I'm never annoyed by anyone asking if the pack is being worked on, I'm glad folk are still interested in my grand old resource pack, and the short answer is 'no' it's not out yet, but will be as soon as possible.
Currently I'm still fixing lots of things that 1.8 broke, adding new things that came with 1.8 (not everything at once though). Experimenting with a few new cool things and upgrading stuff as and when I can work on it. Currently real life is mad busy though...when is it not?!
I will update as soon as I can and when I feel the game won't look broken. Currently I'm not able to get mip-mapping to work which is annoying for a lot of the new textures I made back in spring. I'm trying to get all the new 1.8 textures finished, bar the new prismarine blocks, Guardians and banners...to speed the release up I might leave the new items till later too.
Hope that answers your question and reassures you that I'm doing my best, when I'm able and when the enthusiasm isn't on the wain to get a working (for use with MCPatcher) 1.8 version of the pack out. I can say it's going well at the moment and when I'm not tired I'm very enthusiastic about the new GSv16 building elements. At this moment I'm working on upgrading some of the hardened clay textures and brick...over the next few days I will be working on red sandstone and the new smooth stones.
I should have started by saying, welcome to the MC forums. I'm really glad you still like the pack, Crazy_Weasel and my sincere apologies this update is taking so long.
Thank You for the answer and the welcome. I can't Wait to see what your incredible mind has planned for 1.8.
I wrote a reply to you!
I thought that you would get notified by it.
Sorry! ^-^''
I have to keep remembering to check my PM notifications as the little envelope icon at the top doesn't seem to work for me! So I hope that's not the problem for THAREAL_Alexandrowich.
@Glimmar still haven't gotten my downloading problem resolved... *sigh*
Oh, sorry mate, I wish you the best of luck. I take it you still mean the problem of not being able to download anything and not just my pack? If my pack then the offer of uploading it to another site is still there. Anyways, I hope you get things sorted somehow.
.....GSv.16 New Brick and White Stained Clay Brick WIP!
I've been wanting to improve on the brick and stained clay for some time so I've been working on normal, nether and stained clay textures this past few days.
All standard sized clay fired bricks in my pack will over time be converted from 4 to 6 course (side only) with rows of 4 bricks on the top and bottom textures. Top textures may vary completely from the side textures to provide for more useful building/decorative options.
Here are a few pics of the new brick random ctm texture. More side textures still need to be completed and random top textures too, but I'm quite pleased with how things are progressing.
I've also finished up on a new white stained clay side texture (the strange creamy/pinky coloured bricks! What the heck was I thinking?), which is based on white 'subway' tiled bricks...hopefully good for said subways, hospitals, asylums and laboratories. I'm intending the top texture for this block to be some nice traditional Victorian repeating tile pattern.
Things are progressing. I've finally got to grips with sorting out the ctm that had failed after 1.8, I've also kind of completed the mammoth task of condensing 4 years of accumulated texture chaos on 3 separate hard drives into a few relatively easy to negotiate folders, hence my freedom to begin enjoying work again on some new textures.
wow, mate, these textures are amazing as always!
amazing i say. good thing youre overlooking the brick textures now, when i played survival with your pack, i hoped that the nether brick textures where something twisted wicked sick, from another world, like something evil and mechanical that you would expect from the nether ^^, but weeeell
now its lying there in my chest unused xD
good news youre going over it again. i know its still not going to be something twisted yet, but it still makes me happy just to know that youre doing something with it :3
also nice to hear that youre getting the hang of it again, what a relief ^^
i cant wish you enough luck future-wise.
well, im off then, checking my PM ...
Haha! Sorry about the tame nether brick. It's a remnant of the time we only had 2 sorts of brick to play around with and the Victorians did like their shiny industrial red brick...like me!
As I only really build on the 'surface' I'm always looking to fill every texture slot with useful 19th/20th century textures, rather than something that looks really dark and 'far out'. Having said that, in my drive to upgrade the stained clay textures, i'm looking for a good mix of varied, old, shiny, decorative, broken down, etc varieties, so there's the possibility I might change the nether to be something a little more sinister, but still useful in a believable world setting.
I'm always really impressed by your work. Looking forward to the new updates
I've always been really impressed by your work too, Handsome_Dan and everything that goes out on the Dokucraft thread...I wish I was as organised as that place...I'm always nipping over to see what's new there. Many thanks indeed.
glim, ... you know what? i,ve just watched a vid of someone using the prismarine as corals and Ocean "Ground"
*tapping with finger on chin, looking upwards* i think ... its would be a great idea to retexture the prismarine to propper corals supported with random textures for a colorful variety, that would be something else, like it would make the pack even more multi usable as it is already
i know the prismarine doesnt occur naturaly everywhere in minecraft oceans, but it occurs on the underwater temple, that we wanted to change to a sunken and seamoss overgrown Submarine anyway.
looking up the recipes from the prismarine bircks and all that, the "prismarine shards" appear to be used in all of the prismarine birck variants. as the guardians drop them, i had the idea to make the guards to some kind of defect underwater defence turrets of the submarine as you might remember. the shards could be retextured to metal scrap-ish items, fitting if you want to make the brick variants out of some sort of metal, in which you,re good at. :3
the new "prismarine cristals" and the shards are used in the recipe of the sea lantern, so they could be light bulb components or such, they look kinda round in the default texture anyway ^^
having the sponge as a naked/broken out water pump part was a good idea, as the "elder guardian" drop them. these mobs could be retextured to defence turrets wich have a special funktion to suck in the water when the submarine would had a waterleak for example. the thorns of this mob go in and out if you noticed that, they look kinda mechanical already, so he could look like a waterpump in a way. so much for the background story and function.
and the above: that the prismarine block could be corals overgrowing the submarine, but retextured so that ppl can use them to decorate the ground of the ocean, to make it look more natural.
did you noticed the prismarine is animated slightly? didnt noticed that before
i thought i put my suggestions on the table as we wanted to go the submarine way anyway. what do you think, glim?
im sorry if i was shooting way off, it just came into my mind, and i had to get lose of it :3
Yes, the Guardian temple is still on track to be some kind of retro sub/ship. The dark prismarine will be old black metal and bakelite dead/alive electrical/mechanical control boards. the rest of the prismarine will be something suitably metallic. Really sorry, but I'm not so interested in making anything along the lines of sponge/coral for making the sea bed look more natural, but it's certainly a good idea for a different theme.
Yeah, it took me a while before I realized the prismarine was animated...can't guarantee that what i come up with will be animated unless it's really suitable. Sometimes building material is more useful if it isn't moving/blinking all the time and with all the extra ctm blocks and frames of animation already in the pack I have to watch the 'lag' impact of every new component.
For me I just want as many constructional components as I can get for the surface world, as they can also be used for undersea bases, subs, etc, but not so useful the other way around, ie. sponges and coral on the land. Really, Mojang should have long since introduced some kind of coral, sponge or seaweed to make the undersea a little more interesting.
I'm leaving all the new undersea textures and the banners for a later update. It gives me a chance to concentrate on finishing all the new land-based textures for a manageable release sooner than later.
Always glad of any brain stormin' though. Drop your thoughts and ideas around here anytime, they might always bear fruit sometime!
Just checking back on this most beauteous pack. So glad you are still working on it. The brick is fantastic! Many thanks, Florophase, glad your checking back and like the new stuff.
Yep! Still laboring on the pack...after 4 years I'm still loving the challenge and still enjoying building and improving my little city world...so barring natural/unnatural circumstances, I'll always be trying to improve and update the pack. Yeah...I'm definitely bordering on the funny side of crazy!
For the nether brick, it could be a mixture of different brick colours, y'know where sometimes you'd see brick walls with mostly red bricks but sometimes black and brown bricks?
Maybe damage it too, broken bricks and missing mortar and stuff.
Of course, this would only work well with CTM
I know what you mean, Deepblue and that's kinda what I've done for the new normal brick in the pics above.
My netherbrick is a sort of industrial red brick (Accrington brick we call it around the North West of England where I live) which almost has a glaze on the surface...so a lot harder wearing than normal bricks, as such they don't quite stain or deteriorate anything like the same. I'm kind of looking to make them a little more irregular though with some wear and tear and possibly a kind of slime/funghi growing in between. The only problem with this is that I've used the nether brick around my city in some nice buildings, and introducing such things as slimy moss and fungi would look out of place, but I'm considering it's worth doing if I can also work in a clean industrial red brick in one of the stained clay slots. Would mean a lot of rebuilding though.
to be honest i choose the prismarine to be something natural as i was too scared of you saying that i want too much mechanical parts, but im glad you actualy think as me, to add more "iron" into the blood of the pack :DDD
nice sneak peek informations about the netherbrick btw :3
Many thanks, mate.
Yes I love natural stuff, as you can see from my plants, trees and the natural terrain material, but I like nothing better than to have as many different 19th/early 20th century building components too. Having as natural a landscape as possible is very important, to me anyway, as it makes grand constructions look even more epic, because you experience them in a human, real world context.
Just been having a fun time working on new stone stairs (hopefully you'll like these a lot), as they open up many more possibilities...oh, and some Victorian tiles for the top of the hardened white clay. Hope to show some pics soon!
im using minecraft 1.7.10 and i downloaded this and i use optifine and the animated inventories dont work liek they use to back in the older versions
I never used minecraft 1.7.10, I jumped straight from 1.7.4 to 1.8 to start updating the pack, but I don't really support Optifine, so I can't really say what the problem might be. Someone else might be able to jump in here and offer help or advice.
If the animated guis worked ok in Optifine prior to 1.7.10 then there's no reason they shouldn't still work ok as nothing changed in my pack between versions of MC 1.7. Logic would dictate that Optifine might not have been updated or there was a bug for animated menus, but as I only use MCPatcher I'm no expert. Sorry I can't be more helpful.
.....GSv.16 New Stonebrick Slabs, White Clay Top and Farmland WIP!
White stained clay, stone slabs and one of the new rough stone textures (can't remember which one now!)
Victorian black & white chequered tiles on the top of the new white stained clay. This has yet to have more complicated ctm applied to it, which should provide for some interesting floor designs.
New random farmland texture.
As spoilers don't seem to be working with this, despite my very best efforts, I'll have to show the whole lot in one go! Sorry admin!
White stained clay top. This will look different when the ctm texture is finished.
White stained clay side bricks, in use with my marble stone slab and marble figure freize.
Finished up on the new random brick top (brick tops are wider four course, with the sides being 6 course...bricks usually being wider than their height). White stained clay tops forming the tiled bottom of the pool.
New stonebrick slabs, stonebrick slab stairs, white stained clay tops and birch door in use in my little Newglim fishing village/dock.
The new stonebrick slab provides for some interesting capping stone designs.
New brick, new stonebrick slab stairs, jungle wood door and white stained clay top.
Finished up on the new brick and the new jungle wood door.
Little brick, stonebrick slab and stonebrick stairs facade.
Sorry to make a separate post, but as I'm still getting a number of requests to use my textures in other publicly available mixpacks and as I can't edit my OP due to forum issues, can I just make it clear again that I will not give permission for any 'Glimmar's Steampunk' textures to be used in any other publicly available texture pack. They are strictly only for personal use.
This has always been my policy. In the past it's been annoying, to say the least, when users of other packs that have 'borrowed' from my resource pack have gotten all huffy and accused me of stealing my own textures!
If you want to mix and match and combine my textures with other packs in the privacy of your own PC you are free to do so, any public distribution of my textures in other stand alone texture packs is strictly forbidden.
Use of my textures to make supporting 'mod' textures is a different matter and information regarding licence relating to this is in my OP.
Making vids, showing pics of builds, writing articles featuring my pack is very welcome, so long as you provide a link back here.
This has taken me nearly a week to get this design worked out and then assigned to the top of the white stained clay brick block using traditional ctm. Very versatile, but use with caution over large areas if you don't want to blow your eyes out the back of yer head! I probably need to make an alternative that has a larger central chequerboard pattern of tiles, or just use this one for corridors, entrances ...or borders around other block designs.
Rest of the pics? Click the spoiler button.
I'll probably give the stained clay a rest for now and move on to the smooth diarite, andecite and granite.
Wow, those CTM'd checkerboard tiles look even better than I was expecting.
Thank you.
A bit of a nightmare to get the 46 connected blocks to work and still have all the little black and white mosaic tiles line up correctly....but got there in the end.
It would be nice to do this for other hardened clay blocks, but at a cost of 46 extra tiles for each block, it's necessary to think very carefully where to 'give and take' now to keep play lag free. This is mainly the reason why I've now decided that for now I'm not so interested in adding 3d block models. I'd rather have extra design choice through ctm than one off special 3d models that can only be appreciated close up. I've always been more interested in gigantic builds with more building elements than close up survival detail...although I do try to make close up detail as acceptable as possible.
While on the subject of detail, is anyone else still having problems with MC mip-mapping? Mine still isn't working...hasn't been working right the way through all the 1.8 snapshots when it first broke. It seems to be permanently stuck at level 4 and any attempt at changing it results in the game temporarily locking up for about a minute before it sets itself back to level 4. In-game there is no visible mip-mapping (smoothing of pixel detail) in the distance whatsoever. Mip-mapping worked fine in all versions of 1.7.
A lot of my new GSv16 textures kind of depended on a certain level of mip-mapping. A Google search brings up some details of others experiencing the same thing, but I can't find any official acknowledgment of the problem or any reference to it as one of the fixes in the 1.8.1 update.
Thank You for the answer and the welcome. I can't Wait to see what your incredible mind has planned for 1.8.
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Curse PremiumHaha! I'll certainly do my best.
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Curse PremiumI have to keep remembering to check my PM notifications as the little envelope icon at the top doesn't seem to work for me! So I hope that's not the problem for THAREAL_Alexandrowich.
Oh, sorry mate, I wish you the best of luck. I take it you still mean the problem of not being able to download anything and not just my pack? If my pack then the offer of uploading it to another site is still there. Anyways, I hope you get things sorted somehow.
**********************************************************
.....GSv.16 New Brick and White Stained Clay Brick WIP!
I've been wanting to improve on the brick and stained clay for some time so I've been working on normal, nether and stained clay textures this past few days.
All standard sized clay fired bricks in my pack will over time be converted from 4 to 6 course (side only) with rows of 4 bricks on the top and bottom textures. Top textures may vary completely from the side textures to provide for more useful building/decorative options.
Here are a few pics of the new brick random ctm texture. More side textures still need to be completed and random top textures too, but I'm quite pleased with how things are progressing.
I've also finished up on a new white stained clay side texture (the strange creamy/pinky coloured bricks! What the heck was I thinking?), which is based on white 'subway' tiled bricks...hopefully good for said subways, hospitals, asylums and laboratories. I'm intending the top texture for this block to be some nice traditional Victorian repeating tile pattern.
Things are progressing. I've finally got to grips with sorting out the ctm that had failed after 1.8, I've also kind of completed the mammoth task of condensing 4 years of accumulated texture chaos on 3 separate hard drives into a few relatively easy to negotiate folders, hence my freedom to begin enjoying work again on some new textures.
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Curse PremiumHaha! Sorry about the tame nether brick.
As I only really build on the 'surface' I'm always looking to fill every texture slot with useful 19th/20th century textures, rather than something that looks really dark and 'far out'. Having said that, in my drive to upgrade the stained clay textures, i'm looking for a good mix of varied, old, shiny, decorative, broken down, etc varieties, so there's the possibility I might change the nether to be something a little more sinister, but still useful in a believable world setting.
I've always been really impressed by your work too, Handsome_Dan and everything that goes out on the Dokucraft thread...I wish I was as organised as that place...I'm always nipping over to see what's new there. Many thanks indeed.
For the mews. =^-^=

youtube: Totoro Princess
Minecraft: _TotoroPrincess_
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Curse PremiumYes, the Guardian temple is still on track to be some kind of retro sub/ship. The dark prismarine will be old black metal and bakelite dead/alive electrical/mechanical control boards. the rest of the prismarine will be something suitably metallic. Really sorry, but I'm not so interested in making anything along the lines of sponge/coral for making the sea bed look more natural, but it's certainly a good idea for a different theme.
Yeah, it took me a while before I realized the prismarine was animated...can't guarantee that what i come up with will be animated unless it's really suitable. Sometimes building material is more useful if it isn't moving/blinking all the time and with all the extra ctm blocks and frames of animation already in the pack I have to watch the 'lag' impact of every new component.
For me I just want as many constructional components as I can get for the surface world, as they can also be used for undersea bases, subs, etc, but not so useful the other way around, ie. sponges and coral on the land. Really, Mojang should have long since introduced some kind of coral, sponge or seaweed to make the undersea a little more interesting.
I'm leaving all the new undersea textures and the banners for a later update. It gives me a chance to concentrate on finishing all the new land-based textures for a manageable release sooner than later.
Always glad of any brain stormin' though. Drop your thoughts and ideas around here anytime, they might always bear fruit sometime!
Yep! Still laboring on the pack...after 4 years I'm still loving the challenge and still enjoying building and improving my little city world...so barring natural/unnatural circumstances, I'll always be trying to improve and update the pack. Yeah...I'm definitely bordering on the funny side of crazy!
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Curse PremiumI know what you mean, Deepblue and that's kinda what I've done for the new normal brick in the pics above.
My netherbrick is a sort of industrial red brick (Accrington brick we call it around the North West of England where I live) which almost has a glaze on the surface...so a lot harder wearing than normal bricks, as such they don't quite stain or deteriorate anything like the same. I'm kind of looking to make them a little more irregular though with some wear and tear and possibly a kind of slime/funghi growing in between. The only problem with this is that I've used the nether brick around my city in some nice buildings, and introducing such things as slimy moss and fungi would look out of place, but I'm considering it's worth doing if I can also work in a clean industrial red brick in one of the stained clay slots. Would mean a lot of rebuilding though.
By the way, what's happened to your avatar?
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Curse PremiumMany thanks, mate.
Yes I love natural stuff, as you can see from my plants, trees and the natural terrain material, but I like nothing better than to have as many different 19th/early 20th century building components too. Having as natural a landscape as possible is very important, to me anyway, as it makes grand constructions look even more epic, because you experience them in a human, real world context.
Just been having a fun time working on new stone stairs (hopefully you'll like these a lot), as they open up many more possibilities...oh, and some Victorian tiles for the top of the hardened white clay. Hope to show some pics soon!
I never used minecraft 1.7.10, I jumped straight from 1.7.4 to 1.8 to start updating the pack, but I don't really support Optifine, so I can't really say what the problem might be. Someone else might be able to jump in here and offer help or advice.
If the animated guis worked ok in Optifine prior to 1.7.10 then there's no reason they shouldn't still work ok as nothing changed in my pack between versions of MC 1.7. Logic would dictate that Optifine might not have been updated or there was a bug for animated menus, but as I only use MCPatcher I'm no expert. Sorry I can't be more helpful.
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Curse Premium.....GSv.16 New Stonebrick Slabs, White Clay Top and Farmland WIP!
White stained clay, stone slabs and one of the new rough stone textures (can't remember which one now!)
Victorian black & white chequered tiles on the top of the new white stained clay. This has yet to have more complicated ctm applied to it, which should provide for some interesting floor designs.
New random farmland texture.
As spoilers don't seem to be working with this, despite my very best efforts, I'll have to show the whole lot in one go! Sorry admin!
White stained clay top. This will look different when the ctm texture is finished.
White stained clay side bricks, in use with my marble stone slab and marble figure freize.
Finished up on the new random brick top (brick tops are wider four course, with the sides being 6 course...bricks usually being wider than their height). White stained clay tops forming the tiled bottom of the pool.
New stonebrick slabs, stonebrick slab stairs, white stained clay tops and birch door in use in my little Newglim fishing village/dock.
The new stonebrick slab provides for some interesting capping stone designs.
New brick, new stonebrick slab stairs, jungle wood door and white stained clay top.
Finished up on the new brick and the new jungle wood door.
Little brick, stonebrick slab and stonebrick stairs facade.
Work continues as fast and as often as I'm able.
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Curse PremiumThis has always been my policy. In the past it's been annoying, to say the least, when users of other packs that have 'borrowed' from my resource pack have gotten all huffy and accused me of stealing my own textures!
If you want to mix and match and combine my textures with other packs in the privacy of your own PC you are free to do so, any public distribution of my textures in other stand alone texture packs is strictly forbidden.
Use of my textures to make supporting 'mod' textures is a different matter and information regarding licence relating to this is in my OP.
Making vids, showing pics of builds, writing articles featuring my pack is very welcome, so long as you provide a link back here.
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Curse Premium.....GSv.16 CTM Victorian Chequerboard Tile Design WIP!
This has taken me nearly a week to get this design worked out and then assigned to the top of the white stained clay brick block using traditional ctm. Very versatile, but use with caution over large areas if you don't want to blow your eyes out the back of yer head! I probably need to make an alternative that has a larger central chequerboard pattern of tiles, or just use this one for corridors, entrances ...or borders around other block designs.
Rest of the pics? Click the spoiler button.
I'll probably give the stained clay a rest for now and move on to the smooth diarite, andecite and granite.
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Curse PremiumThank you.
A bit of a nightmare to get the 46 connected blocks to work and still have all the little black and white mosaic tiles line up correctly....but got there in the end.
It would be nice to do this for other hardened clay blocks, but at a cost of 46 extra tiles for each block, it's necessary to think very carefully where to 'give and take' now to keep play lag free. This is mainly the reason why I've now decided that for now I'm not so interested in adding 3d block models. I'd rather have extra design choice through ctm than one off special 3d models that can only be appreciated close up. I've always been more interested in gigantic builds with more building elements than close up survival detail...although I do try to make close up detail as acceptable as possible.
While on the subject of detail, is anyone else still having problems with MC mip-mapping? Mine still isn't working...hasn't been working right the way through all the 1.8 snapshots when it first broke. It seems to be permanently stuck at level 4 and any attempt at changing it results in the game temporarily locking up for about a minute before it sets itself back to level 4. In-game there is no visible mip-mapping (smoothing of pixel detail) in the distance whatsoever. Mip-mapping worked fine in all versions of 1.7.
A lot of my new GSv16 textures kind of depended on a certain level of mip-mapping. A Google search brings up some details of others experiencing the same thing, but I can't find any official acknowledgment of the problem or any reference to it as one of the fixes in the 1.8.1 update.
Anyone have any extra info on this?
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Curse PremiumMuch thanks, Ryker. Appreciate that.
Sorry to keep you waiting...stuff just keeps cropping up.