Also, what block is the extra mossy brick? is that just a random ctm brick block?
Well, it is a random ctm brick, but it's utilizing the double slab block slot, so perfectly legal. It means that you can still have a normal random full brick block, a normal random brick slab andnow you can have a random mossy brick that you can decide where to place simply by stacking two slabs on top of each other! So placement isn't random and it opens up lots of potentially atmospheric builds. This can be done for all double slab blocks...neat eh?
Well, it is a random ctm brick, but it's utilizing the double slab block slot, so perfectly legal. It means that you can still have a normal random full brick block, a normal random brick slab andnow you can have a random mossy brick that you can decide where to place simply by stacking two slabs on top of each other! So placement isn't random and it opens up lots of potentially atmospheric builds. This can be done for all double slab blocks...neat eh?
Not my invention of course, as I'm quite sure this has been done many times before, but I'm not aware of anyone doing it for a mossy brick and of course it means I could now introduce a different kind of cobble that utilizes the double slab, so I'm kind of absorbing lots of cobble types, styles and patterns at the moment to consider which might be most useful. And there are a lot of double slab types!
None of this would be easily possible without MCPatcher. I say easily, because it's now possible to have random blocks without MCPatcher, using .json files, but it looks soooo complex and clunky to me that I will stick to what has always worked very well using a format that is easily understandable, both while you are doing it and months down the line when you need to refer to something. I'm old and set in my ways obviously!
I do have to refrain from going off on too many texture trips though, if I'm to get the GSv16 update out in a usable state. I really need to finish up on the new smooth stone and the sandstone, but it's hard when you suddenly get taken by an idea not to have a play to see if it's possible.
Wow. I forget to check the forums for a couple of weeks, and all of a sudden the thread is filled with all sorts of fun, exciting new textures. Really love all the new stuff! Hopefully I can convince myself to pick up Minecraft again and try it out once the final update is posted. Been too distracted with Europa Universalis, which I picked up during a recent sale, so my Minecraft city hasn't had a lot of work done to it recently. Can't wait to see what other goodies are in store for us.
Wow. I forget to check the forums for a couple of weeks, and all of a sudden the thread is filled with all sorts of fun, exciting new textures. Really love all the new stuff! Hopefully I can convince myself to pick up Minecraft again and try it out once the final update is posted. Been too distracted with Europa Universalis, which I picked up during a recent sale, so my Minecraft city hasn't had a lot of work done to it recently. Can't wait to see what other goodies are in store for us.
Haha, I bought EU this past year in a Steam or Humble Bundle sale...can't remember which. In any event I haven't had much chance to get into it, but a cursory play revealed it's extremely deep and engaging. I also have Crusader Kings 2, also from a sale, and that was a little easier to get into. My eldest is constantly playing that.
Glad you like the look of the new things...and yeah, I must be mad, but I just can't stop tinkering with stuff. I set myself the task of trying to get a better grasp of block ctm methods, considering I had to upgrade all my.properties files anyway to rid them of metadata references...and in so doing opened up all sorts of possibilities. Very time consuming tasks, but well worth the effort when something works pretty well.
As regards getting back into Minecraft, I hope you do, but 1.8 is still a bit buggy to say the least, however, I've mostly got the broken parts of the pack sorted now, so it's a pleasure working on new things and finishing off a few more ideas I've wanted to introduce.
thought about the button youre tinkering about ... i think the "BIG RED BLAST BUTTON" is a good idea for a wooden button x) . . . and then after a while i thought about the 1500 megawatt heavy duty super coliding super button from Portal ... its red as well xD
but thats just me
Haha! I haven't played Portal myself, but I've seen my offspring playing it on their PC's, so I better look it up.
To be honest, I haven't thought about the wooden button again for the past 3 days as I've been working on converting the weakest log in my pack into something a little more spiffing and useful...I'm talking about the old 32x 'log_jungle' texture. It's what I was alluding to a couple of weeks back when the conversation cropped up about making it more industrial and steampunk. Well, I should have something to show soon.
As regards the wooden button, it might be possible to have a range of random electrical type switches or suitable components that appear whenever you slap a wooden button down. Might make for some useful little props...then again it might not work very well if you keep getting something you didn't want when you're constructing your scene.
Are you going to update this pack in 1.8 soon? I think those 3D-models would fit awesome with the rest of this pack!
I'm working towards a 1.8 release just as quickly as I can, but I can't say when that will be, sorry. (hopefully not too long though)
As regards the 3d-models, I've already mentioned I'm not so fussed about them yet and would rather spend what limited processing power that's available to us on producing more varied and useful 'ctm'. Again...sorry.
Probably one of the most useful textures one could possibly have for a theme pack such as this. These are the first pics of the new 'log_jungle' riveted pipes that I have been alluding to for the past couple of months. Although I already have a circular cast iron column made from quartz that can be used for pipes, as well as decorative columns, I've long been aware that the pack lacked a worthy grungy pipe made up of adaptable riveted sections...and so here it is.
I've not had long to mess with it to show off it's possibilities, so forgive the unfinished state of my example constructions, but I'm sure there's enough in the pics to fire the imagination. I hope you think it was worth giving up on a poor 32x mossy log texture to get a vertical and horizontal pipe... and that the replacement still doesn't look half bad as a jungle tree from a distance.
I'm still considering what the 'log_jungle_top' will be (simple round pipe opening, welded off plate, iron bars, etc) and also ruminating over whether to change the pipe's rivets into something that more readily resembles 'bolts'
There are more example pics of the riveted log_jungle pipe texture, in action, hidden behind the 'spoiler' button...just go ahead and click it and waste a bit more time. No? Oh, well, can't win 'em all!
Would you be able to do a 2x2 version? It might help the trees still look like trees, and give an option for giant pipes at the same time.
In theory, yes, shouldn't be a problem using horizontal ctm, but a lot more work to include random textures that don't end up looking like a patchwork, detracting from the curvature of the pipe. My original attempts with the single pipe you see in the pics above was much more varied with lots of corrosion, dents, etc, and I thought, oh yes these will look really nice and random in game, but when placed in a long vertical/horizontal line it just looked awful. Why? Because all the lovely patches of corrosive detail vied with the illusion of curvature and each section seemed buckled or completely out of line. There's a limit to some illusions I suppose.
I'm intrigued to see how a double width pipe (and beyond, using the horizontal ctm method) might work, so I'll give it a go, but I'm not inclined to make the ends one great big round opening, as that would involve the old ctm method, meaning 46 separate tiles to get one variable - but not quite perfectly round opening - once you get beyond 2x2 tiles. I'd also lose any possibility of random ends, so I'd definitely stick with single tile ends. I've really got to manage how the old ctm method (first used on glass) is used.
My only misgiving, apart from the extra work to get that nice looking curve, would be that beyond a width of 3 blocks you wouldn't be able to make a neat round curve...it would end up as a square tube with round corners in section. Also, it would no longer be possible to have two single block width tubes side by side, as they'd obviously stick to each other and form into a two block width curve. You'd be able to have them touching corner to corner though or have the riveted 'box' coal block between, to still get that welded together vertical/horizontal stack of pipes look.
Mmm...back to the laboratory for me...and there was I thinking I might be able to start finishing the new smooth stone blocks soon.
Glimmar..I really have to hand it to you! Your work and perseverance show no ends. I have followed your work silently from the early beginnings and have used your pack in several of my builds. My luck with minecraft builds making it to far along before crashing horribly is just my lot in life. lol
I am awaiting patiently for this release to start yet another build. I actually lose sleep thinking about the possibilities your work provides and the enjoyment your pack brings to the game.
I am not a big forum poster as you can see, but I hope you the very best and will follow your work with amazed interest for as long as you keep imagining!
Glimmar..I really have to hand it to you! Your work and perseverance show no ends. I have followed your work silently from the early beginnings and have used your pack in several of my builds. My luck with minecraft builds making it to far along before crashing horribly is just my lot in life. lol
I am awaiting patiently for this release to start yet another build. I actually lose sleep thinking about the possibilities your work provides and the enjoyment your pack brings to the game.
I am not a big forum poster as you can see, but I hope you the very best and will follow your work with amazed interest for as long as you keep imagining!
Many thanks for the kind words, Micro_Steve, they are much appreciated. Also welcome to the forums.
Haha! You must like Minecraft as much as I do... I often fall asleep thinking about some new build or texture that might look cool. Better than going to sleep worrying about bills, work and exams, eh? I suppose something that grips you as much as that accounts for why I'm still trying to improve things more than 4 years down the line. Looking at it another way...I'm just an extremely sad case that needs a government warning stamping on his forehead.
Sorry the update is taking so long though, in addition to the new land based blocks MC1.8 gave us, there were certain things I'd set myself the task of improving before release, as afterwards I might not be quite as motivated to put as much work in.
I'm hoping to post some more pics later today of the 'Jungle Log Pipes' mark.II, making it possible to have variable width riveted pipes instead of just single block width ones. I spent a little time last night constructing some example builds to better illustrate the effects of using the new variable width pipe texture, as requested/suggested by juliusand1 above. As expected, it did take a fair few extra textures (33 and counting so far), and some painstaking work on a convincing curvature at different widths, before the task of figuring out the ctm property files needed to control the different sections.
I'm now kind of still struggling to come up with a top texture for the pipe...one that I'm really happy with in all the situations it might be used...but I'll show you what I've got so far later. Then I really must get on with the new smooth stone blocks.
Once again thanks for that post...makes the effort worthwhile.
with 1>8 with all that custom models why not do some? id love to see a mine-cart like this;
Haha!
Took me near two weeks to skin the more detailed standard minecart I have in the pack over the old 32x scale one, so the idea of having to learn how to put together 3d models and skin those on top of everything else there is still to do fills me with absolute dread.
No, I'm more than happy with what we've got at the moment, which as I say, I put a lot of work into. There are also lots of alternative carts in my Alts Download pack in the OP, rustier versions and ones with GS logos and various colored ones too.
Don't forget, detailed models use up processing power and on top of all the connected textures and animation work I've got to be very careful for the pack as a whole...oh, and my sanity too!
Would be great to have minecarts like that, but I don't think that entities can have their models edited with json files, only through hard coding.
What is possible is to have a 3D model for track, allowing for things like a widened gauge so the sides of the cart rest on the rails and the like, more realistic rails and sleepers for aesthetics, and creating a sort of diagonal track from the curved rail section. (45 degree turns better than 90 degree.)
But really, Glimmar is right in saying that models would be too much extra work to include for many of the things in the pack. (Working with the json stuff is much more tedious than textures, probably would take twice the time...)
<Json File>
{
"__comment": "Made with MC Model Maker for Minecraft versions 14w26a+",
Would be great to have minecarts like that, but I don't think that entities can have their models edited with json files, only through hard coding.
What is possible is to have a 3D model for track, allowing for things like a widened gauge so the sides of the cart rest on the rails and the like, more realistic rails and sleepers for aesthetics, and creating a sort of diagonal track from the curved rail section. (45 degree turns better than 90 degree.)
But really, Glimmar is right in saying that models would be too much extra work to include for many of the things in the pack. (Working with the json stuff is much more tedious than textures, probably would take twice the time...)
{
"__comment": "Made with MC Model Maker for Minecraft versions 14w26a+",
I agree with Squid...not that that your rails are better than his...I hate comparing things between friends! ...but that those are lovely rails (if one can use 'lovely' and 'rails' in the same sentence. ). And it also illustrates the amount of work necessary for even the most straightforward of models like railtrack. I can see the amount of work you've put in there, lagg.
For me it's all a question of trying to keep things in proportion and managing what choices we have with the limited time I have. I still come to the conclusion that you kind of get more bang for your buck, more building design elements, with my time spent on ctm, than messing with one or two really detailed models, that at the end of the day remind you that things in MC are still made up of a lot of sharp edged boxes. Besides, I'm more used to trying to fool everyone that something is round using 'artistic illusion' than trying to program a lot of vectors in to really create something more sophisticated that can only be appreciated close up.
Even without these new models, Minecraft is already getting crushed under the weight of all the new stuff Mojang has thrown in, even aside from what we ask of it using MCPatcher.
However, I well understand the desire to see new toys and detail in the game, it's what keeps me tinkering with textures and trying out new building ideas.
its a great idea and all, but we,ve talked about that often enough, and glim decided to not do 3d models. besides the fact that i didnt liked them in the first place (as fps goes over graphics)
one reason would simply be the large use up of processing power.
the other reason would be that glim simply couldnt take more work than he already has on him, he is already working on 100% capacity, he has to catch up with the 1.8 update of minecraft.
also mucking arround with those codes in order to create 3d models would clearly be too much, im sorry to say that, mate.
maybe in the far future, when he,s got more time. but that doesnt lie in my hands, that lies in glims hands.
the option to disable the 3d models is already existing in the vanilla options of minecraft, so that problem is done & gone, in case the fps gets mangled.
glim, correct me if im wrong at some points ^^ No...you've summed it up well there, Alex.
I don't know, but somehow I prefer the challenge of trying to get the best I can out of the standard vanilla blocks and models, as to me it seems once you begin adding more sophisticated objects, you've crossed an important line and begun veering back into the world of other more visually complex 3d games. There is a charm about Minecraft's cuboid format that everyone played along with in which, because we all looked at the game through the same blocky spectacles, we accepted the visually limited style and still stepped back in awe at all those wondrous constructions (my wife still doesn't understand the appeal of all those blocks!), but I'm probably getting carried away with nostalgia here, and to be honest, if I could easily make models and texture 'em, I'd be experimenting with them too!
ah right I don't mind you know the pumpkin what about two textures for it? like a gas mask...ANY-WHOO we need more posters like rail ones! you dont have to add then tho!
Ah...that there pumpkin is complicated because it's tied up with the pumpkinblur texture for the interior HUD of the diving helm and it also seconds as a kind of railway lantern, so again a lot of work to change it to something like a gasmask and probably not as useful, but still it would be nice to be able to have something like a gasmask to wear. Some of the random villagers and Witch 'Doctor' wear gasmasks, so they are in my pack.
I kind of agree with you about the railway posters, I love them, but with time pressing still it may have to wait before I can consider adding more poster paintings. I'm thinking of going with one of the ideas I cited as an example of what could be done with MCPatcher's animation facility for paintings, namely turning one of them into a 'multi-portrait' of Victorian ladies and gentlemen. I'll see how I go for time this weekend.
I've still to show off the log_jungle variable width pipe work I've been working on the past couple of days, including the log pipe top...that turned out to be a real pain to decide which texture, of about 20 that I did, that we would get most use out of. The rest will have to be available as alts or for the brave as a multi-random top, which is fine if all you are using the log_jungle pipe for is building pipes, but not good if you want to lay down lots of pipe tops together, then there's just to much variety and it doesn't really have any practical design use. You'll see what I mean when I upload some more pics of the work.
Anyways, it's late now and I've had a real busy week, so it'll have to wait until I have some free time tomorrow...sorry folks!
.....GSv16 Log_Jungle Pipes Mark II Variable Width!
So, after much ado about pipe ends, rivets and curved sheet metal, here are some more pics showing off my new log_jungle riveted pipe – Mk.II version...meaning variable pipe width for some crazy construction options, with the top allowing for all sorts of 'grate' (gedit?) ideas...all from just one block:
Usual instructions if you want to see more pics...just click the spoiler button below:
Beautiful Glimmer
You really took that concept to the next level haha!
On another note I recently played Bioshock Infinite for the second time, and I was wondering if you ever played that game? It features some amazing steampunk architecture and constructs to get the creative juices flowing!
Beautiful Glimmer
You really took that concept to the next level haha!
On another note I recently played Bioshock Infinite for the second time, and I was wondering if you ever played that game? It features some amazing steampunk architecture and constructs to get the creative juices flowing!
Many thanks, Squid. From one such as yourself, I am very pleased you like it.
As regards Bioshock Infinite, I bought it last year in the Steam Christmas sales, but I've still yet to play it. I have the whole series, but I've only played half way through the first one.
My eldest bought it when it first came out, and as we have our machines in the same back room I was forever being bombarded with imagery, but trying my best not to look too closely as I wanted to play it myself sometime. From what I saw, and all the trailers, I know what you mean. I'll have to treat myself sometime soon and fight down the feeling of guilt that I'm not working on my textures.
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Curse PremiumGlad you like it.
Well, it is a random ctm brick, but it's utilizing the double slab block slot, so perfectly legal. It means that you can still have a normal random full brick block, a normal random brick slab and now you can have a random mossy brick that you can decide where to place simply by stacking two slabs on top of each other! So placement isn't random and it opens up lots of potentially atmospheric builds. This can be done for all double slab blocks...neat eh?
Clever, I like it
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Curse PremiumThanks.
Not my invention of course, as I'm quite sure this has been done many times before, but I'm not aware of anyone doing it for a mossy brick and of course it means I could now introduce a different kind of cobble that utilizes the double slab, so I'm kind of absorbing lots of cobble types, styles and patterns at the moment to consider which might be most useful. And there are a lot of double slab types!
None of this would be easily possible without MCPatcher. I say easily, because it's now possible to have random blocks without MCPatcher, using .json files, but it looks soooo complex and clunky to me that I will stick to what has always worked very well using a format that is easily understandable, both while you are doing it and months down the line when you need to refer to something. I'm old and set in my ways obviously!
I do have to refrain from going off on too many texture trips though, if I'm to get the GSv16 update out in a usable state. I really need to finish up on the new smooth stone and the sandstone, but it's hard when you suddenly get taken by an idea not to have a play to see if it's possible.
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Curse PremiumHaha, I bought EU this past year in a Steam or Humble Bundle sale...can't remember which. In any event I haven't had much chance to get into it, but a cursory play revealed it's extremely deep and engaging. I also have Crusader Kings 2, also from a sale, and that was a little easier to get into. My eldest is constantly playing that.
Glad you like the look of the new things...and yeah, I must be mad, but I just can't stop tinkering with stuff. I set myself the task of trying to get a better grasp of block ctm methods, considering I had to upgrade all my.properties files anyway to rid them of metadata references...and in so doing opened up all sorts of possibilities. Very time consuming tasks, but well worth the effort when something works pretty well.
As regards getting back into Minecraft, I hope you do, but 1.8 is still a bit buggy to say the least, however, I've mostly got the broken parts of the pack sorted now, so it's a pleasure working on new things and finishing off a few more ideas I've wanted to introduce.
Nice to see you around, sheep.
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Curse PremiumHaha! I haven't played Portal myself, but I've seen my offspring playing it on their PC's, so I better look it up.
To be honest, I haven't thought about the wooden button again for the past 3 days as I've been working on converting the weakest log in my pack into something a little more spiffing and useful...I'm talking about the old 32x 'log_jungle' texture. It's what I was alluding to a couple of weeks back when the conversation cropped up about making it more industrial and steampunk. Well, I should have something to show soon.
As regards the wooden button, it might be possible to have a range of random electrical type switches or suitable components that appear whenever you slap a wooden button down. Might make for some useful little props...then again it might not work very well if you keep getting something you didn't want when you're constructing your scene.
I'm working towards a 1.8 release just as quickly as I can, but I can't say when that will be, sorry.
As regards the 3d-models, I've already mentioned I'm not so fussed about them yet and would rather spend what limited processing power that's available to us on producing more varied and useful 'ctm'. Again...sorry.
Thanks for asking though.
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Curse Premium.....GSv16 Jungle Wood Log Riveted Pipes WIP!
Probably one of the most useful textures one could possibly have for a theme pack such as this. These are the first pics of the new 'log_jungle' riveted pipes that I have been alluding to for the past couple of months. Although I already have a circular cast iron column made from quartz that can be used for pipes, as well as decorative columns, I've long been aware that the pack lacked a worthy grungy pipe made up of adaptable riveted sections...and so here it is.
I've not had long to mess with it to show off it's possibilities, so forgive the unfinished state of my example constructions, but I'm sure there's enough in the pics to fire the imagination. I hope you think it was worth giving up on a poor 32x mossy log texture to get a vertical and horizontal pipe... and that the replacement still doesn't look half bad as a jungle tree from a distance.
I'm still considering what the 'log_jungle_top' will be (simple round pipe opening, welded off plate, iron bars, etc) and also ruminating over whether to change the pipe's rivets into something that more readily resembles 'bolts'
There are more example pics of the riveted log_jungle pipe texture, in action, hidden behind the 'spoiler' button...just go ahead and click it and waste a bit more time. No? Oh, well, can't win 'em all!
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Curse PremiumIn theory, yes, shouldn't be a problem using horizontal ctm, but a lot more work to include random textures that don't end up looking like a patchwork, detracting from the curvature of the pipe. My original attempts with the single pipe you see in the pics above was much more varied with lots of corrosion, dents, etc, and I thought, oh yes these will look really nice and random in game, but when placed in a long vertical/horizontal line it just looked awful. Why? Because all the lovely patches of corrosive detail vied with the illusion of curvature and each section seemed buckled or completely out of line. There's a limit to some illusions I suppose.
I'm intrigued to see how a double width pipe (and beyond, using the horizontal ctm method) might work, so I'll give it a go, but I'm not inclined to make the ends one great big round opening, as that would involve the old ctm method, meaning 46 separate tiles to get one variable - but not quite perfectly round opening - once you get beyond 2x2 tiles. I'd also lose any possibility of random ends, so I'd definitely stick with single tile ends. I've really got to manage how the old ctm method (first used on glass) is used.
My only misgiving, apart from the extra work to get that nice looking curve, would be that beyond a width of 3 blocks you wouldn't be able to make a neat round curve...it would end up as a square tube with round corners in section. Also, it would no longer be possible to have two single block width tubes side by side, as they'd obviously stick to each other and form into a two block width curve. You'd be able to have them touching corner to corner though or have the riveted 'box' coal block between, to still get that welded together vertical/horizontal stack of pipes look.
Mmm...back to the laboratory for me...and there was I thinking I might be able to start finishing the new smooth stone blocks soon.
I am awaiting patiently for this release to start yet another build. I actually lose sleep thinking about the possibilities your work provides and the enjoyment your pack brings to the game.
I am not a big forum poster as you can see, but I hope you the very best and will follow your work with amazed interest for as long as you keep imagining!
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Curse PremiumMany thanks for the kind words, Micro_Steve, they are much appreciated. Also welcome to the forums.
Haha! You must like Minecraft as much as I do... I often fall asleep thinking about some new build or texture that might look cool. Better than going to sleep worrying about bills, work and exams, eh?
Sorry the update is taking so long though, in addition to the new land based blocks MC1.8 gave us, there were certain things I'd set myself the task of improving before release, as afterwards I might not be quite as motivated to put as much work in.
I'm hoping to post some more pics later today of the 'Jungle Log Pipes' mark.II, making it possible to have variable width riveted pipes instead of just single block width ones. I spent a little time last night constructing some example builds to better illustrate the effects of using the new variable width pipe texture, as requested/suggested by juliusand1 above. As expected, it did take a fair few extra textures (33 and counting so far), and some painstaking work on a convincing curvature at different widths, before the task of figuring out the ctm property files needed to control the different sections.
I'm now kind of still struggling to come up with a top texture for the pipe...one that I'm really happy with in all the situations it might be used...but I'll show you what I've got so far later. Then I really must get on with the new smooth stone blocks.
Once again thanks for that post...makes the effort worthwhile.
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Curse PremiumHaha!
Took me near two weeks to skin the more detailed standard minecart I have in the pack over the old 32x scale one, so the idea of having to learn how to put together 3d models and skin those on top of everything else there is still to do fills me with absolute dread.
No, I'm more than happy with what we've got at the moment, which as I say, I put a lot of work into. There are also lots of alternative carts in my Alts Download pack in the OP, rustier versions and ones with GS logos and various colored ones too.
Don't forget, detailed models use up processing power and on top of all the connected textures and animation work I've got to be very careful for the pack as a whole...oh, and my sanity too!
What is possible is to have a 3D model for track, allowing for things like a widened gauge so the sides of the cart rest on the rails and the like, more realistic rails and sleepers for aesthetics, and creating a sort of diagonal track from the curved rail section. (45 degree turns better than 90 degree.)
But really, Glimmar is right in saying that models would be too much extra work to include for many of the things in the pack. (Working with the json stuff is much more tedious than textures, probably would take twice the time...)
<Json File>
{
"__comment": "Made with MC Model Maker for Minecraft versions 14w26a+",
"ambientocclusion": true,
"textures": {
"TableFront": "blocks/rail_normal",
"TableSide": "blocks/rail_normal",
"TableTop": "blocks/rail_normal",
"TableBottom": "blocks/rail_normal",
"particle": "blocks/rail_normal"
},
"elements": [
{
"from": [ 0, 1.5, 0 ],
"to": [ 1.5, 2, 16 ],
"faces": {
"north": { "uv": [ 3, 0, 4, 1 ], "texture": "#TableFront", "cullface": true },
"south": { "uv": [ 3, 0, 4, 1 ], "texture": "#TableFront", "cullface": true },
"east": { "uv": [ 6, 14, 16, 15 ], "texture": "#TableFront", "cullface": true },
"west": { "uv": [ 6, 14, 16, 15 ], "texture": "#TableFront", "cullface": true },
"up": { "uv": [ 0, 0, 2, 16 ], "texture": "#TableFront", "cullface": true },
"down": { "uv": [ 4, 0, 6, 16 ], "texture": "#TableFront", "cullface": true }
}
},
{
"from": [ 14.5, 1.5, 0 ],
"to": [ 16, 2, 16 ],
"faces": {
"north": { "uv": [ 3, 0, 4, 1 ], "texture": "#TableFront", "cullface": false },
"south": { "uv": [ 3, 0, 4, 1 ], "texture": "#TableFront", "cullface": false },
"east": { "uv": [ 6, 14, 16, 15 ], "texture": "#TableFront", "cullface": false },
"west": { "uv": [ 6, 14, 16, 15 ], "texture": "#TableFront", "cullface": false },
"up": { "uv": [ 0, 0, 2, 16 ], "texture": "#TableFront", "cullface": false },
"down": { "uv": [ 4, 0, 6, 16 ], "texture": "#TableFront", "cullface": false }
}
},
{
"from": [ 0.5, 1, 0 ],
"to": [ 1, 1.5, 16 ],
"faces": {
"north": { "uv": [ 3, 0, 4, 1 ], "texture": "#TableFront", "cullface": true },
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Curse PremiumI agree with Squid...not that that your rails are better than his...I hate comparing things between friends!
For me it's all a question of trying to keep things in proportion and managing what choices we have with the limited time I have. I still come to the conclusion that you kind of get more bang for your buck, more building design elements, with my time spent on ctm, than messing with one or two really detailed models, that at the end of the day remind you that things in MC are still made up of a lot of sharp edged boxes. Besides, I'm more used to trying to fool everyone that something is round using 'artistic illusion' than trying to program a lot of vectors in to really create something more sophisticated that can only be appreciated close up.
Even without these new models, Minecraft is already getting crushed under the weight of all the new stuff Mojang has thrown in, even aside from what we ask of it using MCPatcher.
However, I well understand the desire to see new toys and detail in the game, it's what keeps me tinkering with textures and trying out new building ideas.
I don't know, but somehow I prefer the challenge of trying to get the best I can out of the standard vanilla blocks and models, as to me it seems once you begin adding more sophisticated objects, you've crossed an important line and begun veering back into the world of other more visually complex 3d games. There is a charm about Minecraft's cuboid format that everyone played along with in which, because we all looked at the game through the same blocky spectacles, we accepted the visually limited style and still stepped back in awe at all those wondrous constructions (my wife still doesn't understand the appeal of all those blocks!), but I'm probably getting carried away with nostalgia here, and to be honest, if I could easily make models and texture 'em, I'd be experimenting with them too!
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Curse PremiumAh...that there pumpkin is complicated because it's tied up with the pumpkinblur texture for the interior HUD of the diving helm and it also seconds as a kind of railway lantern, so again a lot of work to change it to something like a gasmask and probably not as useful, but still it would be nice to be able to have something like a gasmask to wear. Some of the random villagers and Witch 'Doctor' wear gasmasks, so they are in my pack.
I kind of agree with you about the railway posters, I love them, but with time pressing still it may have to wait before I can consider adding more poster paintings. I'm thinking of going with one of the ideas I cited as an example of what could be done with MCPatcher's animation facility for paintings, namely turning one of them into a 'multi-portrait' of Victorian ladies and gentlemen. I'll see how I go for time this weekend.
I've still to show off the log_jungle variable width pipe work I've been working on the past couple of days, including the log pipe top...that turned out to be a real pain to decide which texture, of about 20 that I did, that we would get most use out of. The rest will have to be available as alts or for the brave as a multi-random top, which is fine if all you are using the log_jungle pipe for is building pipes, but not good if you want to lay down lots of pipe tops together, then there's just to much variety and it doesn't really have any practical design use. You'll see what I mean when I upload some more pics of the work.
Anyways, it's late now and I've had a real busy week, so it'll have to wait until I have some free time tomorrow...sorry folks!
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Curse Premium.....GSv16 Log_Jungle Pipes Mark II Variable Width!
So, after much ado about pipe ends, rivets and curved sheet metal, here are some more pics showing off my new log_jungle riveted pipe – Mk.II version...meaning variable pipe width for some crazy construction options, with the top allowing for all sorts of 'grate' (gedit?) ideas...all from just one block:
Usual instructions if you want to see more pics...just click the spoiler button below:
Thanks for looking in.
You really took that concept to the next level haha!
On another note I recently played Bioshock Infinite for the second time, and I was wondering if you ever played that game? It features some amazing steampunk architecture and constructs to get the creative juices flowing!
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Curse PremiumMany thanks, Squid. From one such as yourself, I am very pleased you like it.
As regards Bioshock Infinite, I bought it last year in the Steam Christmas sales, but I've still yet to play it. I have the whole series, but I've only played half way through the first one.
My eldest bought it when it first came out, and as we have our machines in the same back room I was forever being bombarded with imagery, but trying my best not to look too closely as I wanted to play it myself sometime. From what I saw, and all the trailers, I know what you mean. I'll have to treat myself sometime soon and fight down the feeling of guilt that I'm not working on my textures.