OH OH OH, GLIM, I just litturaly breathed it, when reading you post, I know what the problem is with the mipmaping.
ok, i hope i,ll explain it right, so, listen carefully, you,ll be very thankfull to me after that:
SO: usualy the "mipmapping change" only occures after exiting the ingame menu, but for some reason mojang decided to make it change whilst holding down the mip maping slider. the way it works is, the game detects when you click the slider, it immediately starts loadig the mippmaping level for an unrealisticly long time for our Computers. because it immediately starts loading after clicking, the games fps drops to less than 0.3 fps, but because the game needs the fps to detect mouse activity, it expects that you hold the mouse position where it is untill the next frame appears, its like 3 seconds on my part, so you need to stay there with your mouse, untill it loaded the mip mapping level successfuly (easily detectable by moving you mouse downwards or upwards to the other button and watch if the button turns blue, as we are all use to) if it doesnt then it did load successfuly, if it didnt, you have to keep the mouse on the exact same place, untill it did.
you can release the left mouse button mid frame, its no problem, as long as you stay on that position. if you move your mouse midframe, the slider is going to move WITH the mouse, loading another mip maping thingy. and the caos beginns.
if you still dont know what all this means, let me explain it like this:
imagine you have an awful PC and you play the graphicaly most intense game out there, you try to change some settings with less than a frame per second, the buttons need your mouse every frame to be there and thats how it feels like.
the game is so slow that it expects your mouse to be as slow as the frames are, im talking from experience
i once tryed to play skyrim on my laptop, but i couldnt even use the options correctly.
i realy hope with strain that you understood that, and helped you out,
btw, im realy loving those clay textures with ctm, glim! realy makes me pumped for your release, as i,d love to continue my survival single player with your pack and continue updating you guys on my ingame Story that im writing down into a
"Book and Quill"
and yes, that pattern there, with the dark green and white chequerboard-isch texture kind of makes me dizzy as well x)
did i get it right? the black metal looking door is the jungle door? is that a hint to a metal-made tree? hehehe
sry if im not that talkactive as usual, had to load it all off now.
im realy conzentrating on working hard on my custom map, so dont worry.
much love, Alex :3
That was really good advice regarding the mip-map selection problem, Alexandrowich, in that hovering the mouse in the same place does fix the selection I want. Many thanks for the detailed advice.
However, any level of mip-mapping from 1-4 has zero effect in my game. In 1.7 I had it set at 2 and it was a nice compromise between detail in the foreground and not too much pixelation in the distance. Now the pixelation is exactly the same, ie. 'bad' even set at 4. Even though each setting is now fixed and I've exited the game completely, and restarted, the mip-mapping level has had no effect whatsoever.
im always pleased to help ppl.
im a helpful lil` Dragon ^,=,^
but i dont have an idea why the mipmaping does no difference for you
i have a problem with the mipmaping as well, sometimes i can see eyehurtingly quick flickering texture in the distance, as if it was switching the mipmaping filter on and off every frame.
it helps switching it off and on in the menu, maybe it works then on your side?
I've kind of tried everything now, also switching it on and off in menu, saving and exiting game, saving and entering game. Doing the same in-game and at the main menu stage.
I have the latest nVidia drivers and I've also checked the driver's default settings in case they're overriding the Minecraft settings, but nothing untoward there. I haven't re-installed Minecraft for ages though, but as everything else is working fine with MCPatcher at the moment I'm extremely reluctant, while I'm editing stuff, to upset the proverbial apple cart. Oh, well...
I'm currently just uploading a new GSv.16 vid to Youtube. Only a short one though...all about the mysterious 'Phantom Poster'.
Glimmar's Steampunk v.16 Update, available when ready!
Taster Vid 2: 'The Phantom Poster'
How'd you like the idea of having lots and lots...and I mean potentially hundreds...of paintings for each MC painting slot? Sound good? Well I thought so!
Using the powers of MCPatcher alone, which you have to use anyway to get the best from my resource pack, I experimented with one painting slot...my old 64x64 pixel 'poster' painting...and created a few extra posters that are timed to change at regular intervals throughout the day...as if a 'poster boy' has been running around sticking up new posters!
This is quite a powerful effect for my theme pack, as something like an old street poster can be splattered all over a city build, and as you wander around you are faced with an ever-changing range of images using just one painting slot. Just my opinion, but I think it adds a whole lot of atmosphere for very little MC resource. Means a whole lot of extra work for me! Having said that it's actually really good fun creating lots of little 64x64 imaginary period posters as the idea has no limits.
Incidentally the time period for change-over between posters can be anything from instantaneous (which would look a pointless blur) through to once a Minecraft day...I haven't checked to see if it could be longer. I'm open to suggestions as to what the ideal time period of a poster should be. My feeling is that a change-over at midnight would be best, resulting in a transition that would be a bit more subtle (and the effect of a phantom night-time bill poster believable) as you'd wake up to a whole knew campaign of advertising the next morning.
Anyway, have a look at the video and see what you think.
Thanks for watching.
Please check out the music and sound credits at the end of the video. I'm still having problems with spoilers here.
I am flabbergasted! That looks like it'll open up a realm of possibilities!
Great idea with the posters too
Many thanks, Squid.
When the idea came to me my immediate thought was someone else must have already hit on this...but I haven't seen anything myself or I'd have given credit.
As regards possibilities, well, as you know, I've always thought of the paintings as being really useful as animated props...just never had time to fully exploit it, but it had never occurred to me to use the timing aspect of MCPatcher's animation function to just turn each painting into a slideshow routine rather than either a single still image or a full on animation.
So yeah, lots and lots of potential here. For example I'm thinking of using the single painting portrait of Queen Victoria and just turning it into a slide show of hundreds of classic Victorian paintings. Imagine if you were making a haunted house build, you could have a lot of fun by having a portrait subtly change it's expression over time as visitors wandered around the mansion! The slide show ideas are endless really...pretend windows with changing scenes, magic clues on wall mounted manuscripts for adventures, etc.
I'm sure you can think of lots of things you could do with the idea for your pack...and have a lot of fun in the process.
This is great. i like the idea of having random posters change daily. It makes it feel like my creative world is more alive.
Sorry to post one right after another, but you mentioned mcpatcher. can anyone let me know where to get it for 1.8 it it exists.
This is great. i like the idea of having random posters change daily. It makes it feel like my creative world is more alive.
Sorry to post one right after another, but you mentioned mcpatcher. can anyone let me know where to get it for 1.8 it it exists.
Thanks, mate.
As regards MCPatcher, it's still officially at the 1.7.10 level, but there is a 1.8 preview version available for download and the link is here on the MCPatcher thread:
It's right at the top of the MCPatcher OP, in red.
I've got it to work for mostly everything in my pack now, but don't forget I've not got to the stage of uploading a 1.8 version yet so it would only be of use with other packs that are 1.8 ready. Hope that helps.
As regards MCPatcher, it's still officially at the 1.7.10 level, but there is a 1.8 preview version available for download and the link is here on the MCPatcher thread:
It's right at the top of the MCPatcher OP, in red.
I've got it to work for mostly everything in my pack now, but don't forget I've not got to the stage of uploading a 1.8 version yet so it would only be of use with other packs that are 1.8 ready. Hope that helps.
thank you for sharing the link. i knew there is a better MCpatcher version somewhere, couldnt find it untill now :3
No probs, mate.
Just hope I've given the right one, as the one I'm using I got from one of his thread posts. Probably only a few pages back from the last page, if anyone wants to check.
I saw the moving paintings and had to run an idea past you. What if the clock hands changed throughout the course of a day?
That was done back in spring of this year...a ginormous 128x128 animated painting of my animated clock item. There's a vid of it here as a town hall clock:
Not exactly clock hands, but still appropriate for steampunk using valves, etc. The problem was that although the time animates at a slow enough rate to look real, it doesn't keep proper time as I couldn't work out the MC time for the animation. Aside from that, the clock starts at the point you slap it down on a wall, and restarts when you re-enter a game. So even if the timing could be worked out you'd still have to place the clock down at exactly midnight (the animation starts at 00.00). I haven't had the inclination to work out the timing accurately since, sorry.
The large animated clock painting will be in the GSv16 update, so any clever maths peeps out there can have a fiddle with the timing and at least get the clock accurate. The problem of when it starts it's time-keeping run will still exist until it's possible to set the timing of an animated painting to match MC time. I asked kahr in the MCPatcher thread, but I'm sure he's got his hands very full with lots of other requests and fixing MCPatcher for 1.8.
the cobweb just looks genius, glim. they,ll make the caves and mineshafts even creepier than they are already x)
Thanks, mate.
They were a bit of fun, but they are a very atmospheric prop when used appropriately, so well worth deviating to update as the fancy took me.
I haven't had a lot of time so far this week, and what time I had was spent sorting out some CTM problems I hadn't noticed with the wood planks. I spent a little time introducing the random cobblestone textures to cobble walls and mossy cobble walls and experimenting on another idea with regard to the 'brick' block...the ability to add random mossy, damp, stained brick textures just where you want them, without losing the option of the new random brick textures on blocks, stairs and slabs and all just using the normal brick!
Working out the ctm for this was a bit of a nightmare, though I count having these extra mossy bricks as a very important addition to the palette of Victorian building possibilities. Rising damp, stained mossy streaks behind downspouts, moss covered secret garden walls, and old factory walls and ruined buildings...to name just a few possibilities.
Will show some more pictures as soon as I find the time and finish up on the textures.
As promised, here are some sample pics of my new 'extra' mossy brick block in action... it goes without saying that MCPatcher will be required to see these, but no world save will be broken if you later decide not to use MCPatcher as the block it uses is perfectly legal.
As mentioned previously, working out the ctm for this was a bit of a nightmare, though I count having these extra mossy bricks as a very important addition to the palette of Victorian building possibilities, so well worth the hassle. Rising damp, stained mossy streaks behind downspouts, moss covered secret garden walls, and old factory walls and ruined buildings...are just a few possibilities that spring to mind:
What I always thought would be cool (though totally time consuming for you) is if ctm could dictate how adjacent blocks of different types displayed. So if cobblestone is next to grass, then the grass would creep a little along the edge of the cobblestone block. Or when wood planks are next to stonebricks there would be brackets on the stone. It would break up all the straight lines and add even more realism. But like I said, it would take a massive amount of work to pull off.
What I always thought would be cool (though totally time consuming for you) is if ctm could dictate how adjacent blocks of different types displayed. So if cobblestone is next to grass, then the grass would creep a little along the edge of the cobblestone block. Or when wood planks are next to stonebricks there would be brackets on the stone. It would break up all the straight lines and add even more realism. But like I said, it would take a massive amount of work to pull off.
Hello there, julias. Good to see you around.
Yeah, it would be very nice if it was possible to have textures 'creep' as you describe, though the amount of work involved would probably not make it worth the effort . I know artists have been asking about such possibilities for ages over on the MCPatcher thread, but as far as I know it's still not possible. I could be wrong though, as I get bogged down learning and using the different ctm methods that currently exist and miss any new developments.
You could do it with some things, like 'farmland' for example, and use the old pure 'ctm' method (the one I've used for the checkerboard pattern on the previous page) to make a grass border to it, but it only works in that case because you'd often have grass topped dirt blocks bordering farmland and it wouldn't look too out of place if it was another type of block.
Another sandbox, survival crafting game I'm casually interested in called 'TUG' (check it out on Steam) does this 'creep' extremely well, by having every block texture subtly half merge itself into every other neighboring block. It does fall down a bit in building though, as no material is clearly defined at the edge unless it's only touching air.
I got a bit disatisfied with the iron trapdoor I made a while back, perhaps it's a bit too complicated...my attempt at making it multi-directional I'm afraid. So I made a few alternatives. my favorite being the 'porthole hatch' here:
'porthole hatch'
Click the 'spoiler' button to see examples of the other variations:
'porthole hatch - simple'
'pressurised hatch'
'pressurised hatch – modernish'
There are also color variations of the original complex iron trapdoor...this being an example:
Yeah, it would be very nice if it was possible to have textures 'creep' as you describe, though the amount of work involved would probably not make it worth the effort . I know artists have been asking about such possibilities for ages over on the MCPatcher thread, but as far as I know it's still not possible. I could be wrong though, as I get bogged down learning and using the different ctm methods that currently exist and miss any new developments.
You could do it with some things, like 'farmland' for example, and use the old pure 'ctm' method (the one I've used for the checkerboard pattern on the previous page) to make a grass border to it, but it only works in that case because you'd often have grass topped dirt blocks bordering farmland and it wouldn't look too out of place if it was another type of block.
Another sandbox, survival crafting game I'm casually interested in called 'TUG' (check it out on Steam) does this 'creep' extremely well, by having every block texture subtly half merge itself into every other neighboring block. It does fall down a bit in building though, as no material is clearly defined at the edge unless it's only touching air.
I got a bit disatisfied with the iron trapdoor I made a while back, perhaps it's a bit too complicated...my attempt at making it multi-directional I'm afraid. So I made a few alternatives. my favorite being the 'porthole hatch' here:
'porthole hatch'
Click the 'spoiler' button to see examples of the other variations:
'porthole hatch - simple'
'pressurised hatch'
'pressurised hatch – modernish'
There are also color variations of the original complex iron trapdoor...this being an example:
This is beyond cool, but personally i think that the pressurized hatch would be best for building in a steampunk world because it would work well in a submarine or other pressure steam chambers. it just seem st have more uses.
This is beyond cool, but personally i think that the pressurized hatch would be best for building in a steampunk world because it would work well in a submarine or other pressure steam chambers. it just seem st have more uses.
Well I'll make them all available as alts, and as they're not subject to 'ctm' it's just a simple job of dropping a favorite in the 'blocks' folder. The problem with some of the more 3d looking trapdoors, like the modernish one, is that due to the way your brain anticipates how perspective and shadows work, they can look pretty strange from certain angles...hence why the porthole and the complex one works better.
interresting things to know (your last posts, glim) as im always folowing you and reading all your post.
btw the trap door is a dream, i think the "glass and brass bars in the middle like a pressurized Door" design seems to be fitting the most here. i assume its the iron trapdoor?
realy love it, great one, glim!
btw: i dissabled smileys in the Preferences but it still converts my smileys into img,s
: (
also did you know you can right click a Daylight detector wich changes his top texture? spares the invertor that we would,ve dont with a redstone torch otherwise.
Haha...yes, the daylight detector is all done, it's the blue glass case looking thing in the trapdoor pics above. It alternates between that and a tungsten/electrical element looking box of tricks when you right click it.
Glad you like the trapdoors and I certainly appreciate you following and reading all the posts and pics I churn out...not always sure if folk are interested, so it's nice to get the feedback, Alex.
So here's some more pics to bore the socks off everyone...
I had time to experiment with making the stone button a little nicer and vastly more useful for decorative/architectural purposes. As the title suggests, I changed it into a 'cast iron' button, designed in such a way as to be acceptable as a button, structural riveted plate (the kind of thing you get sticking out of an old wall as the end of a supporting steel rod), bolt for ironwork and all round decorative feature. Here are some example pics to show what I'm whittering on about:
Rest of the pics in the 'spoiler'...just click it!
Only problem is...what should I do with the wooden button? Something electrical looking like a valve, tungston bulb, brass riveted box with a lever switch...BIG RED BLAST button?
Lots of possibilities, but I've only got 24x16 pixels to play with, so it can't be too detailed and it's also got to have multiple uses. I've got lots of ideas to play around with so watch this space....
All those still lookin' in...thanks for lookin' in.
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Curse PremiumThat was really good advice regarding the mip-map selection problem, Alexandrowich, in that hovering the mouse in the same place does fix the selection I want. Many thanks for the detailed advice.
However, any level of mip-mapping from 1-4 has zero effect in my game. In 1.7 I had it set at 2 and it was a nice compromise between detail in the foreground and not too much pixelation in the distance. Now the pixelation is exactly the same, ie. 'bad' even set at 4. Even though each setting is now fixed and I've exited the game completely, and restarted, the mip-mapping level has had no effect whatsoever.
'Wow' will do for me, Crazy_Weasel. Glad you like what you see.
Also welcome to the forum.
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Curse PremiumI've kind of tried everything now, also switching it on and off in menu, saving and exiting game, saving and entering game. Doing the same in-game and at the main menu stage.
I have the latest nVidia drivers and I've also checked the driver's default settings in case they're overriding the Minecraft settings, but nothing untoward there. I haven't re-installed Minecraft for ages though, but as everything else is working fine with MCPatcher at the moment I'm extremely reluctant, while I'm editing stuff, to upset the proverbial apple cart. Oh, well...
I'm currently just uploading a new GSv.16 vid to Youtube. Only a short one though...all about the mysterious 'Phantom Poster'.
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Curse Premium.....GSv.16 Taster Vid 2 The Phantom Poster!
Glimmar's Steampunk v.16 Update, available when ready!
Taster Vid 2: 'The Phantom Poster'
How'd you like the idea of having lots and lots...and I mean potentially hundreds...of paintings for each MC painting slot? Sound good? Well I thought so!
Using the powers of MCPatcher alone, which you have to use anyway to get the best from my resource pack, I experimented with one painting slot...my old 64x64 pixel 'poster' painting...and created a few extra posters that are timed to change at regular intervals throughout the day...as if a 'poster boy' has been running around sticking up new posters!
This is quite a powerful effect for my theme pack, as something like an old street poster can be splattered all over a city build, and as you wander around you are faced with an ever-changing range of images using just one painting slot. Just my opinion, but I think it adds a whole lot of atmosphere for very little MC resource. Means a whole lot of extra work for me! Having said that it's actually really good fun creating lots of little 64x64 imaginary period posters as the idea has no limits.
Incidentally the time period for change-over between posters can be anything from instantaneous (which would look a pointless blur) through to once a Minecraft day...I haven't checked to see if it could be longer. I'm open to suggestions as to what the ideal time period of a poster should be. My feeling is that a change-over at midnight would be best, resulting in a transition that would be a bit more subtle (and the effect of a phantom night-time bill poster believable) as you'd wake up to a whole knew campaign of advertising the next morning.
Anyway, have a look at the video and see what you think.
Thanks for watching.
Please check out the music and sound credits at the end of the video. I'm still having problems with spoilers here.
I am flabbergasted! That looks like it'll open up a realm of possibilities!
Great idea with the posters too
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Curse PremiumMany thanks, Squid.
When the idea came to me my immediate thought was someone else must have already hit on this...but I haven't seen anything myself or I'd have given credit.
As regards possibilities, well, as you know, I've always thought of the paintings as being really useful as animated props...just never had time to fully exploit it, but it had never occurred to me to use the timing aspect of MCPatcher's animation function to just turn each painting into a slideshow routine rather than either a single still image or a full on animation.
So yeah, lots and lots of potential here. For example I'm thinking of using the single painting portrait of Queen Victoria and just turning it into a slide show of hundreds of classic Victorian paintings. Imagine if you were making a haunted house build, you could have a lot of fun by having a portrait subtly change it's expression over time as visitors wandered around the mansion!
I'm sure you can think of lots of things you could do with the idea for your pack...and have a lot of fun in the process.
Thanks again, mate.
Sorry to post one right after another, but you mentioned mcpatcher. can anyone let me know where to get it for 1.8 it it exists.
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Curse PremiumThanks, mate.
As regards MCPatcher, it's still officially at the 1.7.10 level, but there is a 1.8 preview version available for download and the link is here on the MCPatcher thread:
http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/1226351-1-8-preview-1-7-10-and-earlier-update-10-5
It's right at the top of the MCPatcher OP, in red.
I've got it to work for mostly everything in my pack now, but don't forget I've not got to the stage of uploading a 1.8 version yet so it would only be of use with other packs that are 1.8 ready. Hope that helps.
Thank You
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Curse PremiumNo probs.
Many thanks, Mattcraft.
That avatar has got to be my favorite at the moment...can't take my eye's of it!
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Curse PremiumNo probs, mate.
Just hope I've given the right one, as the one I'm using I got from one of his thread posts. Probably only a few pages back from the last page, if anyone wants to check.
I saw the moving paintings and had to run an idea past you. What if the clock hands changed throughout the course of a day?
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Curse PremiumThat was done back in spring of this year...a ginormous 128x128 animated painting of my animated clock item.
http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/1223223-glimmars-steampunk-v15-hybrid-alt-texture?comment=11907
Not exactly clock hands, but still appropriate for steampunk using valves, etc. The problem was that although the time animates at a slow enough rate to look real, it doesn't keep proper time as I couldn't work out the MC time for the animation. Aside from that, the clock starts at the point you slap it down on a wall, and restarts when you re-enter a game. So even if the timing could be worked out you'd still have to place the clock down at exactly midnight (the animation starts at 00.00). I haven't had the inclination to work out the timing accurately since, sorry.
The large animated clock painting will be in the GSv16 update, so any clever maths peeps out there can have a fiddle with the timing and at least get the clock accurate. The problem of when it starts it's time-keeping run will still exist until it's possible to set the timing of an animated painting to match MC time. I asked kahr in the MCPatcher thread, but I'm sure he's got his hands very full with lots of other requests and fixing MCPatcher for 1.8.
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Curse Premium.....GSv.16 Random Cobwebs WIP!
Old 32x single cobweb obviously just looks awful now, so here's some new random cobweb progress:
Spoiler broke again, so you get the full image impact...sorry!
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Curse PremiumThanks, mate.
They were a bit of fun, but they are a very atmospheric prop when used appropriately, so well worth deviating to update as the fancy took me.
I haven't had a lot of time so far this week, and what time I had was spent sorting out some CTM problems I hadn't noticed with the wood planks. I spent a little time introducing the random cobblestone textures to cobble walls and mossy cobble walls and experimenting on another idea with regard to the 'brick' block...the ability to add random mossy, damp, stained brick textures just where you want them, without losing the option of the new random brick textures on blocks, stairs and slabs and all just using the normal brick!
Working out the ctm for this was a bit of a nightmare, though I count having these extra mossy bricks as a very important addition to the palette of Victorian building possibilities. Rising damp, stained mossy streaks behind downspouts, moss covered secret garden walls, and old factory walls and ruined buildings...to name just a few possibilities.
Will show some more pictures as soon as I find the time and finish up on the textures.
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Curse Premium.....GSv16 New Extra Mossy Brick Block WIP!
As promised, here are some sample pics of my new 'extra' mossy brick block in action... it goes without saying that MCPatcher will be required to see these, but no world save will be broken if you later decide not to use MCPatcher as the block it uses is perfectly legal.
As mentioned previously, working out the ctm for this was a bit of a nightmare, though I count having these extra mossy bricks as a very important addition to the palette of Victorian building possibilities, so well worth the hassle. Rising damp, stained mossy streaks behind downspouts, moss covered secret garden walls, and old factory walls and ruined buildings...are just a few possibilities that spring to mind:
Click the spoiler for more pics:
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Curse PremiumMany thanks, Matt.
Hello there, julias. Good to see you around.
Yeah, it would be very nice if it was possible to have textures 'creep' as you describe, though the amount of work involved would probably not make it worth the effort . I know artists have been asking about such possibilities for ages over on the MCPatcher thread, but as far as I know it's still not possible. I could be wrong though, as I get bogged down learning and using the different ctm methods that currently exist and miss any new developments.
You could do it with some things, like 'farmland' for example, and use the old pure 'ctm' method (the one I've used for the checkerboard pattern on the previous page) to make a grass border to it, but it only works in that case because you'd often have grass topped dirt blocks bordering farmland and it wouldn't look too out of place if it was another type of block.
Another sandbox, survival crafting game I'm casually interested in called 'TUG' (check it out on Steam) does this 'creep' extremely well, by having every block texture subtly half merge itself into every other neighboring block. It does fall down a bit in building though, as no material is clearly defined at the edge unless it's only touching air.
Anyways...
***********************************************************************************
.....GSv16 A Few Trapdoor Variations!
I got a bit disatisfied with the iron trapdoor I made a while back, perhaps it's a bit too complicated...my attempt at making it multi-directional I'm afraid. So I made a few alternatives. my favorite being the 'porthole hatch' here:
'porthole hatch'
Click the 'spoiler' button to see examples of the other variations:
'pressurised hatch'
'pressurised hatch – modernish'
There are also color variations of the original complex iron trapdoor...this being an example:
This is beyond cool, but personally i think that the pressurized hatch would be best for building in a steampunk world because it would work well in a submarine or other pressure steam chambers. it just seem st have more uses.
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Curse PremiumWell I'll make them all available as alts, and as they're not subject to 'ctm' it's just a simple job of dropping a favorite in the 'blocks' folder. The problem with some of the more 3d looking trapdoors, like the modernish one, is that due to the way your brain anticipates how perspective and shadows work, they can look pretty strange from certain angles...hence why the porthole and the complex one works better.
Glad you like 'em though, Crazy_Weasel.
Haha...yes, the daylight detector is all done, it's the blue glass case looking thing in the trapdoor pics above. It alternates between that and a tungsten/electrical element looking box of tricks when you right click it.
Glad you like the trapdoors and I certainly appreciate you following and reading all the posts and pics I churn out...not always sure if folk are interested, so it's nice to get the feedback, Alex.
So here's some more pics to bore the socks off everyone...
*************************************************************************
.....GSv16 Cast Iron Stone Button WIP!
I had time to experiment with making the stone button a little nicer and vastly more useful for decorative/architectural purposes. As the title suggests, I changed it into a 'cast iron' button, designed in such a way as to be acceptable as a button, structural riveted plate (the kind of thing you get sticking out of an old wall as the end of a supporting steel rod), bolt for ironwork and all round decorative feature. Here are some example pics to show what I'm whittering on about:
Rest of the pics in the 'spoiler'...just click it!
Only problem is...what should I do with the wooden button? Something electrical looking like a valve, tungston bulb, brass riveted box with a lever switch...BIG RED BLAST button?
Lots of possibilities, but I've only got 24x16 pixels to play with, so it can't be too detailed and it's also got to have multiple uses. I've got lots of ideas to play around with so watch this space....
All those still lookin' in...thanks for lookin' in.