............Flying visit................WOOO Glims back on the job...............great to see you back..........Oooooooo an awesome metal cow!........Syc out..........
Thanks, Sy.
I think I need to take lessons from you in brevity...your post made me chuckle!
Hmm... Well, I can only hope that whatever textures you make for the new blocks actually tile, instead of looking like some kind of gridbricks. *Coughprismarinebrickscough*
Haha! Mine will probably look worse! Any ideas?
Actually I haven't placed more than a few prismarine blocks down yet to see what the vanilla ones look like en masse, are they really that bad?
From the pics I've seen of the undersea prismarine 'monument' it looks very much like some kind of buried submarine dreadnought...so I was thinking possibly of yet more metal textures along those lines, or have I got enough riveted panels in the pack already. It might allow me to add a range of corroded metal textures, or something a little more decorative or even exotically alien...something to account for the color-shifting prismarine.
I'm not sure whether to go all Art Deco/Nouveau for the new glowing prismarine, like my original glowstone (which will now need updating) or whether to make it marine industrial or possibly alien. Also the guardian would then follow naturally into being some kind of deadly machine.
To tell the truth though, other than looking at pics of the monument, I haven't yet done any brainstorming or Googling over the prismarine blocks.
In the meantime, I've got some pics of a new redstone torch, wet sponge and a few new 64x daylight sensors to show off. I'd be interested to see which sensor folk like best. I have my favorite of course, but if there's a huge consensus of opinion leaning towards one other version I might be persuaded to go with that instead.
Give me a few minutes to get them presentable and uploaded to Imgur.
Wet sponge is a more corroded version of my old ornate dry sponge. Hopefully should be cosmetically useful for old constructions where you'd expect to find rusted decorative iron/copper work leaking drips, eg. under bridges, in sewers, old houses...if I can get round to editing some of the dyed clays to being mossy slimey bricks and cracked plaster work.
The new daylight sensor has oak/teak sides with riveted brass frame and central fitting for redstone pipes to attach to. As previously mentioned I've included a few variations...more might get added if I get frustrated with other 1.8 textures!
Now seemed as good a time as any to update the redstone torch, which as you can see is based on the normal torch design, but is it's own little beast.
Rest of the pics? Click the spoiler button.
The old slime 'gasbag' block is still in the pack for now, but I'm still intending to have something a little more useful for construction/machine purposes...if there's time.
Glad to hear that the finger is feeling better. I believe Mojang was saying that 1.8 was due on first week of September, and that they only pushed out a release candidate for bug testing and the like, although hopefully it doesn't change too much and the MCPatcher crew can use it to get the update out soon.
The new wet sponge looks quite nice and makes a nice accent for bridges and the like. Really liking the daylight sensors as well, although its hard to pick a favorite. They all look so good!
As for the signature, mine seems to be working, although I did have to update the URL. Here's the code I'm using:
Glad to hear that the finger is feeling better. I believe Mojang was saying that 1.8 was due on first week of September, and that they only pushed out a release candidate for bug testing and the like, although hopefully it doesn't change too much and the MCPatcher crew can use it to get the update out soon.
The new wet sponge looks quite nice and makes a nice accent for bridges and the like. Really liking the daylight sensors as well, although its hard to pick a favorite. They all look so good!
As for the signature, mine seems to be working, although I did have to update the URL. Here's the code I'm using:
Ah! Yes, this weekend's release is just a prequel thingamajig for testing still. It looked all official at first glance. That takes a little pressure off...though I'm feeling relaxed and enjoying the texturing at the moment.
As I didn't want to lose the old sponge texture I had, there really wasn't an immediate better alternative than a more rusty corroded version of the same. As it happens, it also looks more iron-like, so when MCPatcher fixes the neon water drips it should have a few nice uses.
The daylight sensor is the sort of thing you could go on for ever adding variations, as a sensor could really look like anything you want it to, so long as it looks like light can pass through into the interior. The work comes in making something that also tiles well and potentially has lots of other uses as visual gizmo props.
Glim your work once again astounds my eyeballs, very well done mate, Im looking forward to the future and what you will do for the "clockwork" rabbits , excellent work as always Glim mate, so thrilled to see you back at the easel.
Thanks, BullJaw.
I'm always torn between mechanical and natural for none-threatening mobs, so I'm still not sure what to come up with there. Like the prismarine blocks, I haven't yet had a chance to have a proper look at the rabbits and their behavior. How they move, react and the shape of the stitched together blocks obviously greatly influences what sort of things they might be turned into. As I say, generally all evil mobs in my world view are kind of rogue self replicating mechanical beasties and all none attacking critters can be natural or mechanical. So just to be super decisive...it could go either way with the rabbits.
I just wish it was possible to have random horses with MCPatcher, then I could have some mechanical versions in there and not just have to rely on the skele and zombie horses having to be patched in. I would still like to have more time to do more types of hens and wolves, but there's always something else needing attention.
Ach! Tried this in my profile and just like THA-REAL-Alexandrowich my sig has disappeared altogether!
So things are very buggy still or I'm not doing something you're doin', sheep. Your's works like a treat and I'd tested your code and that worked fine in a test post. So at present I'm stumped. It just feels like any changes I make to my thread cause things to fall apart...weird!
Is this a Windows or Chrome thing? Are you still on your Mac?
I'm not entirely sure what the issue is. I just tried it again, copying exactly what I had in the above post, and it appears to still be working for me. Don't forget to hit "Save" after editing the profile. When I tried it again, I used the "normal" view, and it worked, but if it doesn't work for you then you might try pasting it in while in BB view. As for OS and/or browser, I highly doubt that's the problem. I think it's something on the back end of the forum. I'd suggest trying again, make sure everything gets copied over properly, and make sure you save it.
I'm not entirely sure what the issue is. I just tried it again, copying exactly what I had in the above post, and it appears to still be working for me. Don't forget to hit "Save" after editing the profile. When I tried it again, I used the "normal" view, and it worked, but if it doesn't work for you then you might try pasting it in while in BB view. As for OS and/or browser, I highly doubt that's the problem. I think it's something on the back end of the forum. I'd suggest trying again, make sure everything gets copied over properly, and make sure you save it.
I've now tried it all sorts of ways, sheep. Pasting it in both the normal editor and the BB code editor and I've also tried typing the your code in...each time I've carefully saved it. All with no joy. The banner appears in the editor after saving, but it just won't appear at the bottom of my posts now. Yours works perfectly well, so I know the code is as it should be.
I appreciate the suggestions, mate, but I think the forum just has it in for me now. The trouble is I can't even be bothered to raise the issue with admin at the moment.
I haven't checked yet, but is the killer rabbit a separate skin or just one of the standard rabbit skins enlarged or something for 'killer' effect? If it's a separate skin then I could certainly make some sort of bouncing killer automaton or were-rabbit like the Wallace and Gromit movie, 'The Curse of the Were-Rabbit. A were-rabbit variety would be a Victorian kind of horror thing I suppose.
the preview screen shots you posted, look all amazing, i,ve lost words on them :x
and they will all exist in the alts? if so, oh my, i am out of ideas wich i should choose
also glad to hear that your finger is almost back to normal, now Nothing can stop you,
HahAAaa *points up with finger, with a cup of tea in the other hand and a monocle on my left eye*
Edit: had an idea for the spikes of the guardians, they seem to move in and out, like a dogs weiner in exitement when he doesnt know what to do with it xD (sry, vacation memories)
i thought, it could be like a waterpump, or the pistons of a machinery, sticking out, just a lil push into the ideas direction, you might find better use for `em ...
I did see a vid of the Guardian mob and there's certainly plenty of scope for some sinister mechanical 'monstrousness' there.
I'll have to take these new mobs as individual projects and release them as I do them...there'll be a lot of work to get the skins to be worthy.
Not to be a pain in the backside, but there are over 600 pages and I don't think I'll be reading all of them for the answer to my question.
I noticed your main post doesn't make any mention of Forge. Is there a reason for this, such as Forge simply will not work? I've been out of the Minecraft universe for awhile, so I don't quite recall how everything works. MCPatcher and Forge essentially accomplish the same things, right? I had used this pack before, but that was quite some time ago and I just don't remember.
Again, sorry for the redundancy. I just couldn't remember nor find what I was asking about.
It's not something I'm interested in at the moment I'm afraid.
Having said that, I do keep an eye on a couple of very promising 3d block editors just out of curiosity. At present though, with so much to do, I'm not thinking of spending a lot of time getting to grips with any new editors.
I rather enjoy the old fashioned style of flat intersected textures, such as we get with lamps and plants. If I ever catch up properly, just texturing the stuff that Mojang churns out, which is more than enough for my needs at present, then I might have a tinker with one of the most promising editors.
However, if there's even a hint of things getting laggy due to the complexity of a 3d model in-game, then I'd have to scrap it. Working on such a large scale in my own world means that I use lots of blocks and items for repetitive decoration and at 64x pixel resolution any new 3d model might well break any feeling of realism due to excessive lag. Even now if I over use the picture block with too many items or blocks on display I notice lag starting to creep in.
So please don't get yer hopes up at this stage that I'm working on any fancy 3d do-dads!
Not to be a pain in the backside, but there are over 600 pages and I don't think I'll be reading all of them for the answer to my question.
I noticed your main post doesn't make any mention of Forge. Is there a reason for this, such as Forge simply will not work? I've been out of the Minecraft universe for awhile, so I don't quite recall how everything works. MCPatcher and Forge essentially accomplish the same things, right? I had used this pack before, but that was quite some time ago and I just don't remember.
Again, sorry for the redundancy. I just couldn't remember nor find what I was asking about.
No, I well understand the aversion to looking through so many pages.
I've only ever used Forge on one of my breaks from texturing where I needed it to experience a 'Life in the Woods' compendium of mods, but that was just using vanilla MC textures. I've never needed forge for just using a texture pack and the only thing I would more than recommend for correct usage of my pack is MCPatcher. As it mentions in the OP, without MCPatcher you'd be missing out on BetterSkies, better color in the landscape, many random extra mobs, biome specific blocks and mobs, animated GUI, animated mobs and best of all 'Connected Textures' that make many blocks do special things depending on how they are placed together.
THAREAL_Alexandrowich adds a lot more detail below and there isn't anything I'd disagree with there.
I do believe that kahr who maintains MCPatcher tries to make MCPatcher work with Forge, but I'm not too sure how compatible they are at the moment, and I'm guessing they won't be for quite some time when the finished 1.8 releases and kahr updates MCPatcher for that.
My pack is really designed for use with MCPatcher. You can use it without, but some textures will just not work as intended, and it's a huge mistake to think that MCPatcher is no longer needed just because Mojang reluctantly added higher resolution texture packs. MCPatcher does waaaaaay more than just allowing us to use hi-rez tetxures.
I'm trying to edit a few things this time around to make non-MCPatcher use a little better, but you really need to see what you're missing by giving MCPatcher a go with my pack, and others, to see the enormous difference it makes.
Texture packs dont use forge at all, only some mods need you to have forge installed, forge is a modloader that you have to install yourself into minecraft, but its pure ****, because it has to be installed by hand or via automatic launcher/installer, limits you to only beeing able to use forge compatible mods, beleave me, ive tryed every f*cking thing, but with no success. you can,t have non-forge mods installed AND use forge mods at the same time, wich makes is pritty much useless, MCmodloader* was better in my oppinion! MC patcher is an external program that was originaly used to patch minecraft to be able to use texture packs with higher resolution than 16x16, but now its mainly used to patch mods into minecraft, like NON forge mods, wich are GOOD!! it has some small mods included, like better glass or better skys. these are VERY important if you want to enjoy the max out of any texture pack as every texture pack maker uses these features to make theyr packs much better. you can select a mod via checkmarking it in mcpatcher. so i suggest you to get the latest version of mcpatcher now, as you can decide wich mods are loaded and wich not. and ffs forget Forge, it made me rage many times, and it takes you as his next victim as well, if you dont listen to me.
any more questions? well they wont be answered by me shurely, the rest is just trial and error, with a LOT of error, have fun!
yes i agree with you: its was all easyer a year or two ago, where all this crap wasnt needed at all, now you can get lost in wich modloader to use where and wich program on what ****!
any replies to this post wont be read, except they come from glim, ... or from @HateSoltice himself!
It's not something I'm interested in at the moment I'm afraid.
Having said that, I do keep an eye on a couple of very promising 3d block editors just out of curiosity. At present though, with so much to do, I'm not thinking of spending a lot of time getting to grips with any new editors.
I rather enjoy the old fashioned style of flat intersected textures, such as we get with lamps and plants. If I ever catch up properly, just texturing the stuff that Mojang churns out, which is more than enough for my needs at present, then I might have a tinker with one of the most promising editors.
However, if there's even a hint of things getting laggy due to the complexity of a 3d model in-game, then I'd have to scrap it. Working on such a large scale in my own world means that I use lots of blocks and items for repetitive decoration and at 64x pixel resolution any new 3d model might well break any feeling of realism due to excessive lag. Even now if I over use the picture block with too many items or blocks on display I notice lag starting to creep in.
So please don't get yer hopes up at this stage that I'm working on any fancy 3d do-dads!
Ah, okay, but maybe in the future it can be an add-on of some sort..
Looking at what HateSolstice asked, I'm curious if he meant Optifine instead of Forge. As was mentioned earlier, I don't think Forge is necessary for any texture packs (that I'm aware of, at least), but Optifine could be used as a stand-in for MCPatcher. That said, I haven't been keeping up with Optifine, so I'm not sure if it's caught up to MCPatcher in features or if they've fixed some of those compatibility issues that used to plague it.
As I look into it, Optifine is compatible with Forge, so if you're using mods that require Forge you may have to use Optifine instead of MCPatcher. You may lose some features, but it should work to an extent. Again, not sure how many differences there are, but this pack is optimized for MCPatcher use instead of Optifine.
Hey Glim!
I literally just made an account after months and months of using your texture pack because I wanted to thank you.
This pack is quite a personal favorite and I've converted my roommates and other friends to using it. We're actually in the process of creating an ocean wide steampunk empire on a map I recently generated. (My roommate bought some rum called Oakheart and it inspired us to adventure, so I used 'Oakheart' as the seed, generated a massive ocean spotted with little islands, a la Windwaker.)
After reading through a few hundred pages of the thread it kinda dawned on me how much work this texture pack (and texture packs in general) take to keep up and running, and coupling that with the rather large curveballs thrown your way recently I had a sudden need to just hop in and tell you that we're all pulling for you, and we've even named the central island stronghold lovingly in your name.
I look forward to whatever wonderful stuff your brain continues to crank out!
Heh, I made an account awhile ago to subscribe to some threads (mainly this one), and I've been meaning to start commenting, but Flapjackage inspired me to finally do it.
Anyway, yeah, awesome texture pack, Glim, probably my favorite. Oh how long I searched for a texture pack that looked cool and I enjoyed looking at for longer than a week, ah ha. So cool.
Ah, okay, but maybe in the future it can be an add-on of some sort..
Absolutely! I've got the links to the two editors mentioned above, so I'll keep my eye on how they develop for ease of use and such. Perhaps the paths of editor development and my free time might cross, when the stars align perfectly ( ). Then I might have a go at a ladder or something!
@ Deepblue686: I think you hit the nail on the head there. With all the Trompe l'oeil tom-foolery in a lot of my mechanical blocks, things like curved pipes and round valves, etc. might be spoiled by introducing more rectangular boxes. Without experimentation though, I've no idea really how things would look with a bit more 3d detail, or how it might impact on performance for large world builds.
If it was just adding detail on a few blocks for a little cottage in the woods style of build, it might not be anything to worry about, but I'm guessing that a great number of folk who dip into my pack use it for fairly ambitious 'exterior' builds, like cities, complexes, mega-airships, etc. where common things like lights, furnaces get used en-masse. I could see a problem there for no real advantage to how things look from a distance. It's a bit of a quandary for sure, but not having the time at present anyway it's a bit moot.
ther has to be a simple easy model editor somewhere out there, similar to this: MCskin3D
where you can paint directly onto the model while viewing it and rotating/posing it, but better, for mobs, blocks, and others...
Check out the links in mine and Squid's posts above. I think they're on the way to that kind of thing, although I still work better, although more laboriously, in a 2d environment...that's how I've done all my mob skins so far...even though there are some good 3d mob editors out there, they're still not things I've managed to get my head round. I'm pretty much wedded to Gimp now!
Looking at what HateSolstice asked, I'm curious if he meant Optifine instead of Forge. As was mentioned earlier, I don't think Forge is necessary for any texture packs (that I'm aware of, at least), but Optifine could be used as a stand-in for MCPatcher. That said, I haven't been keeping up with Optifine, so I'm not sure if it's caught up to MCPatcher in features or if they've fixed some of those compatibility issues that used to plague it.
As I look into it, Optifine is compatible with Forge, so if you're using mods that require Forge you may have to use Optifine instead of MCPatcher. You may lose some features, but it should work to an extent. Again, not sure how many differences there are, but this pack is optimized for MCPatcher use instead of Optifine.
It's swings and roundabouts really. Optifine has always been more compatible with Forge from what I've read, but both don't usually keep up with MC updates as fast as MCPatcher and Optifine doesn't have some of the finer points or features of MCPatcher that I personally like, but as you say the pack will mostly perform as expected with Optifine...from the little understanding I've gleaned from others.
Hey Glim!
I literally just made an account after months and months of using your texture pack because I wanted to thank you.
This pack is quite a personal favorite and I've converted my roommates and other friends to using it. We're actually in the process of creating an ocean wide steampunk empire on a map I recently generated. (My roommate bought some rum called Oakheart and it inspired us to adventure, so I used 'Oakheart' as the seed, generated a massive ocean spotted with little islands, a la Windwaker.)
After reading through a few hundred pages of the thread it kinda dawned on me how much work this texture pack (and texture packs in general) take to keep up and running, and coupling that with the rather large curveballs thrown your way recently I had a sudden need to just hop in and tell you that we're all pulling for you, and we've even named the central island stronghold lovingly in your name.
I look forward to whatever wonderful stuff your brain continues to crank out!
Many thanks, Flapjackage.
I really appreciate you taking the time to post like this. As I've mentioned many times before, most texture artists kind of work in a vacuum. When things get quiet and the creative muse departs or there's too much goin' on in RL you think you've gone slightly mad over the number of hours invested in a project like this. It's only the fact that I really do enjoy working on my own city project and the kind comments from understanding folk like yourself that keep me coming back for more punishment!
In any event, mostly everyone has been very kind over the years with their comments, for which I am very grateful. It shows the level of intelligence and consideration of folk around this forum.
Heh, I made an account awhile ago to subscribe to some threads (mainly this one), and I've been meaning to start commenting, but Flapjackage inspired me to finally do it.
Anyway, yeah, awesome texture pack, Glim, probably my favorite. Oh how long I searched for a texture pack that looked cool and I enjoyed looking at for longer than a week, ah ha. So cool.
Many thanks, Lizeon.
Again, much appreciate you taking the time to post. There's much to improve upon in this pack for sure, but I've put an enormous amount of effort in over the years and it's always nice when folk notice that and go that extra step to say something. Thank you.
you are weeded into gimp, and im into photoshop cs6 proudly ;D since we are already in the texturing subject, i,d like to show you a very small fraction of one project, of many, that im working on (yes im making myself pritty busy with many projects ) of course you have no evidences that i am actualy a talented texturer as well, so i,ll show you my Explosive barrels textures i made for the TNT block. im not trying to be a bragger, as these are, as i said, a very small fraction of what i,ve done so far. they are supposed to be use in one of my minigame maps as an asthetical tuning. but i wanted to belong to this great comunity and wanted to ask you glim, if you could put these textures into the pack, or at least into the Alts? of course your thoughts about them are very appreciated as well. i realy like to work with existing textures or making them myself. what do you think, glim, are these look good?
to be a little bit of a bragger (better to be honest) i made these with no help of any kind, all freely thought out. i like how the orange fits with the industrial red. also the oily filth can be reduced if you so desire.
(please look at them ingame, it looks a lot better there)
i put a lot of thoughts into every texture i,ve made in the past. the explosive barrel is not the best work, to keep in mind. but it gives you an idea how my talent grade is ^^
also how,s your finger, glim?
EDIT: oh wow, these model making programs look promising, i shall check them out further.
Nice work, mate!
I can't put them into the main pack, as I'm trying to make it a policy now to only have my own work there, where possible. However, I'd be delighted to include any alternative textures you make in the next GS Alts Pack I upload.
Better still, If you have, or are working on lots of alternative textures, or extra modifications based on my textures or your original work (it has to be modifications of my work or original or I can't use it for obvious copyright issues) then you could open up a 'shop window' in my 'Mods Emporium' in the OP. Have a look at what MegistusEligius, ksheep and others have done there. You'll need to make a banner (doesn't have to be anything fancy, but something Steampunk or Victorian would obviously look appropriate) and then have a link to your work and any explanatory text etc.
The general idea behind the Mod Emporium is that contributors have to manage their own shop within the Emporium themselves, as spending time on updating the main pack, I honestly don't have time to maintain lots of different mod contributions. So have all the banner, text and links ready assembled and ready for presentation, so I can drop it into the Mod Emporium section of my OP.
Anyways, keep up the good work.:)
***********************************************
My finger is doing really well at the moment...wish I could say the same for my shoulder and arm, which keeps freezing with pins and needles if I lean forward at my desk. I think, or hope, it's related to a trapped nerve or something and not something like my heart or a repetitive strain injury.
Sadly, I haven't been able to work on anything new for the past few days as I've just been busy finishing up on a lot of renovation and decorating at home. The house is still in chaos and I find it impossible to relax and work when I'm surrounded by junk and boxes!
Otherwise known as the brown rabbit. This will probably form the basis of all the other rabbit skin designs, with the exception of the Caerbannog rabbit, which should be something out of the ordinary.
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Curse PremiumThanks, Sy.
I think I need to take lessons from you in brevity...your post made me chuckle!
Haha! Mine will probably look worse!
Actually I haven't placed more than a few prismarine blocks down yet to see what the vanilla ones look like en masse, are they really that bad?
From the pics I've seen of the undersea prismarine 'monument' it looks very much like some kind of buried submarine dreadnought...so I was thinking possibly of yet more metal textures along those lines, or have I got enough riveted panels in the pack already. It might allow me to add a range of corroded metal textures, or something a little more decorative or even exotically alien...something to account for the color-shifting prismarine.
I'm not sure whether to go all Art Deco/Nouveau for the new glowing prismarine, like my original glowstone (which will now need updating) or whether to make it marine industrial or possibly alien. Also the guardian would then follow naturally into being some kind of deadly machine.
To tell the truth though, other than looking at pics of the monument, I haven't yet done any brainstorming or Googling over the prismarine blocks.
In the meantime, I've got some pics of a new redstone torch, wet sponge and a few new 64x daylight sensors to show off. I'd be interested to see which sensor folk like best. I have my favorite of course, but if there's a huge consensus of opinion leaning towards one other version I might be persuaded to go with that instead.
Give me a few minutes to get them presentable and uploaded to Imgur.
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Curse Premium.....GSv.16 64x Redstone Torch, Daylight Sensor Variations & Wet Sponge WIP!
Wet sponge is a more corroded version of my old ornate dry sponge. Hopefully should be cosmetically useful for old constructions where you'd expect to find rusted decorative iron/copper work leaking drips, eg. under bridges, in sewers, old houses...if I can get round to editing some of the dyed clays to being mossy slimey bricks and cracked plaster work.
The new daylight sensor has oak/teak sides with riveted brass frame and central fitting for redstone pipes to attach to. As previously mentioned I've included a few variations...more might get added if I get frustrated with other 1.8 textures!
Now seemed as good a time as any to update the redstone torch, which as you can see is based on the normal torch design, but is it's own little beast.
Rest of the pics? Click the spoiler button.
The old slime 'gasbag' block is still in the pack for now, but I'm still intending to have something a little more useful for construction/machine purposes...if there's time.
The new wet sponge looks quite nice and makes a nice accent for bridges and the like. Really liking the daylight sensors as well, although its hard to pick a favorite. They all look so good!
As for the signature, mine seems to be working, although I did have to update the URL. Here's the code I'm using:
happen
Somehow, I ended up GM-ing this thing over at Bay12;
http://www.bay12forums.com/smf/index.php?topic=149024.870
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Curse PremiumAh! Yes, this weekend's release is just a prequel thingamajig for testing still. It looked all official at first glance. That takes a little pressure off...though I'm feeling relaxed and enjoying the texturing at the moment.
As I didn't want to lose the old sponge texture I had, there really wasn't an immediate better alternative than a more rusty corroded version of the same. As it happens, it also looks more iron-like, so when MCPatcher fixes the neon water drips it should have a few nice uses.
The daylight sensor is the sort of thing you could go on for ever adding variations, as a sensor could really look like anything you want it to, so long as it looks like light can pass through into the interior. The work comes in making something that also tiles well and potentially has lots of other uses as visual gizmo props.
Thanks, mate.
Thanks, BullJaw.
I'm always torn between mechanical and natural for none-threatening mobs, so I'm still not sure what to come up with there. Like the prismarine blocks, I haven't yet had a chance to have a proper look at the rabbits and their behavior. How they move, react and the shape of the stitched together blocks obviously greatly influences what sort of things they might be turned into. As I say, generally all evil mobs in my world view are kind of rogue self replicating mechanical beasties and all none attacking critters can be natural or mechanical. So just to be super decisive...it could go either way with the rabbits.
I just wish it was possible to have random horses with MCPatcher, then I could have some mechanical versions in there and not just have to rely on the skele and zombie horses having to be patched in. I would still like to have more time to do more types of hens and wolves, but there's always something else needing attention.
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Curse PremiumAch! Tried this in my profile and just like THA-REAL-Alexandrowich my sig has disappeared altogether!
So things are very buggy still or I'm not doing something you're doin', sheep. Your's works like a treat and I'd tested your code and that worked fine in a test post. So at present I'm stumped. It just feels like any changes I make to my thread cause things to fall apart...weird!
Is this a Windows or Chrome thing? Are you still on your Mac?
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Curse PremiumI've now tried it all sorts of ways, sheep. Pasting it in both the normal editor and the BB code editor and I've also tried typing the your code in...each time I've carefully saved it. All with no joy. The banner appears in the editor after saving, but it just won't appear at the bottom of my posts now. Yours works perfectly well, so I know the code is as it should be.
I appreciate the suggestions, mate, but I think the forum just has it in for me now.
Ah! Thanks, mate.
I haven't checked yet, but is the killer rabbit a separate skin or just one of the standard rabbit skins enlarged or something for 'killer' effect? If it's a separate skin then I could certainly make some sort of bouncing killer automaton or were-rabbit like the Wallace and Gromit movie, 'The Curse of the Were-Rabbit. A were-rabbit variety would be a Victorian kind of horror thing I suppose.
I did see a vid of the Guardian mob and there's certainly plenty of scope for some sinister mechanical 'monstrousness' there.
I'll have to take these new mobs as individual projects and release them as I do them...there'll be a lot of work to get the skins to be worthy.
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Thanks for the thoughts, guys.
I noticed your main post doesn't make any mention of Forge. Is there a reason for this, such as Forge simply will not work? I've been out of the Minecraft universe for awhile, so I don't quite recall how everything works. MCPatcher and Forge essentially accomplish the same things, right? I had used this pack before, but that was quite some time ago and I just don't remember.
Again, sorry for the redundancy. I just couldn't remember nor find what I was asking about.
Luckily, some kind people have made tools so that texture artists don't have to slog though the hand coded method for custom models.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-tools/1265906-tool-mc-model-maker-design-custom-block-models
If you're looking to make any models Glimmar, these might come in handy
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Curse PremiumIt's not something I'm interested in at the moment I'm afraid.
Having said that, I do keep an eye on a couple of very promising 3d block editors just out of curiosity. At present though, with so much to do, I'm not thinking of spending a lot of time getting to grips with any new editors.
I rather enjoy the old fashioned style of flat intersected textures, such as we get with lamps and plants. If I ever catch up properly, just texturing the stuff that Mojang churns out, which is more than enough for my needs at present, then I might have a tinker with one of the most promising editors.
However, if there's even a hint of things getting laggy due to the complexity of a 3d model in-game, then I'd have to scrap it. Working on such a large scale in my own world means that I use lots of blocks and items for repetitive decoration and at 64x pixel resolution any new 3d model might well break any feeling of realism due to excessive lag. Even now if I over use the picture block with too many items or blocks on display I notice lag starting to creep in.
So please don't get yer hopes up at this stage that I'm working on any fancy 3d do-dads!
No, I well understand the aversion to looking through so many pages.
I've only ever used Forge on one of my breaks from texturing where I needed it to experience a 'Life in the Woods' compendium of mods, but that was just using vanilla MC textures. I've never needed forge for just using a texture pack and the only thing I would more than recommend for correct usage of my pack is MCPatcher. As it mentions in the OP, without MCPatcher you'd be missing out on BetterSkies, better color in the landscape, many random extra mobs, biome specific blocks and mobs, animated GUI, animated mobs and best of all 'Connected Textures' that make many blocks do special things depending on how they are placed together.
THAREAL_Alexandrowich adds a lot more detail below and there isn't anything I'd disagree with there.
I do believe that kahr who maintains MCPatcher tries to make MCPatcher work with Forge, but I'm not too sure how compatible they are at the moment, and I'm guessing they won't be for quite some time when the finished 1.8 releases and kahr updates MCPatcher for that.
My pack is really designed for use with MCPatcher. You can use it without, but some textures will just not work as intended, and it's a huge mistake to think that MCPatcher is no longer needed just because Mojang reluctantly added higher resolution texture packs. MCPatcher does waaaaaay more than just allowing us to use hi-rez tetxures.
I'm trying to edit a few things this time around to make non-MCPatcher use a little better, but you really need to see what you're missing by giving MCPatcher a go with my pack, and others, to see the enormous difference it makes.
Thanks, Squid.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-tools/2146545-opls-model-creator-free-3d-model-editor
I haven't tried either yet - see my answer to Ultrastar above.
I'm still curious enough to keep following them and would be very interested if they also got round to including the facility to edit mobs too.
To be honest though, it all seems like Minecraft is getting too over-complicated these days, but that's just the old dog in me getting nervous!
Couldn't have put it better myself!
Ah, okay, but maybe in the future it can be an add-on of some sort..
happen
Somehow, I ended up GM-ing this thing over at Bay12;
http://www.bay12forums.com/smf/index.php?topic=149024.870
As I look into it, Optifine is compatible with Forge, so if you're using mods that require Forge you may have to use Optifine instead of MCPatcher. You may lose some features, but it should work to an extent. Again, not sure how many differences there are, but this pack is optimized for MCPatcher use instead of Optifine.
I literally just made an account after months and months of using your texture pack because I wanted to thank you.
This pack is quite a personal favorite and I've converted my roommates and other friends to using it. We're actually in the process of creating an ocean wide steampunk empire on a map I recently generated. (My roommate bought some rum called Oakheart and it inspired us to adventure, so I used 'Oakheart' as the seed, generated a massive ocean spotted with little islands, a la Windwaker.)
After reading through a few hundred pages of the thread it kinda dawned on me how much work this texture pack (and texture packs in general) take to keep up and running, and coupling that with the rather large curveballs thrown your way recently I had a sudden need to just hop in and tell you that we're all pulling for you, and we've even named the central island stronghold lovingly in your name.
I look forward to whatever wonderful stuff your brain continues to crank out!
Anyway, yeah, awesome texture pack, Glim, probably my favorite. Oh how long I searched for a texture pack that looked cool and I enjoyed looking at for longer than a week, ah ha. So cool.
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Curse PremiumAbsolutely! I've got the links to the two editors mentioned above, so I'll keep my eye on how they develop for ease of use and such. Perhaps the paths of editor development and my free time might cross, when the stars align perfectly (
@ Deepblue686: I think you hit the nail on the head there. With all the Trompe l'oeil tom-foolery in a lot of my mechanical blocks, things like curved pipes and round valves, etc. might be spoiled by introducing more rectangular boxes. Without experimentation though, I've no idea really how things would look with a bit more 3d detail, or how it might impact on performance for large world builds.
If it was just adding detail on a few blocks for a little cottage in the woods style of build, it might not be anything to worry about, but I'm guessing that a great number of folk who dip into my pack use it for fairly ambitious 'exterior' builds, like cities, complexes, mega-airships, etc. where common things like lights, furnaces get used en-masse. I could see a problem there for no real advantage to how things look from a distance. It's a bit of a quandary for sure, but not having the time at present anyway it's a bit moot.
Check out the links in mine and Squid's posts above. I think they're on the way to that kind of thing, although I still work better, although more laboriously, in a 2d environment...that's how I've done all my mob skins so far...even though there are some good 3d mob editors out there, they're still not things I've managed to get my head round. I'm pretty much wedded to Gimp now!
Haha! Yeah...I noticed!
I'm getting worried now!
It's swings and roundabouts really. Optifine has always been more compatible with Forge from what I've read, but both don't usually keep up with MC updates as fast as MCPatcher and Optifine doesn't have some of the finer points or features of MCPatcher that I personally like, but as you say the pack will mostly perform as expected with Optifine...from the little understanding I've gleaned from others.
Many thanks, Flapjackage.
I really appreciate you taking the time to post like this. As I've mentioned many times before, most texture artists kind of work in a vacuum. When things get quiet and the creative muse departs or there's too much goin' on in RL you think you've gone slightly mad over the number of hours invested in a project like this. It's only the fact that I really do enjoy working on my own city project and the kind comments from understanding folk like yourself that keep me coming back for more punishment!
In any event, mostly everyone has been very kind over the years with their comments, for which I am very grateful. It shows the level of intelligence and consideration of folk around this forum.
Thanks again, mate.
Many thanks, Lizeon.
Again, much appreciate you taking the time to post. There's much to improve upon in this pack for sure, but I've put an enormous amount of effort in over the years and it's always nice when folk notice that and go that extra step to say something. Thank you.
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Curse PremiumNice work, mate!
I can't put them into the main pack, as I'm trying to make it a policy now to only have my own work there, where possible. However, I'd be delighted to include any alternative textures you make in the next GS Alts Pack I upload.
Better still, If you have, or are working on lots of alternative textures, or extra modifications based on my textures or your original work (it has to be modifications of my work or original or I can't use it for obvious copyright issues) then you could open up a 'shop window' in my 'Mods Emporium' in the OP. Have a look at what MegistusEligius, ksheep and others have done there. You'll need to make a banner (doesn't have to be anything fancy, but something Steampunk or Victorian would obviously look appropriate) and then have a link to your work and any explanatory text etc.
The general idea behind the Mod Emporium is that contributors have to manage their own shop within the Emporium themselves, as spending time on updating the main pack, I honestly don't have time to maintain lots of different mod contributions. So have all the banner, text and links ready assembled and ready for presentation, so I can drop it into the Mod Emporium section of my OP.
Anyways, keep up the good work.:)
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My finger is doing really well at the moment...wish I could say the same for my shoulder and arm, which keeps freezing with pins and needles if I lean forward at my desk. I think, or hope, it's related to a trapped nerve or something and not something like my heart or a repetitive strain injury.
Sadly, I haven't been able to work on anything new for the past few days as I've just been busy finishing up on a lot of renovation and decorating at home. The house is still in chaos and I find it impossible to relax and work when I'm surrounded by junk and boxes!
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Curse Premium.....GS v16 MC 1.8 Basic Rabbit WIP!
Otherwise known as the brown rabbit. This will probably form the basis of all the other rabbit skin designs, with the exception of the Caerbannog rabbit, which should be something out of the ordinary.
Rest of the pics? Click the spoiler button.