate a spawner at a specified time in order to use it as a clock synchronizing mechanism…
I believe they are changing what Meta-Data is used for. From what I understand, things like the state of doors, levers, orientation of stairs, etc. will not be governed by Meta-Data, but instead by a different value.
However, this won't effect paintings. In my research (and testing, and nearly crashing my computer by opening a mod pack with a few too many mods), it appears that paintings are actually Entities, not Blocks, and as such are not constrained by Meta-Data values. This also means you can't place them using the SetBlock command, but you CAN (theoretically) create a spawner that can spawn paintings, and you might be able to specify which painting when creating that spawner. I just don't know of any good way to activate a spawner at a specified time in order to use it as a clock synchronizing mechanism…
From what I remember, spawners are sensitive to light and you can set what light level they start spawning at. Maybe you could use a command-block and remove a glowstone block when it is noon, then the spawner would spawn in the painting w/ any data. Unfortunately that also means that you'd have to be within 16 blocks (maybe that is also configurable) of the spawner when it is noon for the spawner to work. This line of thinking still doesn't help with the issue of loading a world. Unless you quit right before noon the painting would be inaccurate until the next noon. I suspect that the animation would also reset if the painting was reloaded from going far away and coming back. Not really worth it until the animation can be synced with game time.
Yes, painting are entities. Confirmed by a terrible accident that occurred on a server I was on; the admin installed a lag limiting plugin that removed entities if no one was around. It took a day before we realised that all the decorative paintings were also disappearing! >.<
Yes, painting are entities. Confirmed by a terrible accident that occurred on a server I was on; the admin installed a lag limiting plugin that removed entities if no one was around. It took a day before we realised that all the decorative paintings were also disappearing! >.<
I find it odd that the Wiki doesn't mention this fact. I know this from using McEdit and seeing that they are indeed entities, but if someone doesn't know this from discovery theres a good chance they don't know at all.
They're not. Spawners are only sensitive to the player's location and will spawn entities every few seconds if the player's around... or try to anyway, since some conditions have to be met for something to successfully spawn. For hostile mobs, this does indeed include a certain lack of light, while for others the requirements would be different (e.g. squids would require water blocks to spawn, but not care about light level).
Ah, I didn't read closely and simply ctrl+f and searched for "entity" with only one match at the bottom. I forgot plural "entities". Thanks for correcting my error.
I can't believe a request hasn't already been put in for a MC time specific way of starting or stopping an animation...it probably already has! If it hasn't and it's possible, it would be an amazingly useful facility to have for animated paintings, blocks or items. eg: glowing eyes appearing only at night in random leaf blocks, neon sign paintings flickering into life at twilight, machines stop/starting at certain times of the day, magical weapons kind of coming to life at night, animated flowers closing at night, etc, etc.
Lots of you must have seen 13thMurders neat little animated flies in his swamp biome in Broken Anachronism...imagine things like that coming out at specific times.
All of these things would only need a start and duration instruction, or option to have multiple start and duration times. However all of this might just be pipe dreams as I have no knowledge of whether it would be possible or easy to do and I understand kahr already has his hands very full with all the changes Mojang keep introducing...still...t'would be nice!
Or is all this already possible by just having the right tick duration? I can't quite get my head round it! Being able to specify a start time seems to me to be a more precise way of making something happen, when you want it to happen, even when an entity like a painting has already been placed and you've restarted a saved world.
It would be pretty exciting to have the ability to specify start/stop times or multiple start/duration time commands for all animated stuff; blocks, items, paintings, mobs.
Gold ore was even more fun than lapis lazuli! 16 random versions so far, but like the lapis, I may add some extra special versions with super deposits of gold!
I was more pleased with the way the new gold ore works when randomly placed together as it creates fairly nice natural gold seams with some sparkle! As it's the best of the new ores so far for tiling (lapis coming a close second), it does make for a nice opulent building material too.
Anyways, see for yourself:
Rest of the pics show? Click the spoiler button.
Hunting for places on the ground to show off the new gold ore, I looked up, as it was getting dark, and this is the view I was presented with:
It kind of reminded me why I like to build in Minecraft.
Oh well! Not much time for building at the moment, I'm doing enough of that in RL! All the catching up with these new textures certainly doesn't leave much time even to think about some new grand architectural wonder!
So on to the new redstone ore now. Absolutely not sure how this will turn out, so wish me luck!
Really loving the new ores and the updated stone and dirt Glim. I can't wait for this update
Also, comin back to my mod textures made me go crazy. Ive been on a rampage re-editing and finishing it up so maybe Ill even have a up to date, and complete, version in the coming weeks! Really gotten back into MC in general again. Although Ill need to wait for your new stone so I can make my pack compatible No rush though, loving the previews
Also, and I know this is kind of annoying to ask, but I recall you saying you would rather put together a 1.5.2 version with all the new textures yourself rather than me doing it (and tbh, my version has been akin to a blind man stumbling through a room trying to figure out how everything works, though I THINK its all good) and I don't expect it anytime soon with 1.8 comin, but just wanted to know if you were still up for it. Sorry if its a bother asking!
Really loving the new ores and the updated stone and dirt Glim. I can't wait for this update
Also, comin back to my mod textures made me go crazy. Ive been on a rampage re-editing and finishing it up so maybe Ill even have a up to date, and complete, version in the coming weeks! Really gotten back into MC in general again. Although Ill need to wait for your new stone so I can make my pack compatible No rush though, loving the previews
Also, and I know this is kind of annoying to ask, but I recall you saying you would rather put together a 1.5.2 version with all the new textures yourself rather than me doing it (and tbh, my version has been akin to a blind man stumbling through a room trying to figure out how everything works, though I THINK its all good) and I don't expect it anytime soon with 1.8 comin, but just wanted to know if you were still up for it. Sorry if its a bother asking!
Thanks again for the hard work Glim
Glad you like the look of the new stuff. As I'm constantly walking around in all the new textures I easily forget that everyone else is still having to put up with the old.
Oh! Yes! making a 1.5.2 version of the pack again with all the appropriate new edits I've done had been conveniently thrust into a back room in my mind! I can't remember now exactly what we talked about, but yes, after 1.8 finally pops out and takes flight I'll be in a better position to put out a re-edited 1.5.2 version for those stuck with favorite mods that haven't kept up with Mojang. 1.5.2 really was a cutting off point for many mods if I'm thinking of the version that drastically changed all teh files and names of everything. It would almost certainly be a hybrid version though as I don't think I could very easily convert all the new 64x textures down to 32x. Is that likely to be a real problem? I can't even remember now if my old 1.5.2 version was the last one to have a separate 32x pack?!
Have you managed to knock together a banner for your Mod Glimmar textures yet for the Mod Emporium?
The gold is just fantastic Glim, the ores are just looking the business, once again mate you have amazed me with your craft, appreciate all your hard work,effort and time your putting into this pack mate Long may your creative art continue.
Glad you like it, BullJaw. All the new ore textures, stone, gravel and dirt along with all the new stone should make Minecraft survival with Glimmar's Steampunk a million miles better than it was before. It's been very distracting going down in a cave to take screenshots as I've been compelled to carry on and investigate. Of necessity my old textures had to be fairly plain as without MCPatcher and far fewer textures to play with, every single block had to be made useful for building purposes. Now, so long as you have a reasonable machine, it's a lot easier to 'beautify' things by adding tons of random versions of blocks, and tiling is no longer an issue.
It's still going to be a problem for those who can't or won't use MCPatcher, as I may not have a version with new single blocks that will in any way tile well. MCPatcher and specifically 'connected textures' is an absolute necessity now when using this pack. I will try to do my best to make non-MCPatcher textures work, but it requires a lot of effort to get single block versions of my new random ctm blocks to tile well and so it will have to come as a later update. Sorry to all non-MCPatcher users, but I'm very much committed to ctm now and it's the only way I use Minecraft with GS, so it takes priority at update time.
1.5.2 still supports your 64x64 tiles Glim, its just that, as you said, the jump between 1.5.2 and 1.6 renamed a TON of files and rearranged a lot of folders so that it was a real hassle to upgrade and downgrade between them. For example, once you release the new stone its just a matter of putting the new files for stone into a ctm folder compatible with 1.5.2. The other difficulty Ive been having is that a lot of animation is now handled through MC itself since 1.6 whereas 1.5.2 still relies heavily on MCPatcher for most of its animation capacity. So whenever you've released a new animation Ive had to redo the file that runs that animation so that MCPatcher can run it.
TL:DR The new 64x tiles will be just fine for 1.5.2, its mostly the names and arrangement of files that is the issue between 1.5.2 and 1.6 onward
As for the banner, Im waiting till I get the pack up to date enough before I work on it and Im not all that great with actually making fancy banners! Im sure Ill get one done but for now Ill just be working on my pack till its nice and ready for public display
1.5.2 still supports your 64x64 tiles Glim, its just that, as you said, the jump between 1.5.2 and 1.6 renamed a TON of files and rearranged a lot of folders so that it was a real hassle to upgrade and downgrade between them. For example, once you release the new stone its just a matter of putting the new files for stone into a ctm folder compatible with 1.5.2. The other difficulty Ive been having is that a lot of animation is now handled through MC itself since 1.6 whereas 1.5.2 still relies heavily on MCPatcher for most of its animation capacity. So whenever you've released a new animation Ive had to redo the file that runs that animation so that MCPatcher can run it.
TL:DR The new 64x tiles will be just fine for 1.5.2, its mostly the names and arrangement of files that is the issue between 1.5.2 and 1.6 onward
As for the banner, Im waiting till I get the pack up to date enough before I work on it and Im not all that great with actually making fancy banners! Im sure Ill get one done but for now Ill just be working on my pack till its nice and ready for public display
Oh wow! Right! I'd completely forgotten about how MCPatcher did all the animation work prior to 1.6. That's going to be a right task and a half, not just folder renaming and arranging. I understand where you're coming from now. I don't think I added much by way of animation though since 1.5, simply because I was already getting worried by how processor intensive all the new ctm was.
When 1.8 is out of the way, make sure to prod me about 1.5 again in case I've put myself into forced shut down mode. I quickly forget, because things around here are ever upwards and onwards. The time we get between updates, and this time it's been fairly reasonable, still feels like having to dig in for the next attack...and the war never ends!
No rush on the banner, I'm sure something will inspire you and i think there are free online banner construction programs out there that might at least give you a framework and an old type style to start with. I'm not looking for master works or anything, Jester, just something you feel happy with that perhaps looks a little industrial and Victorian, but no rush or pressure...it's got to stay fun. Leave blowing gaskets to me!
All the new ores are looking awesome Glim. Any chance there will be an update to the diamond, gold, and lapis lazuli blocks since you seem to be in a stone block mood for this next update?
Thanks for offering to do the downgrade Glim, I realize it is quite a lot of work stacked on top of your already busy schedule. I am extremely grateful
All the new ores are looking awesome Glim. Any chance there will be an update to the diamond, gold, and lapis lazuli blocks since you seem to be in a stone block mood for this next update?
Oh yes, anything that is 32x, which they are, will be 'upgraded'. Not sure what to at the moment, but before I get on to thinking about it and looking for inspiration I'm happy to receive suggestions, dislikes, etc. Like most things I do though, if it can have multiple uses, both opulently decorative and have a secondary functional use, like making screens, doors, pillars, etc., then it gets my interest.
The old 32x ore blocks are nearly four years old now, so they've had a happy life! However, 64x obviously allows for a lot more realism, so I'm looking forward to what might be possible. Don't expect it this side of the 1.8 update though, unless I suddenly get struck by inspiration.
Glad you like the new ores. I might have some new redstone ore to show very soon!
Thanks for offering to do the downgrade Glim, I realize it is quite a lot of work stacked on top of your already busy schedule. I am extremely grateful
Haha! How did I get steered into that so easily! You know I might need to consult with you as to where everything goes, as I think you've had more recent experience with the old system. The only way I can stay sane in this business is by forgetting all the old stuff and making way for the new in my tiny brain!
I would offer to send my own copy of the TP but I fear it is a mess of working and non working files as well as a mix of half finished and finished textures! I could send it to you if you wish and Ill try to clean it up but its been a work in progress for a while and Im not even sure which files are actually working and which ones are duds! I have to keep a clean work place in the future ;(. But again, if you want I can send you one of my (many) mixed TP's so you can take a look, just be wary. Your eyes may melt upon seeing it!
I would offer to send my own copy of the TP but I fear it is a mess of working and non working files as well as a mix of half finished and finished textures! I could send it to you if you wish and Ill try to clean it up but its been a work in progress for a while and Im not even sure which files are actually working and which ones are duds! I have to keep a clean work place in the future ;(. But again, if you want I can send you one of my (many) mixed TP's so you can take a look, just be wary. Your eyes may melt upon seeing it!
I'd probably be better starting with a clean version of my 1.5 pack and see how I go, if I get stuck, then I'll cry "help!" So be on standby for rescue...I'll let you know when I'm activating the old time machine!
I just looked it up and it looks like the coming May is Mojang's target for the release of 1.8. I was wondering if you would be willing to do a mini update with the regular stone, grass and gravel? I did have an idea for the lapis lazuli, gold and diamond blocks. I think the best option for the lapis block would be to give it the same texture as the emerald block but with the deep blue. I was also thinking for the gold and diamond it might look good to give them the same tile look but with yellow and red respectively. Having four blocks of nice colored tile would expand options for nice floors and lab area designs.
I also wanted to ask, is that painting that looks like a stained glass window that was beneath your animated clock painting in your latest vid already in the pack?
I just looked it up and it looks like the coming May is Mojang's target for the release of 1.8. I was wondering if you would be willing to do a mini update with the regular stone, grass and gravel? I did have an idea for the lapis lazuli, gold and diamond blocks. I think the best option for the lapis block would be to give it the same texture as the emerald block but with the deep blue. I was also thinking for the gold and diamond it might look good to give them the same tile look but with yellow and red respectively. Having four blocks of nice colored tile would expand options for nice floors and lab area designs.
I also wanted to ask, is that painting that looks like a stained glass window that was beneath your animated clock painting in your latest vid already in the pack?
May does indeed sound a long time away now. Not promising anything, but I'll certainly have a think about it. There's still much to do to get the ores and other associated textures like sand and clay to sit nicely, and also to make new vanilla single tiling textures, so that those without MCPatcher can still see some improvement.
The redstone ore is looking rather nice actually, but I haven't had much time this past 24 hours to make enough random versions to make it look natural when placed, hence the delay on being able to show some pics. I might get a chance this evening though.
I like the idea of having a few more ceramic tile textures to use, but I may try and squeeze those into the hardened clay group of textures, I'm still kind of looking to create something that has closer association with gold and diamond, but not giant blocks of gold or diamond as some do. This is where, when I get onto it, I just stare at thousands of related images, until by a combination of associations some ideas ferment in the back of my head!
As regards the stained glass window painting below the giant clock...yes it is in the pack and has been for a year or two actually, so you should be able to select it using Mojang's super efficient click, click, click, click, click, click, click x 100 clicks method, until by the time you've got a blister on your finger you get the one you want.
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Hey, I don't know if Megistus Eligius still reads this form but if you are would you kindly (*cough*Bioshock*cough*) make patch's for the Biomes O' Plenty and Flintlock Weapons mods?
Hey, I don't know if Megistus Eligius still reads this form but if you are would you kindly (*cough*Bioshock*cough*) make patch's for the Biomes O' Plenty and Flintlock Weapons mods?
It's still been my focus to keep to a crystaline type of redstone deposit rather than something overtly Steampunk, and to a scale that is realistic, not just a few centrally placed giant 'jewel-like' rocks, that look fine in isolation, but a little overpowering when grouped together with other blocks. As with the other new ores, I've tried to make all the textures sit nicely together in a random way, so each block of ore loosely links with the same ore in neighbouring blocks.
The size of the redstone crystals has worked really well with the particle animations that emanate from the ore when the block is disturbed. It gives the effect that each crystal is reacting and fizzing and puffing particles of redstone dust into the air. This effect will of course not be obvious from the screenshots, but when I get round to making a taster vid for the new stone, dirt, grass and ores, it might be possible to capture the effect.
Rest of the pics? Click the spoiler button.
I've only got a few random versions of redstone made so far, so I still need to make a few more to have enough for realism but not so many that it impacts on an already overburdened processor.
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In my research (and testing, and nearly crashing my computer by opening a mod pack with a few too many mods), it appears that paintings are actually Entities, not Blocks, and as such are not constrained by Meta-Data values. This also means you can't place them using the SetBlock command, but you CAN (theoretically) create a spawner that can spawn paintings, and you might be able to specify which painting when creating that spawner. I just don't know of any good way to activate a spawner at a specified time in order to use it as a clock synchronizing mechanism…
EDIT: Source for the removal of Meta-Data.
From what I remember, spawners are sensitive to light and you can set what light level they start spawning at. Maybe you could use a command-block and remove a glowstone block when it is noon, then the spawner would spawn in the painting w/ any data. Unfortunately that also means that you'd have to be within 16 blocks (maybe that is also configurable) of the spawner when it is noon for the spawner to work. This line of thinking still doesn't help with the issue of loading a world. Unless you quit right before noon the painting would be inaccurate until the next noon. I suspect that the animation would also reset if the painting was reloaded from going far away and coming back. Not really worth it until the animation can be synced with game time.
I find it odd that the Wiki doesn't mention this fact. I know this from using McEdit and seeing that they are indeed entities, but if someone doesn't know this from discovery theres a good chance they don't know at all.
Ah, I didn't read closely and simply ctrl+f and searched for "entity" with only one match at the bottom. I forgot plural "entities". Thanks for correcting my error.
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Curse PremiumI just posted this on the MCPatcher thread:
It would be pretty exciting to have the ability to specify start/stop times or multiple start/duration time commands for all animated stuff; blocks, items, paintings, mobs.
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Curse Premium.....GSv.16 New Gold Ore WIP!
Gold ore was even more fun than lapis lazuli! 16 random versions so far, but like the lapis, I may add some extra special versions with super deposits of gold!
I was more pleased with the way the new gold ore works when randomly placed together as it creates fairly nice natural gold seams with some sparkle! As it's the best of the new ores so far for tiling (lapis coming a close second), it does make for a nice opulent building material too.
Anyways, see for yourself:
Rest of the pics show? Click the spoiler button.
Hunting for places on the ground to show off the new gold ore, I looked up, as it was getting dark, and this is the view I was presented with:
It kind of reminded me why I like to build in Minecraft.
Oh well! Not much time for building at the moment, I'm doing enough of that in RL! All the catching up with these new textures certainly doesn't leave much time even to think about some new grand architectural wonder!
So on to the new redstone ore now. Absolutely not sure how this will turn out, so wish me luck!
Also, comin back to my mod textures made me go crazy. Ive been on a rampage re-editing and finishing it up so maybe Ill even have a up to date, and complete, version in the coming weeks! Really gotten back into MC in general again. Although Ill need to wait for your new stone so I can make my pack compatible
Also, and I know this is kind of annoying to ask, but I recall you saying you would rather put together a 1.5.2 version with all the new textures yourself rather than me doing it (and tbh, my version has been akin to a blind man stumbling through a room trying to figure out how everything works, though I THINK its all good) and I don't expect it anytime soon with 1.8 comin, but just wanted to know if you were still up for it. Sorry if its a bother asking!
Thanks again for the hard work Glim
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Curse PremiumGlad you like the look of the new stuff. As I'm constantly walking around in all the new textures I easily forget that everyone else is still having to put up with the old.
Oh! Yes! making a 1.5.2 version of the pack again with all the appropriate new edits I've done had been conveniently thrust into a back room in my mind!
Have you managed to knock together a banner for your Mod Glimmar textures yet for the Mod Emporium?
Glad you like it, BullJaw.
******************************************************
It's still going to be a problem for those who can't or won't use MCPatcher, as I may not have a version with new single blocks that will in any way tile well. MCPatcher and specifically 'connected textures' is an absolute necessity now when using this pack. I will try to do my best to make non-MCPatcher textures work, but it requires a lot of effort to get single block versions of my new random ctm blocks to tile well and so it will have to come as a later update. Sorry to all non-MCPatcher users, but I'm very much committed to ctm now and it's the only way I use Minecraft with GS, so it takes priority at update time.
TL:DR The new 64x tiles will be just fine for 1.5.2, its mostly the names and arrangement of files that is the issue between 1.5.2 and 1.6 onward
As for the banner, Im waiting till I get the pack up to date enough before I work on it and Im not all that great with actually making fancy banners! Im sure Ill get one done but for now Ill just be working on my pack till its nice and ready for public display
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Curse PremiumOh wow! Right! I'd completely forgotten about how MCPatcher did all the animation work prior to 1.6. That's going to be a right task and a half, not just folder renaming and arranging. I understand where you're coming from now. I don't think I added much by way of animation though since 1.5, simply because I was already getting worried by how processor intensive all the new ctm was.
When 1.8 is out of the way, make sure to prod me about 1.5 again in case I've put myself into forced shut down mode. I quickly forget, because things around here are ever upwards and onwards. The time we get between updates, and this time it's been fairly reasonable, still feels like having to dig in for the next attack...and the war never ends!
No rush on the banner, I'm sure something will inspire you and i think there are free online banner construction programs out there that might at least give you a framework and an old type style to start with. I'm not looking for master works or anything, Jester, just something you feel happy with that perhaps looks a little industrial and Victorian, but no rush or pressure...it's got to stay fun. Leave blowing gaskets to me!
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Curse PremiumOh yes, anything that is 32x, which they are, will be 'upgraded'. Not sure what to at the moment, but before I get on to thinking about it and looking for inspiration I'm happy to receive suggestions, dislikes, etc. Like most things I do though, if it can have multiple uses, both opulently decorative and have a secondary functional use, like making screens, doors, pillars, etc., then it gets my interest.
The old 32x ore blocks are nearly four years old now, so they've had a happy life! However, 64x obviously allows for a lot more realism, so I'm looking forward to what might be possible. Don't expect it this side of the 1.8 update though, unless I suddenly get struck by inspiration.
Glad you like the new ores. I might have some new redstone ore to show very soon!
Haha! How did I get steered into that so easily! You know I might need to consult with you as to where everything goes, as I think you've had more recent experience with the old system. The only way I can stay sane in this business is by forgetting all the old stuff and making way for the new in my tiny brain!
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Curse PremiumI'd probably be better starting with a clean version of my 1.5 pack and see how I go, if I get stuck, then I'll cry "help!" So be on standby for rescue...I'll let you know when I'm activating the old time machine!
I just looked it up and it looks like the coming May is Mojang's target for the release of 1.8. I was wondering if you would be willing to do a mini update with the regular stone, grass and gravel? I did have an idea for the lapis lazuli, gold and diamond blocks. I think the best option for the lapis block would be to give it the same texture as the emerald block but with the deep blue. I was also thinking for the gold and diamond it might look good to give them the same tile look but with yellow and red respectively. Having four blocks of nice colored tile would expand options for nice floors and lab area designs.
I also wanted to ask, is that painting that looks like a stained glass window that was beneath your animated clock painting in your latest vid already in the pack?
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Curse PremiumMay does indeed sound a long time away now. Not promising anything, but I'll certainly have a think about it.
The redstone ore is looking rather nice actually, but I haven't had much time this past 24 hours to make enough random versions to make it look natural when placed, hence the delay on being able to show some pics. I might get a chance this evening though.
I like the idea of having a few more ceramic tile textures to use, but I may try and squeeze those into the hardened clay group of textures, I'm still kind of looking to create something that has closer association with gold and diamond, but not giant blocks of gold or diamond as some do. This is where, when I get onto it, I just stare at thousands of related images, until by a combination of associations some ideas ferment in the back of my head!
As regards the stained glass window painting below the giant clock...yes it is in the pack and has been for a year or two actually, so you should be able to select it using Mojang's super efficient click, click, click, click, click, click, click x 100 clicks method, until by the time you've got a blister on your finger you get the one you want.
http://www.minecraft...enty-were-back/
http://www.minecraft...ifle-and-bombs/
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Curse PremiumHope Megistus can pick up on this for you, but I'm guessing it would have to be in his area of interest.
Also welcome to the forum.
In the meantime:
*********************************************************
.....GSv.16 New Redstone Ore WIP!
It's still been my focus to keep to a crystaline type of redstone deposit rather than something overtly Steampunk, and to a scale that is realistic, not just a few centrally placed giant 'jewel-like' rocks, that look fine in isolation, but a little overpowering when grouped together with other blocks. As with the other new ores, I've tried to make all the textures sit nicely together in a random way, so each block of ore loosely links with the same ore in neighbouring blocks.
The size of the redstone crystals has worked really well with the particle animations that emanate from the ore when the block is disturbed. It gives the effect that each crystal is reacting and fizzing and puffing particles of redstone dust into the air. This effect will of course not be obvious from the screenshots, but when I get round to making a taster vid for the new stone, dirt, grass and ores, it might be possible to capture the effect.
Rest of the pics? Click the spoiler button.
I've only got a few random versions of redstone made so far, so I still need to make a few more to have enough for realism but not so many that it impacts on an already overburdened processor.