Just to keep you in the picture. I've been trying the best part of the morning and all afternoon to upload GSv16 to my Curse/Forge page and each attempt has taken an age, with it finally failing to upload everytime!
I keep trying... ... ... ...
ps. Also wouldn't let me open a new project for the 'Normal Sandstone' add-on pack. decided to just upload it to MediaFire. I don't want to do this for the main pack though, so don't suggest it.
edit: Could be each file is waiting on approval...one can but hope!
edit 2: Right... I watched the upload to the bitter end and saw it say, "Glimmars Steampunk v16.zip" successfully uploaded. but it's still not showing up, so I guess it is a case of waiting on someone verifying the file. As soon as I see that the file is visible, I'll notify you all and update the OP.
YEA!!!!! Just downloaded! I am sure you are feeling quite relieved!
BTW Glim, could you update my banner to the one that has 1.7.10 stenciled on it? Also, As I split out of the pack my alt textures into a second download, would you be willing to add that link as well, as well as change the 'verbiage' to reflect that the alt textures are not part of the mod support textures.
Thanks for all your hard work! I look forward to digging through it and updating the Mod pack so that it blends in well.
Oh..Thank You, Thank You and again Thank You! My foot was tapping so patiently for the longest time and now I can set it to rest. lol I'm off to start another world!
Once again Glimmar, your work is very much appreciated and your time and effort. Now it's time for YOU to get some rest.
YEA!!!!! Just downloaded! I am sure you are feeling quite relieved!
BTW Glim, could you update my banner to the one that has 1.7.10 stenciled on it? Also, As I split out of the pack my alt textures into a second download, would you be willing to add that link as well, as well as change the 'verbiage' to reflect that the alt textures are not part of the mod support textures.
Thanks for all your hard work! I look forward to digging through it and updating the Mod pack so that it blends in well.
Hang on, I'll have a look back through and change the wording...
Haha, 'Relief' is definitely the word, you're right on there! Having to do so much work on bringing the OP up to scratch, then finding that the Curse Website editor was completely unfamiliar, trying to get the wording right in every section of the OP, readme files, legal, instructions, etc. All those things are a right pain!
There'll still be things I've overlooked, but at least I feel I've somewhat mastered the OP. Found out I can't display more than one Youtube video anymore, whatever I try, hence the Youtube 'playlist' and the 'Glimmar Movie Tab'. BB commands for type are all different now from my old backup and spoilers are still a pain, but hopefully it all looks reasonably ordered now. This past couple of weeks have felt like I've been spinning numerous plates atop wiggly poles and it all might come tumbling down at once.
Oh..Thank You, Thank You and again Thank You! My foot was tapping so patiently for the longest time and now I can set it to rest. lol I'm off to start another world!
Once again Glimmar, your work is very much appreciated and your time and effort. Now it's time for YOU to get some rest.
Many thanks, mate.
I'm now going to have a look at some of the Steam pressies I got over the Christmas hols...I haven't managed to even install a single one!
OMG OMGFTWITISHEREFINALYILOVEYOUGLIMMARYOUARESOAWESOMEITYPESOFASTLOL!!!!!!!!!!!!!!! I mean; great update!!!
EDIT: Isn't it bit annoying that here is no 'grass' at side grass texture? Are you aware of that bug, or isn't it bug? I looked at pack files and there is grass_side_owerlay texture. Here is a picture(I use mcpatcher):
Make sure you're using the latest version of MCPatcher. This was a problem I experienced using earlier versions of MCPatcher with the 1.8 snapshots, but it was no longer a problem with the very latest version of MCPatcher. If you're still getting this after re-installing the latest MCPatcher you might be better trying a completely fresh download of Minecraft 1.8.1 with a fresh MCPatcher install.
You can see from my vids that it does work. Hope you get it fixed, because not having proper working grass sides will really spoil the effect.
BTW Glim, could you update my banner to the one that has 1.7.10 stenciled on it? Also, As I split out of the pack my alt textures into a second download, would you be willing to add that link as well, as well as change the 'verbiage' to reflect that the alt textures are not part of the mod support textures.
Updated the OP with your 1.7.10 banner and included your alt textures download link under your mod support download link. Sometime I'd like to have a proper separation of Mods and Alts though, then users can more easily choose what they want to swap in and out, rather than a blanket change of textures.
Not sure how practical it would be, but having single texture add-on alts would be an ideal, but would probably get cluttered and difficult to manage quite quickly and I don't know what the limits would be with lists of selected add-ons in the texture pack selector in game.
CTM can be a really pain to get to work when it's stacked, as I found to my cost with the normal sandstone add-on. MCPatcher seems to prioritize things alphabetically with add-on packs that use ctm on the same blocks. I had to rename my normal 'rocky' double slab block to begin with the letter 'A' to get it to override the normal sandstone brick slab!
Brilliant!!! Downloading now Sadly I have to go out very soon though, so it will be tomorrow before I can play with your wonderful pack - but, being retired, I have most of the day to enjoy it!!!
Thank you again for all your hard work, I'm looking forward to seeing how my old and new steampunk worlds will appear!
Many thanks, Lindreth.
Me having to go out all the time is one of the reasons things were so delayed!
Hey Glim, checking out the pack ... you really make things pop with the new textures. However, it is also time to pick some nits ...
For some of the hardened clay textures - the vanilla texture does not match the CTM texture ... such as Red, Yellow, Silver, Green, etc.
Also, for those of us that use Optifine (which I need to help compensate for the mods that are being used), the matchBlocks method you are using does not function. For example, matchBlocks=stone:0 does not work for me. However, if it was written matchTiles=stone, it would. Optifine sucks that way as the author is not keeping up with McPatcher methods. It is certainly frustrating for me. ;p
And now the work steps up for me to rework the mod support pack to blend in with v16.
All said and done, though, I am certainly not disappointed.
So I asked this a long time ago and then never got around to doing anything about it, but how does one go about changing the biome specific coloration of stone? For example, in one area the stone is mint green and then fades to normal gray as you move away from that area. I kind of got used to it, but then tried placing some polished granite and it seems to be affected by the same tinting, making it dull. For some reason pink and mint green just don't mesh well.
Hey Glim, checking out the pack ... you really make things pop with the new textures. However, it is also time to pick some nits ...
For some of the hardened clay textures - the vanilla texture does not match the CTM texture ... such as Red, Yellow, Silver, Green, etc.
Also, for those of us that use Optifine (which I need to help compensate for the mods that are being used), the matchBlocks method you are using does not function. For example, matchBlocks=stone:0 does not work for me. However, if it was written matchTiles=stone, it would. Optifine sucks that way as the author is not keeping up with McPatcher methods. It is certainly frustrating for me. ;p
And now the work steps up for me to rework the mod support pack to blend in with v16.
All said and done, though, I am certainly not disappointed.
Thanks Again!
Many thanks, Megistus.
Yeah, re-working the clay textures in that final flurry of updating was really supposed to be about working on both vanilla and MCPatcher versions of the stained clays. CTM work kind of pushed attention to vanilla into the background and to be honest I didn't have the patience to go back through last week and check things out in vanilla. When I get my enthusiasm back again I'll go over and see how things can be improved, especially as I need to do some thinking about mesa biomes.
I found with some blocks using 'matchTiles' didn't work in certain instances where I was using CTM on blocks denoted by numbered variations of the same name. I could be wrong, but I think stone was one of them. If I used matchTiles=stone:0 then other stone=# textures were also effected. I last worked on the stone nearly a year ago now, so my memory on how I solved some dilemmas like that is a bit hazy. This same problem occurred again with some other textures where numbering is employed to distinguish types of planking, brick, etc. Then again, I'm no expert in the field of MCPatcher so I don't envy you trying to pull it apart for Optifine purposes, especially with my slap dash approach to getting something to work.
Glad you like it though.
ps. If you have the patience, let me know if you come across things that just do not work with MCPatcher as expected when you edit them for Optifine use. Do you have a separate MC profile for just MC with MCPatcher (without mods) to be able to check?
So I asked this a long time ago and then never got around to doing anything about it, but how does one go about changing the biome specific coloration of stone? For example, in one area the stone is mint green and then fades to normal gray as you move away from that area. I kind of got used to it, but then tried placing some polished granite and it seems to be affected by the same tinting, making it dull. For some reason pink and mint green just don't mesh well.
Haha! I see what you mean!
I obviously didn't have time to experiment far outside my comfort zone of Newglim.
It was for a similar reason I had to drop sand out of biome specific colors as the new 'rocky' sandstone blocks just weren't blending together and I'm reluctant to add the sandstones to the same biome affected coloring, because when I've tried this before with other things lag really started to build up.
If you want to switch off biome coloring for stone, go to 'assets/minecraft/mcpatcher' and open up 'color.properties'. Look for the line that says 'palette.block.~/colormap/stone.png=' the numbers after the equal refer to the different stone blocks which are effected by the 'stone.png' colormap found in the 'colormap' folder (same place as the color.properties file). I've not got my wiki: MC blocks numbering chart open, but if you check that out you can have some fun either editing the stone colormap or deleting or adding numbers to the 'stone' line in the color.properties file. Let me know if you come up with something interesting. If there hadn't been any evidence of lag I'd have probably gone on to biome color lots of other blocks...so not often can you thank lag for saving things!
I'll be on the look out for this in future, but I won't alter things at the moment until I've seen it for myself, it's just that I'm a little 'Minecrafted out' at present, so I'm not gleefully off to check straight away!
ps. That color.properties file was made ages before the new stones came along, so I'm guessing it might be possible to make the color effect more specific to just stone, rather than it effecting all stone types. This is where things are getting really complicated for simple guys like me!
pps. You could also try toning down the colors on the stone colormap.png if you still wanted some variation of color but not such extremes as I've used.
Worth a separate post here because I forgot to mention it:
Don't forget to turn 'Alternate Blocks:' OFF if you are using MCPatcher (recommended) or ctm effects on things like stone, sand, grass, dirt will be greatly effected.
Turn Alternate Blocks: ON if you are using vanilla Minecraft without MCPatcher for some extra variety if it's to your liking.
On my mac I don't have an easy way of opening the .properties files. I can do it by changing the file type, opening in a text editor, saving, and changing the file type back. In lieu of that procedure, I just changed the file name of the stone and gravel maps. Solved the issue well enough for my purposes. My main area of building is right in the convergence of swamp, forest, and plains biomes, and the color map for stone and gravel was just not doing it for me. But that's ok, since it can be turned on and off.
Yaaay, update time! I'm so excited to check out all the new textures and revamped old textures! Awesome work Glim!
And now with all that unnecessary hassle the OP and curse have put you through, you definitely deserve a break. Have fun!
Many thanks for your understanding, Lizeon.
I'm definitely off for a bit of a break, though I really want to just go off and build, however, that will just have me itching to improve old work and finish up on the remaining 1.8 textures. Can't escape this curse!
I really do want to get into the habit of doing smaller more frequent updates. Re-familiarizing myself with Curse and smartening up the OP here was an important step in that direction.
Thanks again for the patience. A year is a long time for everyone to wait!
On my mac I don't have an easy way of opening the .properties files. I can do it by changing the file type, opening in a text editor, saving, and changing the file type back. In lieu of that procedure, I just changed the file name of the stone and gravel maps. Solved the issue well enough for my purposes. My main area of building is right in the convergence of swamp, forest, and plains biomes, and the color map for stone and gravel was just not doing it for me. But that's ok, since it can be turned on and off.
Haha! A man after my own heart! Easiest solution to anything is looking for that switch off button...I do it all the time with my kids, except they're getting too big now and might switch me off!
I'll see if I can refine the stone color and switch off the influence to the smooth stone blocks. Some of the color variations in the stone can look look quite strange, which is both a good and a bad thing depending on your perspective. It's not always possible to predict the extremes of some of these effects with the little time I have to experiment. Global effects are both wonderful and dangerous...just be thankful I'm not a nuclear scientist!
On my mac I don't have an easy way of opening the .properties files. I can do it by changing the file type, opening in a text editor, saving, and changing the file type back. In lieu of that procedure, I just changed the file name of the stone and gravel maps. Solved the issue well enough for my purposes. My main area of building is right in the convergence of swamp, forest, and plains biomes, and the color map for stone and gravel was just not doing it for me. But that's ok, since it can be turned on and off.
I also use a Mac and was able to associate .properties to open always in Textedit. If you right click the file and open it in Textedit and then click the check box having that kind of file always open with Textedit, then it should be okay for you.
---
Glim, I noticed the stone issue, especially with the chiseled columns not starting correctly when run through Optifine. What I ended up doing was just going ahead and using the block id number. I am probably going to do that with most of the rest of the textures until block id numbers finally drop off - though as they are still part of 1.8, I am not going to hold my breath - or Optifine actually catches up with using namespace. I know the author has it on his todo list, but, I don't know how fussed he is about getting it done any time soon. Just going to have to work with what is available, but, I am used to that.
I could send you my changes ... if you would like. Is there any format you would like me to send that to you? Basically an Optifine version of your pack?
Also, on another completely unrelated question: What is the font you use for your banner? I would love to be able to use it.
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Curse PremiumI keep trying... ... ... ...
ps. Also wouldn't let me open a new project for the 'Normal Sandstone' add-on pack.
edit: Could be each file is waiting on approval...one can but hope!
edit 2: Right... I watched the upload to the bitter end and saw it say, "Glimmars Steampunk v16.zip" successfully uploaded. but it's still not showing up, so I guess it is a case of waiting on someone verifying the file. As soon as I see that the file is visible, I'll notify you all and update the OP.
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Curse PremiumBTW Glim, could you update my banner to the one that has 1.7.10 stenciled on it? Also, As I split out of the pack my alt textures into a second download, would you be willing to add that link as well, as well as change the 'verbiage' to reflect that the alt textures are not part of the mod support textures.
Thanks for all your hard work! I look forward to digging through it and updating the Mod pack so that it blends in well.
Once again Glimmar, your work is very much appreciated and your time and effort. Now it's time for YOU to get some rest.
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Curse PremiumHang on, I'll have a look back through and change the wording...
Haha, 'Relief' is definitely the word, you're right on there! Having to do so much work on bringing the OP up to scratch, then finding that the Curse Website editor was completely unfamiliar, trying to get the wording right in every section of the OP, readme files, legal, instructions, etc. All those things are a right pain!
There'll still be things I've overlooked, but at least I feel I've somewhat mastered the OP. Found out I can't display more than one Youtube video anymore, whatever I try, hence the Youtube 'playlist' and the 'Glimmar Movie Tab'. BB commands for type are all different now from my old backup and spoilers are still a pain, but hopefully it all looks reasonably ordered now. This past couple of weeks have felt like I've been spinning numerous plates atop wiggly poles and it all might come tumbling down at once.
Have fun.
Many thanks, mate.
I'm now going to have a look at some of the Steam pressies I got over the Christmas hols...I haven't managed to even install a single one!
Haha! Many thanks!
I sincerely hope everything is as good as anticipated.
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Curse PremiumHope it's not a disappointment. Thanks , mate.
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Curse PremiumMake sure you're using the latest version of MCPatcher. This was a problem I experienced using earlier versions of MCPatcher with the 1.8 snapshots, but it was no longer a problem with the very latest version of MCPatcher. If you're still getting this after re-installing the latest MCPatcher you might be better trying a completely fresh download of Minecraft 1.8.1 with a fresh MCPatcher install.
You can see from my vids that it does work. Hope you get it fixed, because not having proper working grass sides will really spoil the effect.
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Curse PremiumUpdated the OP with your 1.7.10 banner and included your alt textures download link under your mod support download link. Sometime I'd like to have a proper separation of Mods and Alts though, then users can more easily choose what they want to swap in and out, rather than a blanket change of textures.
Not sure how practical it would be, but having single texture add-on alts would be an ideal, but would probably get cluttered and difficult to manage quite quickly and I don't know what the limits would be with lists of selected add-ons in the texture pack selector in game.
CTM can be a really pain to get to work when it's stacked, as I found to my cost with the normal sandstone add-on. MCPatcher seems to prioritize things alphabetically with add-on packs that use ctm on the same blocks. I had to rename my normal 'rocky' double slab block to begin with the letter 'A' to get it to override the normal sandstone brick slab!
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Curse PremiumExcellent! I'm very grateful for the confirmation.
Many thanks, Lindreth.
Me having to go out all the time is one of the reasons things were so delayed!
Hope it works ok for you tomorrow.
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Curse PremiumFor some of the hardened clay textures - the vanilla texture does not match the CTM texture ... such as Red, Yellow, Silver, Green, etc.
Also, for those of us that use Optifine (which I need to help compensate for the mods that are being used), the matchBlocks method you are using does not function. For example, matchBlocks=stone:0 does not work for me. However, if it was written matchTiles=stone, it would. Optifine sucks that way as the author is not keeping up with McPatcher methods. It is certainly frustrating for me. ;p
And now the work steps up for me to rework the mod support pack to blend in with v16.
All said and done, though, I am certainly not disappointed.
Thanks Again!
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Curse PremiumMany thanks, Megistus.
Yeah, re-working the clay textures in that final flurry of updating was really supposed to be about working on both vanilla and MCPatcher versions of the stained clays. CTM work kind of pushed attention to vanilla into the background and to be honest I didn't have the patience to go back through last week and check things out in vanilla. When I get my enthusiasm back again I'll go over and see how things can be improved, especially as I need to do some thinking about mesa biomes.
I found with some blocks using 'matchTiles' didn't work in certain instances where I was using CTM on blocks denoted by numbered variations of the same name. I could be wrong, but I think stone was one of them. If I used matchTiles=stone:0 then other stone=# textures were also effected. I last worked on the stone nearly a year ago now, so my memory on how I solved some dilemmas like that is a bit hazy. This same problem occurred again with some other textures where numbering is employed to distinguish types of planking, brick, etc. Then again, I'm no expert in the field of MCPatcher so I don't envy you trying to pull it apart for Optifine purposes, especially with my slap dash approach to getting something to work.
Glad you like it though.
ps. If you have the patience, let me know if you come across things that just do not work with MCPatcher as expected when you edit them for Optifine use. Do you have a separate MC profile for just MC with MCPatcher (without mods) to be able to check?
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Curse PremiumHaha! I see what you mean!
I obviously didn't have time to experiment far outside my comfort zone of Newglim.
It was for a similar reason I had to drop sand out of biome specific colors as the new 'rocky' sandstone blocks just weren't blending together and I'm reluctant to add the sandstones to the same biome affected coloring, because when I've tried this before with other things lag really started to build up.
If you want to switch off biome coloring for stone, go to 'assets/minecraft/mcpatcher' and open up 'color.properties'. Look for the line that says 'palette.block.~/colormap/stone.png=' the numbers after the equal refer to the different stone blocks which are effected by the 'stone.png' colormap found in the 'colormap' folder (same place as the color.properties file). I've not got my wiki: MC blocks numbering chart open, but if you check that out you can have some fun either editing the stone colormap or deleting or adding numbers to the 'stone' line in the color.properties file. Let me know if you come up with something interesting. If there hadn't been any evidence of lag I'd have probably gone on to biome color lots of other blocks...so not often can you thank lag for saving things!
I'll be on the look out for this in future, but I won't alter things at the moment until I've seen it for myself, it's just that I'm a little 'Minecrafted out' at present, so I'm not gleefully off to check straight away!
ps. That color.properties file was made ages before the new stones came along, so I'm guessing it might be possible to make the color effect more specific to just stone, rather than it effecting all stone types. This is where things are getting really complicated for simple guys like me!
pps. You could also try toning down the colors on the stone colormap.png if you still wanted some variation of color but not such extremes as I've used.
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Curse PremiumDon't forget to turn 'Alternate Blocks:' OFF if you are using MCPatcher (recommended) or ctm effects on things like stone, sand, grass, dirt will be greatly effected.
Turn Alternate Blocks: ON if you are using vanilla Minecraft without MCPatcher for some extra variety if it's to your liking.
And now with all that unnecessary hassle the OP and curse have put you through, you definitely deserve a break. Have fun!
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Curse PremiumMany thanks for your understanding, Lizeon.
I'm definitely off for a bit of a break, though I really want to just go off and build, however, that will just have me itching to improve old work and finish up on the remaining 1.8 textures. Can't escape this curse!
I really do want to get into the habit of doing smaller more frequent updates. Re-familiarizing myself with Curse and smartening up the OP here was an important step in that direction.
Thanks again for the patience. A year is a long time for everyone to wait!
Haha! A man after my own heart! Easiest solution to anything is looking for that switch off button...I do it all the time with my kids, except they're getting too big now and might switch me off!
I'll see if I can refine the stone color and switch off the influence to the smooth stone blocks. Some of the color variations in the stone can look look quite strange, which is both a good and a bad thing depending on your perspective. It's not always possible to predict the extremes of some of these effects with the little time I have to experiment. Global effects are both wonderful and dangerous...just be thankful I'm not a nuclear scientist!
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Curse PremiumI also use a Mac and was able to associate .properties to open always in Textedit. If you right click the file and open it in Textedit and then click the check box having that kind of file always open with Textedit, then it should be okay for you.
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Glim, I noticed the stone issue, especially with the chiseled columns not starting correctly when run through Optifine. What I ended up doing was just going ahead and using the block id number. I am probably going to do that with most of the rest of the textures until block id numbers finally drop off - though as they are still part of 1.8, I am not going to hold my breath - or Optifine actually catches up with using namespace. I know the author has it on his todo list, but, I don't know how fussed he is about getting it done any time soon. Just going to have to work with what is available, but, I am used to that.
I could send you my changes ... if you would like. Is there any format you would like me to send that to you? Basically an Optifine version of your pack?
Also, on another completely unrelated question: What is the font you use for your banner? I would love to be able to use it.