You're killin' me with all this excellent work ... and not letting us play with it yet
As always, I am impressed with your work. BTW, out of curiosity. Do you use a tablet? And if so, what would you recommend as a good one?
Many thanks, Megistus. Not so long to wait now, if all goes well and my wife doesn't keep asking me to stick kids artwork and calenders together until 2am ready for the Christmas hols.
Haha...I'm sure you've got plenty of excellent material waiting in the wings too.
Yes, I do use a graphics tablet. The one I'm currently using at the moment is a 'Wacom Intuos 5', around the £200 mark from Amazon UK a couple of years ago. Before that I used a simple little Wacom Bamboo, which was small, but quite adequate for nib pressure sensitivity. The good thing about the Intuos is that it registers the angle you hold your pen, not just the pressure you apply and there's a much bigger working area, A4 scale compared to A5. With regard to small textures for Minecraft I don't think there's a big advantage over the Bamboo. The Intuos would be great for simulating brushwork with sweeping flourishes though, but it also takes up a lot more space on my desk as I've never got used to using it directly infront of me or on my lap, preferring to keep my options open on the keyboard.
I've only really had experience of Wacom tablets, but I'd recommend anything they make, within your price range of course, as things like Gimp and Photoshop have both worked perfectly with either of the two tablets I've used. Just remember to always launch your graphics program with the pen and tablet rather than the mouse or they get a bit confused with regard to pressure sensitivity and the like, although once launched with the pen you can then open things with the mouse and both tools can be used, just not the other way around.
Normal looking iron tools are fine.
Keep the mechanical madness for the diamond tools due to the durability and power.
Gold should be pretty ornamental since it's really fragile.
Not sure about stone and wood. Maybe some really basic designs or something.
an idea for TNT if you haven't done it yet would be a simple powder keg/crate design (maybe random textures for adding "TNT" printed on the side or something), with wires and sockets in places for when you want to attach redstone wires to them.
I'm glad we're in agreement over the iron tools. I'm not really wanting to add finickiness for it's own sake.
As regards wood and stone I'm just looking at the sort of things you'd expect a Victorian gentleman to fashion given the same circumstances we'd all find ourselves in. Clubs, sticks, flint daggers, etc. as you say it gets a bit easier to be a little more thematic when you hit gold and diamond. I'm still wanting to steer clear of over-complicated animation even with the diamond tools, but until I set to and start on each tool type I can't really say what my thinking will be.
Yes, that old 32x texture is a bit old, somewhat inappropriately 20th century and in need of retirement. I agree now that it is probably better as something like a traditional keg, barrel or crate, anything more detailed or useful tempts one into using it for decoration at great accidental cost, though it's a bit safer than in the old days of MC!
Isn't it bit weird that I got the exactly same idea for ladders to my own pack, before I re-founded this pack? Yes, this pack was one of those I used when I knew nothing about making resource packs.
Haha! We are mentally in tune, Shadow!
More likely that it's just using brass pipes and hard wood rungs with circular wall fittings which are all common Victorian/Edwardian nautical and bathroom style of fittings, so we all follow the same train of thought.
There you go again, upping the bar again, so to speak. Seriously, this will pull me out of my minecraft retirement when it finally hits. I tried a couple months back to jump back in, but found I had accidentally erased the folder with all of my custom mod textures (mostly just recolors or your work). It was very disheartening. But I think all of your amazing work will be enough to pull me out of my minecraft doldrums, and possibly get back into mod texturing, too. Though I don't expect to be as prodigious as you, and certainly not Megistus. I only adapted your work for Railcraft and a little bit of Forestry.
Now that opening line is nearly as bad as something I'd come out with! I'd be proud of that!
Well, if I inspire you and a few others to come out of retirement I think my job will be well done! I doubt you're alone though. Whether it's the Microsoft equation, or Notch leaving, or the rise of so many other sandbox games, but things seem very quiet in general on the forums. I think Notch leaving really did unsettle a lot of people, because it kind of signaled the end of an era, that and such huge changes in 1.8 that badly effected the modding community...at least from the way I see things at a cursory glance.
I'm downing tools now as there isn't time to add anything new that wouldn't seriously delay things, so I'll be uploading a pretty large batch of pics covering all the new sandstone textures I've been working on, then onto vids and sorting things for an upload. Whether I'll be able to muster up the energy to do a detailed changelog on top of clearing out the OP remains to be seen, especially as I've created so much new material and edited and tinkered with existing stuff, but I'll try and make some sense of it.
So stand by for the 'new sandstone' pics landing soon.
Sandstone has changed radically! If you've been following this thread, you will already know what I am talking about and if you haven't, then natural sandstone in the landscape is now made up of rough rocks which blend as well as can be expected with normal or red sand. However, to get new 64x interlocking sandstone bricks, you need to build with sandstone slabs instead and a combination of cut sandstone bricks (slabs) and naturally rough sandstone rocks (blocks) makes for some very versatile builds.
There are new 64x ctm textures for tops and bottoms of the different sandstone blocks (smooth and carved) and carved sandstone also has vertical ctm applied to it to allow for columns or decorative walls. There are 4 different textures for the sandstone tops and 3 for the bottom face and of course the same range for red sandstone. The sandstone freize of figures is borrowed temporarily from the marble freize texture.
For now red sandstone is exactly the same as normal sandstone...just a different color...it was necessary to cut corners here or I would still have been working on Gsv16 well into the new year! As soon as I can, the red sandstone will have it's own range of unique textures for greater flexibility and variety of designs. I now also need to look at how the other hardened stained clays can be improved to maximise their beauty when used by MC when it randomly generates temples, ruins and the like. Didn't have time to mess with this side of things, but at the moment what's there kind of brings down the work I've put into getting the sandstone to shine.
Incidentally, the natural sandstone rocks come from a photograph I took of the side of a church in Oxford and the sandstone bricks are from a series of photographs I took of a renovated church standing less than 100 metres from where I live. Also the dirt, gravel, sand, all the new stone textures, all came from material within less than half a mile of where I live and most from the same small patch of ground visited on one sunny winter's day. Useless facts really, but I thought I'd mention it anyway.
I've also edited the birch wood to be tonally the same as sandstone and added more ctm there to allow for some extra decorative features that can be applied to normal sandstone, whilst at the same time still retaining it's 'wood-like' appearence when used outside the context of sandstone.
The new sand is yet to have more random top and side features to make it even more 'sand-like' and red sand may end up being a completely different texture altogether. I just didn't want to get bogged down doing as much on the sand as I put in on the dirt this close to Christmas.
As this is becoming a wall of text I'll let the following series of pics better explain things and as there are so many I'm going to divide them into 3 separately posted groups – 'New Sandstone in the Wild', 'Building with Normal Sandstone' and 'New Red Sandstone WIP'
Starting with:
.....Gsv.16 New Sandstone in the Wild!
My new sandstone and sand as it comes randomly in the landscape with a random Minecraft world:
If you're still curious, click the 'spoiler' button to see more pics:
[please read the previous post for further information about these pics]
My new sandstone 'slab' bricks and smooth and carved blocks...painstakingly assembled into some small pointless structures, but there's a few more refined architectural wonders there too! :
Gah! Flunked the spoiler buttons on this one and can't get them to work now. Apologies for the huge wall of pics!
Aw man, I'm loving the new sandstone textures! I honestly can't remember what the old sandstone looked like (mostly because I'm at work and can't check :P), but the new sandstone looks soooo great, I can't wait to get home and get to building even if I can't use those beautiful new textures just yet.
Wow, really lovely colour you've picked for the red sandstone, glim, I want to build EVERYTHING out of it now!
Haha! Many thanks, Sheep.
Although the red sandstone is just a recoloring of the new standard sandstone I did try to match the color as well as I could to photographs I've taken in the past of red sandstone buildings. Not always easy to do with photographs taken on different days, but I just wanted to get away from the overly brilliant orange that Mojang used and go for a more subdued kind of pink sandstone which i think looks more natural.
I'm looking forward to having some time over the Christmas hols to get stuck into some big builds again. Since reappearing again in September and trying to catch up with all the new textures I just haven't had chance to do anything other than little sample builds to try things out.
Thanks again...and if our paths don't cross again before Christmas...have a good one!
And also they remind me my childhood, because my little home town is made of yellow stones like so: see beautiful pics above
And a little neighbouring village is built with red stones like so: see beautiful pics above
So your textures seems pretty "familiar" to me (but with more splendor and finer points sometimes)!
Again, amazing work!
You are very kind, Cynips, and I very much value your comments and I'm glad you like the look of the new sandstone, I really did spend a lot of time on these textures and was quite happy with them for my own purposes, but comments from one's peers goes a huge way to confirming I'm not just deluding myself (even though I might still be! ).
Those pics of your home towns are absolutely fantastic! I wish I'd been able to visit and gather some photographs there before I embarked on converting my sandstone. I love the fact that one town is kind of ivory yellow stone and the neighboring town is red...kind of like a chess set colours. You probably didn't think it at the time, but you are very lucky to have grown up with such wonderful medieval looking architecture as that...I'm very envious!
The sandstone in Oxford is everywhere, and exceptional for photography, but I'm only ever there very briefly visiting my son at uni and the last thing I want to do is waste time trundling around snapping textures...but I will one day though! We have a lot of sandstone architecture in my home town too...but mostly Victorian churches, libraries, court buildings etc, and often very mildewed and stained, which would have been great for my theme, but the same textures have to work in a desert setting and green stained desert stone doesn't quite look right!
Very nice work Glim, Im loving the new updated blocks, they look fantastic as per usual. Hope your doing well these days.
Jester! Great to have you back!
Really glad you like the look of things...kind of been working on all this new material since your last visit, so there's a lot to see, but it's scattered all over the place at the moment...including all over my desktop!!
Hope your studies are going well. I know things can get very pressured at times and you might even be doing something different now, but I hope for the good!
Aw man, I'm loving the new sandstone textures! I honestly can't remember what the old sandstone looked like (mostly because I'm at work and can't check :P), but the new sandstone looks soooo great, I can't wait to get home and get to building even if I can't use those beautiful new textures just yet.
I don't really want to remember what the old sandstone looked like now, so don't worry about forgetting! Also if you do start building again with the old sandstone, just remember I've swapped textures around so that the smooth sandstone bricks come under half and double slab sandstone blocks.
I LOVE it Glim! when is it going to be released? I CANT WAIT!!!!!
Glad you like, curalot.
I'm still working towards a release before Christmas, but that might be slightly unrealistic now as my wife keeps giving me more and more errands to run!
As mentioned in my previous post, I'd downed my tools yesterday, only to remember I hadn't made item textures for the new doors and all the rabbit stuff, which is what I did all last night and into the early hours (3.00am) - completing new 64x textures for all the seeds...which are now in some nice seed packets, stick, painting, string, rabbit foot, rabbit cooked and raw, rabbit skin, and new cans of mushroom and rabbit stew and I'm currently working on the Changelog (such a lot to try and remember!), so my work vids are still to be done over the next couple of days, based on the Changelog, if I can get the time. Then there's the OP to quickly sort and a new licence to word!
I'm putting every spare minute I can into finishing stuff, So all I can say is it'll be released as soon as possible this Christmas, either before or shortly after...if I'm not too busy cutting the turkey, assembling presents or too sozzled with sherry!
And also they remind me my childhood, because my little home town is made of yellow stones like so:
And a little neighbouring village is built with red stones like so:
So your textures seems pretty "familiar" to me (but with more splendor and finer points sometimes)!
Again, amazing work!
Wow cynips, you're lucky you got to grow up in a place so gorgeous! Australia is quite modern so we don't have any neat medieval stuff like that. Would love to visit there someday!
@glim, yea, a merry christmas to you too mate! Hope you get to spend some quality time with your family (or perhaps texturing? lol)
Really glad you like the look of things...kind of been working on all this new material since your last visit, so there's a lot to see, but it's scattered all over the place at the moment...including all over my desktop!!
Hope your studies are going well. I know things can get very pressured at times and you might even be doing something different now, but I hope for the good!
Glad to be back, Ive been on a long vacation from minecraft, but now I have time again
Thanks for the wishes as well, Im actually about to take my last final of the year in an hour or so, should go smoothly hopefully!
And Im very glad that you've stuck with the work and have put so much work into it. With all the hectic news surrounding mien craft and typical life duties that get to us all I had the slight fear that you might have dropped out of the scene while I was gone! Im glad to see that I was wrong. Everything looks absolutely gorgeous and Ive been looking through previous pages for all the awesome screenshots. Please take your time with the holidays and family, I think we all can wait till you get that all settled and enjoy Christmas
[quote=JesterxMailman89;/members/JesterxMailman89;/forums/mapping-and-modding/resource-packs/1223223-glimmars-steampunk-v15-alt-texture-col-mod?comment=12497]
Glad to be back, Ive been on a long vacation from minecraft, but now I have time again
Thanks for the wishes as well, Im actually about to take my last final of the year in an hour or so, should go smoothly hopefully!
And Im very glad that you've stuck with the work and have put so much work into it. With all the hectic news surrounding mien craft and typical life duties that get to us all I had the slight fear that you might have dropped out of the scene while I was gone! Im glad to see that I was wrong. Everything looks absolutely gorgeous and Ive been looking through previous pages for all the awesome screenshots. Please take your time with the holidays and family, I think we all can wait till you get that all settled and enjoy Christmas Thanks, mate. All the best for the exam...hope it went well!
Here's my latest changelog, presented by 'Mucky Pig' a new random version of my pig mob (there would have been more if I'd had time), and in the following pic there's a sneak peek at some of the new 64x items too! The changelog should help in finding all the new stuff in the GS v.16 update.
It's not a comprehensive list though, as I didn't note down everything as I worked on it, but it covers most things that I remember and which I've already previously shown in pics. The list is a bit big, so I've had to stick it in a spoiler (lets hope it works! ).
If anything particularly interests you and you want to find out more, then you'll have to flick back through the pages of this thread as I've uploaded copious amounts of pics and info since early Spring 2014.
Click the 'spoiler' to see the Gsv.16 Changelog
Glimmar's Steampunk v.16 for Minecraft 1.8.x Changelog
----------------------------------------------------------------------
blocks (Listed in no particular logical order) :
------------------------------------------------
Assume all new block textures are made as 64x textures and all are new and uniquely individual:
1 new random ctm Netherrack riveted 'vent' panel.
daylight_detector_top. (with variations)
daylight_detector_inverted_top. (with variations)
daylight_detector_side.
9 alternative daylight_detector sets of textures (for the Alternative Textures Download)
dirt (72 ctm textures)
grass_top (32 random ctm textures)
grass_side (26 random ctm textures)
grass_side_overlay (20 random ctm textures)
grass_side_snowed (26 random ctm textures)
mycelium_top (72 ctm textures)
mycelium_side (30 random ctm textures)
dirt_podzol_top (64 new ctm textures reworked and laid over the new ctm 'dirt')
dirt_podzol_side (16 new random ctm textures reworked and laid over the new ctm 'dirt')
farmland_dry (9 ctm textures)
farmland_wet (9 ctm textures)
gravel (16 ctm textures)
stone (64 ctm textures)
coal_ore (6 random ctm textures)
iron_ore (28 ctm ore textures, including 18 special abandoned rusty mine working features!)
lapis_ore (12 random ctm textures)
redstone_ore (6 random ctm textures)
stone_andesite (16 ctm textures) (with alt sets)
stone_andesite_smooth (6 ctm textures)
stone_diorite (16 ctm textures) (with alt sets)
stone_diorite_smooth (6 ctm textures)
stone_granite (16 ctm textures) (with alt sets)
stone_granite_smooth (6 ctm textures)
stone_button (new ctm cast iron riveted box for use as a button or giant bolt on constructions.
stonebrick (10 re-edited)
stonebrick 'slab and 'double_slab' (12 new random overhanging top slab textures)
stonebrick_stairs (12 new random overhanging top slab textures - same as for slabs)
sandstone 'slab' and 'double_slab' (36 ctm 'brick' textures)
sandstone_normal (16 ctm 'rock' textures)
sandstone_bottom (8 random ctm textures)
sandstone_top (8 random ctm 'paving slab' textures)
sandstone_smooth (8 random polished faces with bevelled edges)
sandstone_carved (11 vertical and random ctm textures)
sand (36 ctm textures)
red_sandstone 'slab' and 'double_slab' (36 ctm 'brick' textures)
red_sandstone_normal (16 ctm 'rock' textures)
red_sandstone_bottom (8 random ctm textures)
red_sandstone_top (8 random ctm 'paving slab' textures)
red_sandstone_smooth (8 random polished faces with bevelled edges)
red_sandstone_carved (11 vertical and random ctm textures)
red_sand (36 ctm textures)
cobble has had lots of ctm problems fixed and improvements added.
bedrock (9 ctm textures)
clay (36 ctm textures) (with alt sets)
brick (29 ctm textures for normal bricks and changed from 4 course to 6 course pattern)
GS 'mossy' brick (20 ctm textures for old damp, mossy 'double slab' bricks and using the new 6 course pattern)
nether_brick (new 4 course design on top and bottom)
stained_hardened_clay_white 'top' (47 new ctm Victorian checkerboard patterned tiles. patern changes dependent on how block is placed next to other stained_hardened_clay_white tiles).
stained_hardened_clay_white 'sides' (1 new repeating white glazed 'Subway brick' pattern)
stained_hardened_clay_white 'bottom face' (1 new repeating plasterwork ceiling design)
door_iron (4 lower, 4 upper ctm textures) + many alternative variations
door_acacia_lower
door_acacia_upper
door_birch_lower
door_birch_upper
door_dark_oak_lower
door_dark_oak_upper
door_jungle_lower
door_jungle_upper
door_spruce_lower
door_spruce_upper
door_wood_lower
door_wood_upper
iron_trapdoor (with many alternative variations)
planks_birch (10 new ctm textures also edited tonally to work with my new sandstone, along with a special carved 'double slab' feature)
planks_acacia ctm textures fixed after being broken by MC 1.8
planks_jungle (edited the non-ctm base version to be slightly lighter and have less conspicuous black edges to the planks)
planks_oak ctm textures fixed after being broken by MC 1.8
planks_spruce - fixed up the ctm to behave in more interesting ways.
ladder (4 brand new 64x ctm textures). Ladder now has a 'top' and 'bottom' end and a special horizontal single 'rung' texture for other interesting uses.
web (4 new random ctm webs)
slime 'gasbag' (with a few extra designs for the ALt Textures Download)
sponge_wet ornate rusty ironwork
leaves_big_oak (new set of 64 textures with random acorns and darker tone than normal oak leaves)
vine (4 ctm textures - recoloring work...too bright in normal MC)
log_jungle (27 ctm riveted metal pipe textures) (with alt sets)
log_jungle_top (12 ctm grate with hidden machinery textures) (with alt textures)
All random ctm plants needed new .properties files to fix jumbled up textures. A tediously long task!
double_plant_grass - A better texture was chosen for default non-MCPatcher MC use.
mushroom_red - chose a new default texture to fit better with the new automaton 'Mooshroom' mob.
redstone_torch_on (new design)
redstone_torch_off " "
destroy_stage_0-9 (10 new textures)
There are now 2 types of 'water_flow' and 'water_still' anim strips. One for MCPatcher use (the default) and the other for vanilla MC use (Playing without MCPatcher I noticed that water looked too bright and lacked the deeper color of MCPatcher water). The optimized vanilla MC files can be found in the 'assets/minecraft/textures/blocks' folder in the pack (just swap with the file versions that come as default with the pack). However, if at all possible, please only use my pack when you have MCPatcher installed.
New items (Listed in no particular logical order) :
---------------------------------------------------
door_acacia
door_birch
door_dark_oak
door_iron
door_jungle
door_spruce
door_wood
iron_axe
iron_hoe
iron_pickaxe
iron_shovel
iron_sword
mushroom_stew (my current favorite item texture!)
nether_wart (new packet of seeds)
painting
rabbit_cooked
rabbit_foot
rabbit_hide
rabbit_raw
rabbit_stew (my second fave item texture!)
seeds_melon (packet of seeds)
seeds_pumpkin (seed packet)
seeds_wheat (packet)
stick
Removed 'spawn_egg' and animated 'spawn_egg' alternative textures from pack and instead placed them in my 'Glimmar's Alternative Textures' download pack.
New Entities:
-------------
New 'steve' skin layout required for MC 1.8
New girl 'steve' skin layout as per MC 1.8
New 'Highland' shaggy haired cow mob skin.
New 'automoton' Mooshroom fungi machine with special 'harvester' gathering arms!
New Rabbits:
black
brown
caerbannog 'rogue automaton' white rabbit!
gold
salt
toast
white
white_splotched
New sheep designed for better blending of head to body particularly for dyed sheep.
New 'mucky' pig (I wanted to do more varieties, but there wasn't time!)
Gui:
----
achievement_background (edited new elements in necessary for MC 1.8)
enchanting_table (edited necessary 1.8 features in)
villager (re-designed and enlarged name plate at top to allow for larger villager names)
widgets (added a fair few extra elements as required by 1.8 - switches and number valves)
icons (added new icons as necessary for 1.8 and edited the 'armor' valves)
Paintings:
----------
10 ever-changing 'Landscape' 64x64 paintings
11 ever-changing 'portrait' 64x64 paintings
16 ever-changing 'poster' 64x64 paintings
1 Giant animated steampunk clock which does not keep accurate time, but still looks cool IMHO
Miscellaneous:
--------------
edited MCPatcher color.properties to remove biome specific coloring for sand so that sandstone rocks blend. I could have used biome specific coloring on the sandstones, but when I have added more block/biome specific colors before it seems to overload the system and causes very noticable lag!
In all, that's a conservative estimate of more than 1,200 new block and item 64x64 textures and edits, not counting many, many alternative variations, sets and endless re-edits, endless re-cutting and saving of individual textures for ctm folders, including all their accompanying .properties files. Also not including the following gui, entities, and ever-changing 64x paintings!
I'm not sure how much time I've got before Christmas now to compile the proof of work vids, RL work and preparations for the festive season have just got very fraught now, so I sincerely apologise if the update doesn't materialize before then! It will come as soon as I get the time...I'm really sorry!:(
The Meaning of Life, the Universe, and Everything.
Location:
Deep in a Mineshaft
Join Date:
12/17/2010
Posts:
58
Minecraft:
Pjpuas
Member Details
Greetings Glimmar!
Been a long time since Ive logged on here, and I am very glad to see you are still doning us with your amazing textures. If it wasnt for your great generosity I would have long forgotten Minecraft and just moved on to other games. But something about this grand art work keeps me coming back. It gives this game a immense sense of depth, which is saying alot considering you could theoretically endlessly explore such as it is.
That being said I am very much looking forward to exploring a new world with your latest steampunky iteration. Part of me cant hardly wait, but another part knows that you cannot rush a masterpiece. So as far as I am concerned, there is no need to apoligize for when you'll be able to release this into the wild. Either way I am sure many, myself included, will be thrilled to immerse oursleves into our worlds surrounded by your work.
Happy holidays to you and yours good sir, and to all our fellow Steampunkers!
Indeed, they're quite beautiful and picturesque places and it was nice to grow up in this "setting" and these tiny alleys.
I was hoping you liked this pics because they can be inspiring for CTM and stuff in a way.
I didn't know how Oxford looks until now, but I can see that it is a gorgeous town! I hope I can visit it one day.
And again, you've done an amazing work mate!
Also I love these seeds!
And merry christmas to you all (and to your families)!
Oh! Yes! Oxford is well worth a visit sometime if you're in the UK. So much to see and take in, but do take your camera.
Glad you like the seed packs and stuff.
A very merry Christmas and prosperous New Year to you and family, Cynips.
Been a long time since Ive logged on here, and I am very glad to see you are still doning us with your amazing textures. If it wasnt for your great generosity I would have long forgotten Minecraft and just moved on to other games. But something about this grand art work keeps me coming back. It gives this game a immense sense of depth, which is saying alot considering you could theoretically endlessly explore such as it is.
That being said I am very much looking forward to exploring a new world with your latest steampunky iteration. Part of me cant hardly wait, but another part knows that you cannot rush a masterpiece. So as far as I am concerned, there is no need to apoligize for when you'll be able to release this into the wild. Either way I am sure many, myself included, will be thrilled to immerse oursleves into our worlds surrounded by your work.
Happy holidays to you and yours good sir, and to all our fellow Steampunkers!
Hiya, Pjpuas!
Really good to see again, mate!
Oh, oh! If you haven't used the old pack and MC for a while then you've a lot to try out...and a jolly lot more when I finally get this flippin' mammoth update out.
Many thanks for those kind words too, coming from an old MC friend they mean a great deal.
Happy festive season to you and the family...here's hoping you're not already too snowed in for the winter, and if you are already, that you've got enough seasonal supplies to enjoy the hibernation in comfort.
.....GSv.16 Taster Vid 5: Nothing But Glorious Dirt and Grass!
Glimmar's Steampunk v.16 Update - available soon!
...with a little bit of new stone, gravel and clay thrown in for good measure. Hundreds of new 64x ctm (connected textures) tiles make up a play of natural earthy goodness. Of course you will need to use the latest 'MCPatcher' mod to make use of any CTM 'connected textures'...without which you will not be able to see any extra blocks, animated 'BetterSkies', random animated extra mobs and villagers, animated GUIs, extended range of animated paintings, Better Colors, BetterLighting, etc...you'll be missing out on all of these things and so much more!
Two things to apologise for, aside from the obvious long wait for the update, I no longer seem to be able to activate mip-mapping in Minecraft (despite) now having uninstalled and reinstalled everything, so this will obviously have a bearing on how things look in vids and pics. Secondly any stuttering in my videos is not indicative of how smooth MC is with my pack. More likely this is due to multiple issues I've not been able to improve on due to Fraps, Adobe Premier and Youtube. While I am filming ingame everything runs smoothly, the Fraps captures seem to add a little jitter when I play the file and Adobe Premiere seems to add more, finally when uploaded to Youtube it's even worse! Sometime over the next year I plan to upgrade my Nvidia graphics card, which should make 'hardware' rather than 'software' capture of ingame activity possible for the first time.
I could probably improve on video jitter by recording lower res footage, with a consequent loss of detail. I would rather have some jitter and still be able show relatively crisp detail.
To all those who are still interested in my work...thanks for looking in and watching the video.
Music credits:
____________
The music in this video is by Cousin Silas
who produces the most incredibly atmospheric ambient music.
How are things looking for the pre-christmas release of the update?
In short...not good!
There's a lot still to show in vids (as proof of work when I have to confront those who purloin it) and they take time to make. Also being the festive season, I have to put my family first now or there'll be no Santa and no turkey this Christmas! I completely understand what the real Santa must feel like every Christmas and he has magic and elves on his side...GS only has me and some very understanding friends and users on these forums.
To put it in perspective...I still haven't had any free time to myself for anything else this past couple of months, other than necessary GS texture editing and now video editing. So at present I'm seeing to my family and trying to keep my sanity intact and occasionally making some video clips.
Have a happy holiday, rosestorm.
PS. I might manage another video before Christmas though.
Complimenting and blending with the new dirt comes a whole new range of updated stone and ore and new 1.8 stone. All the new ores have been randomised, diamond and emerald are still animated, but I now feel a range of different ores is more useful than 1 animated ore, so any animated ores will be phased out in the next update. Hopefully you will find many more uses for these new ores as decoration in the case of coal, lapis, redstone or in the case of iron ores as rusty iron features and crumbling rock and concrete.
Similarly I hope the new unrefined rocks can make for useful new building materials, from concrete to granite foundations and columns.
Two things to apologise for, aside from the obvious long wait for the update, I no longer seem to be able to activate mip-mapping in Minecraft (despite) now having uninstalled and reinstalled everything, so this will obviously have a bearing on how things look in vids and pics. Secondly any stuttering in my videos is not indicative of how smooth MC is with my pack. More likely this is due to multiple issues I've not been able to improve on due to Fraps, Adobe Premier and Youtube. While I am filming in-game everything runs smoothly, the Fraps captures seem to add a little jitter when I play the file and Adobe Premiere seems to add more, finally when uploaded to Youtube it's even worse! Sometime over the next year I plan to upgrade my Nvidia graphics card, which should make 'hardware' rather than 'software' capture of in-game activity possible for the first time.
I could probably improve on video jitter by recording lower res footage, with a consequent loss of detail. However, I would rather have some jitter and still be able show relatively crisp detail.
To all those who are still interested in my work...thanks for looking in and watching the video. Also thanks for your patience at this busy festive time. I'm working on things as fast as I can, but my family comes first!
Music credits:
____________
The music in this video is by Cousin Silas
who produces the most incredibly atmospheric music.
Music listed in the order in which you hear it in this movie:
Wow, you've been working on NewGlim quite a bit since I last saw it! It really is always a pleasure to see it continue to evolve and develop along with the pack itself. Ive tried to start my own little city of sorts, but I always get sidetracked with other projects or games. You have an unearthly dedication for having the same city for so long instead of moving on. Can not wait for the next update, hope your holidays are still going smoothly
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Curse PremiumMany thanks, Megistus. Not so long to wait now, if all goes well and my wife doesn't keep asking me to stick kids artwork and calenders together until 2am ready for the Christmas hols.
Haha...I'm sure you've got plenty of excellent material waiting in the wings too.
Yes, I do use a graphics tablet. The one I'm currently using at the moment is a 'Wacom Intuos 5', around the £200 mark from Amazon UK a couple of years ago. Before that I used a simple little Wacom Bamboo, which was small, but quite adequate for nib pressure sensitivity. The good thing about the Intuos is that it registers the angle you hold your pen, not just the pressure you apply and there's a much bigger working area, A4 scale compared to A5. With regard to small textures for Minecraft I don't think there's a big advantage over the Bamboo. The Intuos would be great for simulating brushwork with sweeping flourishes though, but it also takes up a lot more space on my desk as I've never got used to using it directly infront of me or on my lap, preferring to keep my options open on the keyboard.
I've only really had experience of Wacom tablets, but I'd recommend anything they make, within your price range of course, as things like Gimp and Photoshop have both worked perfectly with either of the two tablets I've used. Just remember to always launch your graphics program with the pen and tablet rather than the mouse or they get a bit confused with regard to pressure sensitivity and the like, although once launched with the pen you can then open things with the mouse and both tools can be used, just not the other way around.
I'm glad we're in agreement over the iron tools. I'm not really wanting to add finickiness for it's own sake.
As regards wood and stone I'm just looking at the sort of things you'd expect a Victorian gentleman to fashion given the same circumstances we'd all find ourselves in. Clubs, sticks, flint daggers, etc. as you say it gets a bit easier to be a little more thematic when you hit gold and diamond. I'm still wanting to steer clear of over-complicated animation even with the diamond tools, but until I set to and start on each tool type I can't really say what my thinking will be.
Yes, that old 32x texture is a bit old, somewhat inappropriately 20th century and in need of retirement. I agree now that it is probably better as something like a traditional keg, barrel or crate, anything more detailed or useful tempts one into using it for decoration at great accidental cost, though it's a bit safer than in the old days of MC!
Haha! We are mentally in tune, Shadow!
More likely that it's just using brass pipes and hard wood rungs with circular wall fittings which are all common Victorian/Edwardian nautical and bathroom style of fittings, so we all follow the same train of thought.
Many thanks, mate!
Now that opening line is nearly as bad as something I'd come out with! I'd be proud of that!
Well, if I inspire you and a few others to come out of retirement I think my job will be well done! I doubt you're alone though. Whether it's the Microsoft equation, or Notch leaving, or the rise of so many other sandbox games, but things seem very quiet in general on the forums. I think Notch leaving really did unsettle a lot of people, because it kind of signaled the end of an era, that and such huge changes in 1.8 that badly effected the modding community...at least from the way I see things at a cursory glance.
*********************************************************************
I'm downing tools now as there isn't time to add anything new that wouldn't seriously delay things, so I'll be uploading a pretty large batch of pics covering all the new sandstone textures I've been working on, then onto vids and sorting things for an upload. Whether I'll be able to muster up the energy to do a detailed changelog on top of clearing out the OP remains to be seen, especially as I've created so much new material and edited and tinkered with existing stuff, but I'll try and make some sense of it.
So stand by for the 'new sandstone' pics landing soon.
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Curse Premium.....Gsv.16 New Sandstone WIP!
Sandstone has changed radically! If you've been following this thread, you will already know what I am talking about and if you haven't, then natural sandstone in the landscape is now made up of rough rocks which blend as well as can be expected with normal or red sand. However, to get new 64x interlocking sandstone bricks, you need to build with sandstone slabs instead and a combination of cut sandstone bricks (slabs) and naturally rough sandstone rocks (blocks) makes for some very versatile builds.
There are new 64x ctm textures for tops and bottoms of the different sandstone blocks (smooth and carved) and carved sandstone also has vertical ctm applied to it to allow for columns or decorative walls. There are 4 different textures for the sandstone tops and 3 for the bottom face and of course the same range for red sandstone. The sandstone freize of figures is borrowed temporarily from the marble freize texture.
For now red sandstone is exactly the same as normal sandstone...just a different color...it was necessary to cut corners here or I would still have been working on Gsv16 well into the new year! As soon as I can, the red sandstone will have it's own range of unique textures for greater flexibility and variety of designs. I now also need to look at how the other hardened stained clays can be improved to maximise their beauty when used by MC when it randomly generates temples, ruins and the like. Didn't have time to mess with this side of things, but at the moment what's there kind of brings down the work I've put into getting the sandstone to shine.
Incidentally, the natural sandstone rocks come from a photograph I took of the side of a church in Oxford and the sandstone bricks are from a series of photographs I took of a renovated church standing less than 100 metres from where I live. Also the dirt, gravel, sand, all the new stone textures, all came from material within less than half a mile of where I live and most from the same small patch of ground visited on one sunny winter's day. Useless facts really, but I thought I'd mention it anyway.
I've also edited the birch wood to be tonally the same as sandstone and added more ctm there to allow for some extra decorative features that can be applied to normal sandstone, whilst at the same time still retaining it's 'wood-like' appearence when used outside the context of sandstone.
The new sand is yet to have more random top and side features to make it even more 'sand-like' and red sand may end up being a completely different texture altogether. I just didn't want to get bogged down doing as much on the sand as I put in on the dirt this close to Christmas.
As this is becoming a wall of text I'll let the following series of pics better explain things and as there are so many I'm going to divide them into 3 separately posted groups – 'New Sandstone in the Wild', 'Building with Normal Sandstone' and 'New Red Sandstone WIP'
Starting with:
.....Gsv.16 New Sandstone in the Wild!
My new sandstone and sand as it comes randomly in the landscape with a random Minecraft world:
If you're still curious, click the 'spoiler' button to see more pics:
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Curse Premium.....Gsv.16 Building with Normal Sandstone!
[please read the previous post for further information about these pics]
My new sandstone 'slab' bricks and smooth and carved blocks...painstakingly assembled into some small pointless structures, but there's a few more refined architectural wonders there too!
Gah! Flunked the spoiler buttons on this one and can't get them to work now. Apologies for the huge wall of pics!
Red Sandstone still to come...
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Curse Premium.....Gsv.16 New Red Sandstone WIP!
[please read the previous two posts to put these pics in context...thanks!]
Click the spoiler for more pics:
Just remembered I haven't done some necessary item editing for doors and rabbits, so the vid work will be delayed slightly.
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Curse PremiumVery nice work Glim, Im loving the new updated blocks, they look fantastic as per usual. Hope your doing well these days.
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Curse PremiumHaha! Many thanks, Sheep.
Although the red sandstone is just a recoloring of the new standard sandstone I did try to match the color as well as I could to photographs I've taken in the past of red sandstone buildings. Not always easy to do with photographs taken on different days, but I just wanted to get away from the overly brilliant orange that Mojang used and go for a more subdued kind of pink sandstone which i think looks more natural.
I'm looking forward to having some time over the Christmas hols to get stuck into some big builds again. Since reappearing again in September and trying to catch up with all the new textures I just haven't had chance to do anything other than little sample builds to try things out.
Thanks again...and if our paths don't cross again before Christmas...have a good one!
Thanks, ChooChooGuy, I'm tickled pink to get a 'WOW!' Hope it doesn't disappoint!
You are very kind, Cynips, and I very much value your comments and I'm glad you like the look of the new sandstone, I really did spend a lot of time on these textures and was quite happy with them for my own purposes, but comments from one's peers goes a huge way to confirming I'm not just deluding myself (even though I might still be!
Those pics of your home towns are absolutely fantastic! I wish I'd been able to visit and gather some photographs there before I embarked on converting my sandstone. I love the fact that one town is kind of ivory yellow stone and the neighboring town is red...kind of like a chess set colours. You probably didn't think it at the time, but you are very lucky to have grown up with such wonderful medieval looking architecture as that...I'm very envious!
The sandstone in Oxford is everywhere, and exceptional for photography, but I'm only ever there very briefly visiting my son at uni and the last thing I want to do is waste time trundling around snapping textures...but I will one day though! We have a lot of sandstone architecture in my home town too...but mostly Victorian churches, libraries, court buildings etc, and often very mildewed and stained, which would have been great for my theme, but the same textures have to work in a desert setting and green stained desert stone doesn't quite look right!
Many thanks again.
Jester! Great to have you back!
Really glad you like the look of things...kind of been working on all this new material since your last visit, so there's a lot to see, but it's scattered all over the place at the moment...including all over my desktop!!
Hope your studies are going well. I know things can get very pressured at times and you might even be doing something different now, but I hope for the good!
I don't really want to remember what the old sandstone looked like now, so don't worry about forgetting!
Many thanks, Lizeon.
Glad you like, curalot.
I'm still working towards a release before Christmas, but that might be slightly unrealistic now as my wife keeps giving me more and more errands to run!
As mentioned in my previous post, I'd downed my tools yesterday, only to remember I hadn't made item textures for the new doors and all the rabbit stuff, which is what I did all last night and into the early hours (3.00am) - completing new 64x textures for all the seeds...which are now in some nice seed packets, stick, painting, string, rabbit foot, rabbit cooked and raw, rabbit skin, and new cans of mushroom and rabbit stew and I'm currently working on the Changelog (such a lot to try and remember!), so my work vids are still to be done over the next couple of days, based on the Changelog, if I can get the time. Then there's the OP to quickly sort and a new licence to word!
I'm putting every spare minute I can into finishing stuff, So all I can say is it'll be released as soon as possible this Christmas, either before or shortly after...if I'm not too busy cutting the turkey, assembling presents or too sozzled with sherry!
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Curse PremiumWow cynips, you're lucky you got to grow up in a place so gorgeous! Australia is quite modern so we don't have any neat medieval stuff like that. Would love to visit there someday!
@glim, yea, a merry christmas to you too mate! Hope you get to spend some quality time with your family (or perhaps texturing? lol)
The red sandstone makes me think of Petra-
Very nice work.
The Auld Grump
Glad to be back, Ive been on a long vacation from minecraft, but now I have time again
Thanks for the wishes as well, Im actually about to take my last final of the year in an hour or so, should go smoothly hopefully!
And Im very glad that you've stuck with the work and have put so much work into it. With all the hectic news surrounding mien craft and typical life duties that get to us all I had the slight fear that you might have dropped out of the scene while I was gone! Im glad to see that I was wrong. Everything looks absolutely gorgeous and Ive been looking through previous pages for all the awesome screenshots. Please take your time with the holidays and family, I think we all can wait till you get that all settled and enjoy Christmas
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Curse PremiumAwesome pic!
Glad you like the sandstone, Auld Grump.
[quote=JesterxMailman89;/members/JesterxMailman89;/forums/mapping-and-modding/resource-packs/1223223-glimmars-steampunk-v15-alt-texture-col-mod?comment=12497]
Glad to be back, Ive been on a long vacation from minecraft, but now I have time again
Thanks for the wishes as well, Im actually about to take my last final of the year in an hour or so, should go smoothly hopefully!
And Im very glad that you've stuck with the work and have put so much work into it. With all the hectic news surrounding mien craft and typical life duties that get to us all I had the slight fear that you might have dropped out of the scene while I was gone! Im glad to see that I was wrong. Everything looks absolutely gorgeous and Ive been looking through previous pages for all the awesome screenshots. Please take your time with the holidays and family, I think we all can wait till you get that all settled and enjoy Christmas
******************************************************************************
.....GSv.16 Changelog Presented by 'Mucky Pig'!
Here's my latest changelog, presented by 'Mucky Pig' a new random version of my pig mob (there would have been more if I'd had time), and in the following pic there's a sneak peek at some of the new 64x items too! The changelog should help in finding all the new stuff in the GS v.16 update.
It's not a comprehensive list though, as I didn't note down everything as I worked on it, but it covers most things that I remember and which I've already previously shown in pics. The list is a bit big, so I've had to stick it in a spoiler (lets hope it works! ).
If anything particularly interests you and you want to find out more, then you'll have to flick back through the pages of this thread as I've uploaded copious amounts of pics and info since early Spring 2014.
Click the 'spoiler' to see the Gsv.16 Changelog
Glimmar's Steampunk v.16 for Minecraft 1.8.x Changelog
----------------------------------------------------------------------
blocks (Listed in no particular logical order) :
------------------------------------------------
Assume all new block textures are made as 64x textures and all are new and uniquely individual:
1 new random ctm Netherrack riveted 'vent' panel.
daylight_detector_top. (with variations)
daylight_detector_inverted_top. (with variations)
daylight_detector_side.
9 alternative daylight_detector sets of textures (for the Alternative Textures Download)
dirt (72 ctm textures)
grass_top (32 random ctm textures)
grass_side (26 random ctm textures)
grass_side_overlay (20 random ctm textures)
grass_side_snowed (26 random ctm textures)
mycelium_top (72 ctm textures)
mycelium_side (30 random ctm textures)
dirt_podzol_top (64 new ctm textures reworked and laid over the new ctm 'dirt')
dirt_podzol_side (16 new random ctm textures reworked and laid over the new ctm 'dirt')
farmland_dry (9 ctm textures)
farmland_wet (9 ctm textures)
gravel (16 ctm textures)
stone (64 ctm textures)
coal_ore (6 random ctm textures)
iron_ore (28 ctm ore textures, including 18 special abandoned rusty mine working features!)
lapis_ore (12 random ctm textures)
redstone_ore (6 random ctm textures)
stone_andesite (16 ctm textures) (with alt sets)
stone_andesite_smooth (6 ctm textures)
stone_diorite (16 ctm textures) (with alt sets)
stone_diorite_smooth (6 ctm textures)
stone_granite (16 ctm textures) (with alt sets)
stone_granite_smooth (6 ctm textures)
stone_button (new ctm cast iron riveted box for use as a button or giant bolt on constructions.
stonebrick (10 re-edited)
stonebrick 'slab and 'double_slab' (12 new random overhanging top slab textures)
stonebrick_stairs (12 new random overhanging top slab textures - same as for slabs)
sandstone 'slab' and 'double_slab' (36 ctm 'brick' textures)
sandstone_normal (16 ctm 'rock' textures)
sandstone_bottom (8 random ctm textures)
sandstone_top (8 random ctm 'paving slab' textures)
sandstone_smooth (8 random polished faces with bevelled edges)
sandstone_carved (11 vertical and random ctm textures)
sand (36 ctm textures)
red_sandstone 'slab' and 'double_slab' (36 ctm 'brick' textures)
red_sandstone_normal (16 ctm 'rock' textures)
red_sandstone_bottom (8 random ctm textures)
red_sandstone_top (8 random ctm 'paving slab' textures)
red_sandstone_smooth (8 random polished faces with bevelled edges)
red_sandstone_carved (11 vertical and random ctm textures)
red_sand (36 ctm textures)
cobble has had lots of ctm problems fixed and improvements added.
bedrock (9 ctm textures)
clay (36 ctm textures) (with alt sets)
brick (29 ctm textures for normal bricks and changed from 4 course to 6 course pattern)
GS 'mossy' brick (20 ctm textures for old damp, mossy 'double slab' bricks and using the new 6 course pattern)
nether_brick (new 4 course design on top and bottom)
stained_hardened_clay_white 'top' (47 new ctm Victorian checkerboard patterned tiles. patern changes dependent on how block is placed next to other stained_hardened_clay_white tiles).
stained_hardened_clay_white 'sides' (1 new repeating white glazed 'Subway brick' pattern)
stained_hardened_clay_white 'bottom face' (1 new repeating plasterwork ceiling design)
door_iron (4 lower, 4 upper ctm textures) + many alternative variations
door_acacia_lower
door_acacia_upper
door_birch_lower
door_birch_upper
door_dark_oak_lower
door_dark_oak_upper
door_jungle_lower
door_jungle_upper
door_spruce_lower
door_spruce_upper
door_wood_lower
door_wood_upper
iron_trapdoor (with many alternative variations)
planks_birch (10 new ctm textures also edited tonally to work with my new sandstone, along with a special carved 'double slab' feature)
planks_acacia ctm textures fixed after being broken by MC 1.8
planks_jungle (edited the non-ctm base version to be slightly lighter and have less conspicuous black edges to the planks)
planks_oak ctm textures fixed after being broken by MC 1.8
planks_spruce - fixed up the ctm to behave in more interesting ways.
ladder (4 brand new 64x ctm textures). Ladder now has a 'top' and 'bottom' end and a special horizontal single 'rung' texture for other interesting uses.
web (4 new random ctm webs)
slime 'gasbag' (with a few extra designs for the ALt Textures Download)
sponge_wet ornate rusty ironwork
leaves_big_oak (new set of 64 textures with random acorns and darker tone than normal oak leaves)
sapling_jungle (3 ctm textures...probably temporary)
vine (4 ctm textures - recoloring work...too bright in normal MC)
log_jungle (27 ctm riveted metal pipe textures) (with alt sets)
log_jungle_top (12 ctm grate with hidden machinery textures) (with alt textures)
All random ctm plants needed new .properties files to fix jumbled up textures. A tediously long task!
double_plant_grass - A better texture was chosen for default non-MCPatcher MC use.
mushroom_red - chose a new default texture to fit better with the new automaton 'Mooshroom' mob.
redstone_torch_on (new design)
redstone_torch_off " "
destroy_stage_0-9 (10 new textures)
There are now 2 types of 'water_flow' and 'water_still' anim strips. One for MCPatcher use (the default) and the other for vanilla MC use (Playing without MCPatcher I noticed that water looked too bright and lacked the deeper color of MCPatcher water). The optimized vanilla MC files can be found in the 'assets/minecraft/textures/blocks' folder in the pack (just swap with the file versions that come as default with the pack). However, if at all possible, please only use my pack when you have MCPatcher installed.
New items (Listed in no particular logical order) :
---------------------------------------------------
door_acacia
door_birch
door_dark_oak
door_iron
door_jungle
door_spruce
door_wood
iron_axe
iron_hoe
iron_pickaxe
iron_shovel
iron_sword
mushroom_stew (my current favorite item texture!)
nether_wart (new packet of seeds)
painting
rabbit_cooked
rabbit_foot
rabbit_hide
rabbit_raw
rabbit_stew (my second fave item texture!)
seeds_melon (packet of seeds)
seeds_pumpkin (seed packet)
seeds_wheat (packet)
stick
Removed 'spawn_egg' and animated 'spawn_egg' alternative textures from pack and instead placed them in my 'Glimmar's Alternative Textures' download pack.
New Entities:
-------------
New 'steve' skin layout required for MC 1.8
New girl 'steve' skin layout as per MC 1.8
New 'Highland' shaggy haired cow mob skin.
New 'automoton' Mooshroom fungi machine with special 'harvester' gathering arms!
New Rabbits:
black
brown
caerbannog 'rogue automaton' white rabbit!
gold
salt
toast
white
white_splotched
New sheep designed for better blending of head to body particularly for dyed sheep.
New 'mucky' pig (I wanted to do more varieties, but there wasn't time!)
Gui:
----
achievement_background (edited new elements in necessary for MC 1.8)
enchanting_table (edited necessary 1.8 features in)
villager (re-designed and enlarged name plate at top to allow for larger villager names)
widgets (added a fair few extra elements as required by 1.8 - switches and number valves)
icons (added new icons as necessary for 1.8 and edited the 'armor' valves)
Paintings:
----------
10 ever-changing 'Landscape' 64x64 paintings
11 ever-changing 'portrait' 64x64 paintings
16 ever-changing 'poster' 64x64 paintings
1 Giant animated steampunk clock which does not keep accurate time, but still looks cool IMHO
Miscellaneous:
--------------
edited MCPatcher color.properties to remove biome specific coloring for sand so that sandstone rocks blend. I could have used biome specific coloring on the sandstones, but when I have added more block/biome specific colors before it seems to overload the system and causes very noticable lag!
In all, that's a conservative estimate of more than 1,200 new block and item 64x64 textures and edits, not counting many, many alternative variations, sets and endless re-edits, endless re-cutting and saving of individual textures for ctm folders, including all their accompanying .properties files. Also not including the following gui, entities, and ever-changing 64x paintings!
I'm not sure how much time I've got before Christmas now to compile the proof of work vids, RL work and preparations for the festive season have just got very fraught now, so I sincerely apologise if the update doesn't materialize before then! It will come as soon as I get the time...I'm really sorry!:(
Been a long time since Ive logged on here, and I am very glad to see you are still doning us with your amazing textures. If it wasnt for your great generosity I would have long forgotten Minecraft and just moved on to other games. But something about this grand art work keeps me coming back. It gives this game a immense sense of depth, which is saying alot considering you could theoretically endlessly explore such as it is.
That being said I am very much looking forward to exploring a new world with your latest steampunky iteration. Part of me cant hardly wait, but another part knows that you cannot rush a masterpiece. So as far as I am concerned, there is no need to apoligize for when you'll be able to release this into the wild. Either way I am sure many, myself included, will be thrilled to immerse oursleves into our worlds surrounded by your work.
Happy holidays to you and yours good sir, and to all our fellow Steampunkers!
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Curse PremiumOh! Yes! Oxford is well worth a visit sometime if you're in the UK. So much to see and take in, but do take your camera.
Glad you like the seed packs and stuff.
A very merry Christmas and prosperous New Year to you and family, Cynips.
Hiya, Pjpuas!
Really good to see again, mate!
Oh, oh! If you haven't used the old pack and MC for a while then you've a lot to try out...and a jolly lot more when I finally get this flippin' mammoth update out.
Many thanks for those kind words too, coming from an old MC friend they mean a great deal.
Happy festive season to you and the family...here's hoping you're not already too snowed in for the winter, and if you are already, that you've got enough seasonal supplies to enjoy the hibernation in comfort.
************************************************************************************
.....GSv.16 Taster Vid 5: Nothing But Glorious Dirt and Grass!
Glimmar's Steampunk v.16 Update - available soon!
...with a little bit of new stone, gravel and clay thrown in for good measure. Hundreds of new 64x ctm (connected textures) tiles make up a play of natural earthy goodness. Of course you will need to use the latest 'MCPatcher' mod to make use of any CTM 'connected textures'...without which you will not be able to see any extra blocks, animated 'BetterSkies', random animated extra mobs and villagers, animated GUIs, extended range of animated paintings, Better Colors, BetterLighting, etc...you'll be missing out on all of these things and so much more!
Two things to apologise for, aside from the obvious long wait for the update, I no longer seem to be able to activate mip-mapping in Minecraft (despite) now having uninstalled and reinstalled everything, so this will obviously have a bearing on how things look in vids and pics. Secondly any stuttering in my videos is not indicative of how smooth MC is with my pack. More likely this is due to multiple issues I've not been able to improve on due to Fraps, Adobe Premier and Youtube. While I am filming ingame everything runs smoothly, the Fraps captures seem to add a little jitter when I play the file and Adobe Premiere seems to add more, finally when uploaded to Youtube it's even worse! Sometime over the next year I plan to upgrade my Nvidia graphics card, which should make 'hardware' rather than 'software' capture of ingame activity possible for the first time.
I could probably improve on video jitter by recording lower res footage, with a consequent loss of detail. I would rather have some jitter and still be able show relatively crisp detail.
To all those who are still interested in my work...thanks for looking in and watching the video.
Music credits:
____________
The music in this video is by Cousin Silas
who produces the most incredibly atmospheric ambient music.
01 Fog Music 1.mp3
from the album:
Fog Music 1
by Cousin Silas
https://archive.org/details/CousinSilasFogMusic101FogMusic1
Please also visit Cousin Silas's blog for further information:
http://cousinsilas.blogspot.co.uk/p/discography_30.html
For the rest of the sound sample credits please see the end of the video.
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Curse PremiumIn short...not good!
There's a lot still to show in vids (as proof of work when I have to confront those who purloin it) and they take time to make. Also being the festive season, I have to put my family first now or there'll be no Santa and no turkey this Christmas! I completely understand what the real Santa must feel like every Christmas and he has magic and elves on his side...GS only has me and some very understanding friends and users on these forums.
To put it in perspective...I still haven't had any free time to myself for anything else this past couple of months, other than necessary GS texture editing and now video editing. So at present I'm seeing to my family and trying to keep my sanity intact and occasionally making some video clips.
Have a happy holiday, rosestorm.
PS. I might manage another video before Christmas though.
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Curse Premium.....GSv.16 Taster Vid 6: New Rocks & New Ore
Glimmar's Steampunk v.16 Update - available soon!
Complimenting and blending with the new dirt comes a whole new range of updated stone and ore and new 1.8 stone. All the new ores have been randomised, diamond and emerald are still animated, but I now feel a range of different ores is more useful than 1 animated ore, so any animated ores will be phased out in the next update. Hopefully you will find many more uses for these new ores as decoration in the case of coal, lapis, redstone or in the case of iron ores as rusty iron features and crumbling rock and concrete.
Similarly I hope the new unrefined rocks can make for useful new building materials, from concrete to granite foundations and columns.
Two things to apologise for, aside from the obvious long wait for the update, I no longer seem to be able to activate mip-mapping in Minecraft (despite) now having uninstalled and reinstalled everything, so this will obviously have a bearing on how things look in vids and pics. Secondly any stuttering in my videos is not indicative of how smooth MC is with my pack. More likely this is due to multiple issues I've not been able to improve on due to Fraps, Adobe Premier and Youtube. While I am filming in-game everything runs smoothly, the Fraps captures seem to add a little jitter when I play the file and Adobe Premiere seems to add more, finally when uploaded to Youtube it's even worse! Sometime over the next year I plan to upgrade my Nvidia graphics card, which should make 'hardware' rather than 'software' capture of in-game activity possible for the first time.
I could probably improve on video jitter by recording lower res footage, with a consequent loss of detail. However, I would rather have some jitter and still be able show relatively crisp detail.
To all those who are still interested in my work...thanks for looking in and watching the video. Also thanks for your patience at this busy festive time. I'm working on things as fast as I can, but my family comes first!
Music credits:
____________
The music in this video is by Cousin Silas
who produces the most incredibly atmospheric music.
Music listed in the order in which you hear it in this movie:
07_Observation_Day_7_Dealey_Plaza_vbr.mp3
02_Reservoir_Outlet_Shaft_vbr.mp3
from the album:
ballard landscapes (emp007)
https://archive.org/details/cousinsilas_ballard_landscapes
04_The_Unknown_Traveller.mp3
06_Time_Dilates.mp3
from the album:
Complex Silence 28
https://archive.org/details/Complex_Silence_28
Please also visit Cousin Silas's blog for further information:
http://cousinsilas.blogspot.co.uk/p/discography_30.html
For the rest of the sound sample credits please see the end of the video.