Could it be a temporary aberration, perhaps try again and if it's still a problem I'll put up a temporary download on MediaFire. Could anyone else confirm if there are problems with the download?
Welcome to the forums, Overjay, glad you like the look of things and hopefully you'll get to test it out soon.
I managed to bypass that problem and I think that is actually "user-side" trouble.
The clay is great! The marble-looking textures for red, green, blue and black are astonishing! (and the others too)
Hey, Glim, before you get too far into making new rails. As you are doing them, could you keep me in mind? Meaning this ... if you were to, say, keep the component image pieces apart so that I can re-manipulate them for railcraft - all the different layers and such as well as any interesting component that you thought might work - but - didn't quite make the cut and package that all together, that would be super awesome
I don't know if it's buried deep in this forum, but if you don't mind my asking, I've been wondering what the quartz textures are based on. Or if they're not really based on anything.
It's now 4.00am here in the UK and I'm currently restoring one of our laptops from a nasty malware attack, otherwise I'd be snoozing away, so having got past the system restore stage safely, I'm now running a Malwarebytes scan and I thought I'd kill a bit of time answering posts.
I managed to bypass that problem and I think that is actually "user-side" trouble.
The clay is great! The marble-looking textures for red, green, blue and black are astonishing! (and the others too)
Excellent...you got it sorted!
Haha! Glad you like those marble textures, the red and black marble in particular took an age to get the layers of veins in there and all painstakingly hand drawn on a recoloured and manipulated clay texture, and so far I haven't really put them to any substantial use in my own world.
Nice to see the screenshot by the way...good proof things have worked ok...which is a relief for me as well as you.
Hey, Glim, before you get too far into making new rails. As you are doing them, could you keep me in mind? Meaning this ... if you were to, say, keep the component image pieces apart so that I can re-manipulate them for railcraft - all the different layers and such as well as any interesting component that you thought might work - but - didn't quite make the cut and package that all together, that would be super awesome
Lol! Some little random components on the normal rail have already been glued into place for easier shadow creation with dodge and burn, but they should be easy enough for me to lift them again. The new normal straight and 'turned' rail is still in all it's component layers separated into wooden sleepers, iron rails and iron clamps.
I made about 36 different sleepers, but then once assembled in my working layered frame, all but 3 of these were saved off with copies of the rail and clamp components as fixed .pngs. I can easily assemble another batch of sleepers for you, but they're nothing really special. In total now there are 24 different normal straight rails, 12 of which have some other little attachments like boxes, iron fastenings, extra bolts and forgotten tools, etc. all weighted so it doesn't look like a phantom engineer has been dropping screwdrivers and hammers up and down the line! I'm still wondering when lag from all the vast amounts of ctm will begin to kick in, but so far I've not detected any.
I'm not sure how I'll approach the animated redstone rails, which I've still to do...probably by making a normal rail overlay/underlay and erasing through to the animated parts I want to keep. I'm not intending making any extra ctm textures for these, being animated, but if I do make any more components I'll keep them separate for future use.
Keep posting "remember you are just a layer" from time to time.
I don't know if it's buried deep in this forum, but if you don't mind my asking, I've been wondering what the quartz textures are based on. Or if they're not really based on anything.
Here's the link of the very thing the quartz textures are based on - a very beautifully restored Victorian 'pumping station'
before:
after:
just Google 'Crossness Pumping Station' and you'll get loads more pics and info.
...right, virus scanner and malwarebytes have done their stuff and things seem ok so I'm off for a little kip...ZZzz.
I would like to make a contribution to the mod textures. I've made textures for Railcraft steam locomotive, so here it's photos:
Yeah, looks pretty dark, but I think that the coloring issue can be resolved if one will leave all things that doesnt need to be painted in the "secondary" file, where decal for the fire is.
Passing on a problem that one of my friends has - the new Iron Ore texture is very hard to see for folks that are colorblind, blending in with the regular stone textures. (I think that he is red/brown colorblind, if that helps.)
I am going to take a shot in the dark ... I do have a couple of suggestions.
1. Upgrade your Java to at least 1.7, you are running 1.6.
2. Increase the amount of memory allocated - try adding: -XX:MaxPermSize=128M to the end of your JVM arguments in the Launcher. This will increase the amount of space needed to run the mods as well as texture packs. With 90 some odd mods that I run, plus the textures, I have had to increase that to 1G for it to work without hitch.
3. if that does not work, try dumping out of the resource pack any that you don't need
Hope that helps
(next time, please put a crash log in a spoiler tag. Thanks)
Passing on a problem that one of my friends has - the new Iron Ore texture is very hard to see for folks that are colorblind, blending in with the regular stone textures. (I think that he is red/brown colorblind, if that helps.)
He has a much easier time with your old Iron Ore.
The Auld Grump
I'll try and keep that in mind when I next take a look, perhaps I can make an add-on for those with certain color difficulties, something that could be added to in the future for any other textures that might not be picked out so well.
I'd appreciate any other pointers with regard to making the new iron ore stand out, like color, or more contrast, etc.), I really don't want to go back to the old texture as I was wanting something that could also be used as rusted/damaged concrete in creative builds. I've got a hook on it now though.
Passing on a problem that one of my friends has - the new Iron Ore texture is very hard to see for folks that are colorblind, blending in with the regular stone textures. (I think that he is red/brown colorblind, if that helps.)
He has a much easier time with your old Iron Ore.
The Auld Grump
In the meantime, I'd suggest looking at WAILA (What Am I Looking At). It's a mod that ties into NEI (Not Enough Items) which displays the name of any block you're looking at, as well as some other pieces of info. That might help with differentiating iron and other blocks until Glim gets an updated version of the textures out.
Hey Glim, when you start working again, could you do a version of your marble texture that you did for red, blue, green, and black stained clays for the yellow stained clay?
Likin' the new textures! Got an interesting crash with the texture for gold, but I think that's just my stoopid computer.
Do you mean gold 'ore' or the 'gold block'? If it's the gold block I think it would be a Minecraft problem as I haven't made it animated or 'connected' in any way. In other words it's just a simple single block texture. if it's the gold ore then it's been working fine for me both in it's natural setting down in a cave or mine and fine when used in creative building for decorative effect. Even if your PC is lacking power I shouldn't imagine the gold would tax it any more than any other texture. There are plenty of other textures in the pack with massive amounts more animation or ctm as part of their workings.
Does the crash happen consistently with the gold block or gold ore when using the pack, or just a one-off?
Glad you like the new textures...many thanks.
edit: if you're using Optifine instead of MCPatcher then your experience of things will be different than mine and I can't really help you there.
Hey Glim, when you start working again, could you do a version of your marble texture that you did for red, blue, green, and black stained clays for the yellow stained clay?
Hehe! I never really stopped working.
I've been busy most of last week and the start of this, working on some spiffing new rail track. 37 random 64x rail_normal tracks to date, and I've just finished up on a new highly detailed animated 'rail_detector', just the rail_golden and rail_activator to finish and then I'll update again. I'm determined to keep updates short and simple and based around one set of textures, then it keeps things chugging along (groan).
I could do a yellow marble version that was based on the blue and green, but I wouldn't be keen to do a version based on the red and black as they took an absolute age to do with all the hand drawn network of lines. I'll have a go and see if the marbling streaks still work with a simple color change, but I can't promise when that will be, as I kind of got all 'marbled out' with the last update. My interest has moved on I'm afraid and I have to follow wherever inspiration leads or I'll lack motivation.
Sounds like you're going for something pretty opulent!
I've been busy most of last week and the start of this, working on some spiffing new rail track. 37 random 64x rail_normal tracks to date, and I've just finished up on a new highly detailed animated 'rail_detector', just the rail_golden and rail_activator to finish and then I'll update again. I'm determined to keep updates short and simple and based around one set of textures, then it keeps things chugging along (groan).
I could do a yellow marble version that was based on the blue and green, but I wouldn't be keen to do a version based on the red and black as they took an absolute age to do with all the hand drawn network of lines. I'll have a go and see if the marbling streaks still work with a simple color change, but I can't promise when that will be, as I kind of got all 'marbled out' with the last update. My interest has moved on I'm afraid and I have to follow wherever inspiration leads or I'll lack motivation.
Sounds like you're going for something pretty opulent!
I am, I just need some yellow marble to complete it.
I was the one who asked earlier about not having a lite edition. Turns out you don't need to release one, just tell people who are getting near abysmal performance to turn off animated textures in Optifine. I went from 1-5 FPS to a stable 30FPS on 6 view distance. What I don't understand is, turning off animated textures heavily brings down the lag, and has almost no visible effect. In fact, when I went to check the blocks, I found out that the blocks, such as the beacon or the end portal were still being animated. Now, I'm curious as to what "animated textures" actually pertains. Is it talking about mobs? Or perhaps something else? And why does it have such a large drop on FPS if it doesn't seem like animated textures do anything?
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It worked fine in-game, but when I quit and tried to relaunch with this RP enabled it kept crashing and said it had to do with one of the gold textures, didn't pay much attention to which one. I don't have either optifine or MCpatcher, so it is not one of them, and I have experienced this issue before, so I am currently assuming it's the fault of my stoopid computer. Seriously though, this is a great RP, too bad my computer hates it.
I was the one who asked earlier about not having a lite edition. Turns out you don't need to release one, just tell people who are getting near abysmal performance to turn off animated textures in Optifine. I went from 1-5 FPS to a stable 30FPS on 6 view distance. What I don't understand is, turning off animated textures heavily brings down the lag, and has almost no visible effect. In fact, when I went to check the blocks, I found out that the blocks, such as the beacon or the end portal were still being animated. Now, I'm curious as to what "animated textures" actually pertains. Is it talking about mobs? Or perhaps something else? And why does it have such a large drop on FPS if it doesn't seem like animated textures do anything?
I have had to do that in the past - the animated textures are for any block animation, such as crafting tables and furnace flames. It also turns off any overlay animation, such as can be found in the various GUI, blinking villagers, or the like. It depends on your computer if it can run it or not, and, as I found out, it depends on how your computer handles Java and memory. I added -XX:MaxPermSize=128M to the end of my JVM arguments which allowed enough space for Java to play and run all the animations anyway. It may be worth a try on your end. Just a thought.
I would like to make a contribution to the mod textures. I've made textures for Railcraft steam locomotive, so here it's photos:
Yeah, looks pretty dark, but I think that the coloring issue can be resolved if one will leave all things that doesnt need to be painted in the "secondary" file, where decal for the fire is.
Overjay, my sincere apologies for not replying to your other 'Railcraft Locomotive' post, I did see it and intended to reply, but other posts made me forget what was on the last page!
Great work!
I can make this available in the next 'GS Alt Textures' download or if you thought you might add to this in the future, then think about making a shop banner for the 'Glimmar's Mod Emporium' like Megistus' banner. He also covers Railcraft, but it doesn't stop people offering variety and it would be nice to get that emporium looking more 'arcadey' with interesting eye-catching banners.
I haven't had a computer for the past two years and just got my new gaming rig a couple of months ago. I always thought something was off with how Minecraft looked and suddenly remembered this pack. Glad to see it's still going!
Normal Minecraft is way too bright for my liking, perhaps that's what looked off to you.
I am, I just need some yellow marble to complete it.
At first I couldn't picture a 'yellow' marble, but when I Googled it I was surprised by some of the lovely 'gold' like marble out there. Still depends on my enthusiasm and the sheer number of other things that need more urgent attention, but I certainly like the look of yellow marble now.
I was the one who asked earlier about not having a lite edition. Turns out you don't need to release one, just tell people who are getting near abysmal performance to turn off animated textures in Optifine. I went from 1-5 FPS to a stable 30FPS on 6 view distance. What I don't understand is, turning off animated textures heavily brings down the lag, and has almost no visible effect. In fact, when I went to check the blocks, I found out that the blocks, such as the beacon or the end portal were still being animated. Now, I'm curious as to what "animated textures" actually pertains. Is it talking about mobs? Or perhaps something else? And why does it have such a large drop on FPS if it doesn't seem like animated textures do anything?
I'd completely forgotten that it was possible to just switch most of the animations off in MCPatcher and I would assume Optifine is the same. Oh, well that saves me a bit of time, so that's a relief for sure at the moment.
Like you I'm not sure exactly what gets switched off when you turn off the animations with MCPatcher, but as Megistus says below I assumed it was for blocks, animated paintings, guis, animated mobs, etc. but not water, lava or portal animations.
Mojang aren't noted for programming efficiency from what I gather, but that's very unkind of me to say considering I have zero coding skills!
It worked fine in-game, but when I quit and tried to relaunch with this RP enabled it kept crashing and said it had to do with one of the gold textures, didn't pay much attention to which one. I don't have either optifine or MCpatcher, so it is not one of them, and I have experienced this issue before, so I am currently assuming it's the fault of my stoopid computer. Seriously though, this is a great RP, too bad my computer hates it.
Very strange, but I would think that's more likely something 'Minecraft' related than your machine.
I have had to do that in the past - the animated textures are for any block animation, such as crafting tables and furnace flames. It also turns off any overlay animation, such as can be found in the various GUI, blinking villagers, or the like. It depends on your computer if it can run it or not, and, as I found out, it depends on how your computer handles Java and memory. I added -XX:MaxPermSize=128M to the end of my JVM arguments which allowed enough space for Java to play and run all the animations anyway. It may be worth a try on your end. Just a thought.
I've got 16gb to play with...would be 24 if I wasn't using Windows Premium! So I have 8gb set aside for Minecraft...probably explains why the mass of ctm in GS isn't causing any hiccups for me yet! Having said that, I've played with only 1gb assigned and it still runs smoothly with 1.8. 8gigs is probably overkill on my part.
I've always been a little suspicious of the extra colormaps that MCPatcher allows (for coloring blocks according to biome) and the extra strain it puts on processing. When playing around with extra block colormaps a year ago, at a certain number of additional colormaps they really made Minecraft lag out and when removed all was well again! Haven't tried again since.
I don't have any biome specific mobs, blocks, etc. in the pack, however I'd like to experiment in that area, but including great numbers of additional textures, one assumes it would have some effect on frame rates as you transitions from one biome to another.
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I managed to bypass that problem and I think that is actually "user-side" trouble.
The clay is great! The marble-looking textures for red, green, blue and black are astonishing! (and the others too)
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Curse PremiumExcellent...you got it sorted!
Haha! Glad you like those marble textures, the red and black marble in particular took an age to get the layers of veins in there and all painstakingly hand drawn on a recoloured and manipulated clay texture, and so far I haven't really put them to any substantial use in my own world.
Nice to see the screenshot by the way...good proof things have worked ok...which is a relief for me as well as you.
Lol! Some little random components on the normal rail have already been glued into place for easier shadow creation with dodge and burn, but they should be easy enough for me to lift them again. The new normal straight and 'turned' rail is still in all it's component layers separated into wooden sleepers, iron rails and iron clamps.
I made about 36 different sleepers, but then once assembled in my working layered frame, all but 3 of these were saved off with copies of the rail and clamp components as fixed .pngs. I can easily assemble another batch of sleepers for you, but they're nothing really special. In total now there are 24 different normal straight rails, 12 of which have some other little attachments like boxes, iron fastenings, extra bolts and forgotten tools, etc. all weighted so it doesn't look like a phantom engineer has been dropping screwdrivers and hammers up and down the line! I'm still wondering when lag from all the vast amounts of ctm will begin to kick in, but so far I've not detected any.
I'm not sure how I'll approach the animated redstone rails, which I've still to do...probably by making a normal rail overlay/underlay and erasing through to the animated parts I want to keep. I'm not intending making any extra ctm textures for these, being animated, but if I do make any more components I'll keep them separate for future use.
Keep posting "remember you are just a layer" from time to time.
Here's the link of the very thing the quartz textures are based on - a very beautifully restored Victorian 'pumping station'
before:
after:
just Google 'Crossness Pumping Station' and you'll get loads more pics and info.
...right, virus scanner and malwarebytes have done their stuff and things seem ok so I'm off for a little kip...ZZzz.
Yeah, looks pretty dark, but I think that the coloring issue can be resolved if one will leave all things that doesnt need to be painted in the "secondary" file, where decal for the fire is.
Here are all related things: finished textures + *.pdn files with layering and stuff
https://www.dropbox.com/s/zgsufcomzpaxlve/locomotives.rar?dl=0
I'll try that painting trick tommorow and show the results if I get any.
He has a much easier time with your old Iron Ore.
The Auld Grump
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Curse Premium1. Upgrade your Java to at least 1.7, you are running 1.6.
2. Increase the amount of memory allocated - try adding: -XX:MaxPermSize=128M to the end of your JVM arguments in the Launcher. This will increase the amount of space needed to run the mods as well as texture packs. With 90 some odd mods that I run, plus the textures, I have had to increase that to 1G for it to work without hitch.
3. if that does not work, try dumping out of the resource pack any that you don't need
Hope that helps
(next time, please put a crash log in a spoiler tag. Thanks)
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Curse PremiumI'll try and keep that in mind when I next take a look, perhaps I can make an add-on for those with certain color difficulties, something that could be added to in the future for any other textures that might not be picked out so well.
I'd appreciate any other pointers with regard to making the new iron ore stand out, like color, or more contrast, etc.), I really don't want to go back to the old texture as I was wanting something that could also be used as rusted/damaged concrete in creative builds. I've got a hook on it now though.
In the meantime, I'd suggest looking at WAILA (What Am I Looking At). It's a mod that ties into NEI (Not Enough Items) which displays the name of any block you're looking at, as well as some other pieces of info. That might help with differentiating iron and other blocks until Glim gets an updated version of the textures out.
happen
Somehow, I ended up GM-ing this thing over at Bay12;
http://www.bay12forums.com/smf/index.php?topic=149024.870
Use a link, that says "View on curse.com". Helped me
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Curse PremiumDo you mean gold 'ore' or the 'gold block'? If it's the gold block I think it would be a Minecraft problem as I haven't made it animated or 'connected' in any way. In other words it's just a simple single block texture. if it's the gold ore then it's been working fine for me both in it's natural setting down in a cave or mine and fine when used in creative building for decorative effect. Even if your PC is lacking power I shouldn't imagine the gold would tax it any more than any other texture. There are plenty of other textures in the pack with massive amounts more animation or ctm as part of their workings.
Does the crash happen consistently with the gold block or gold ore when using the pack, or just a one-off?
Glad you like the new textures...many thanks.
edit: if you're using Optifine instead of MCPatcher then your experience of things will be different than mine and I can't really help you there.
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Curse PremiumHehe! I never really stopped working.
I've been busy most of last week and the start of this, working on some spiffing new rail track. 37 random 64x rail_normal tracks to date, and I've just finished up on a new highly detailed animated 'rail_detector', just the rail_golden and rail_activator to finish and then I'll update again. I'm determined to keep updates short and simple and based around one set of textures, then it keeps things chugging along (groan).
I could do a yellow marble version that was based on the blue and green, but I wouldn't be keen to do a version based on the red and black as they took an absolute age to do with all the hand drawn network of lines. I'll have a go and see if the marbling streaks still work with a simple color change, but I can't promise when that will be, as I kind of got all 'marbled out' with the last update. My interest has moved on I'm afraid and I have to follow wherever inspiration leads or I'll lack motivation.
Sounds like you're going for something pretty opulent!
I am, I just need some yellow marble to complete it.
happen
Somehow, I ended up GM-ing this thing over at Bay12;
http://www.bay12forums.com/smf/index.php?topic=149024.870
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Curse PremiumI have had to do that in the past - the animated textures are for any block animation, such as crafting tables and furnace flames. It also turns off any overlay animation, such as can be found in the various GUI, blinking villagers, or the like. It depends on your computer if it can run it or not, and, as I found out, it depends on how your computer handles Java and memory. I added -XX:MaxPermSize=128M to the end of my JVM arguments which allowed enough space for Java to play and run all the animations anyway. It may be worth a try on your end. Just a thought.
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Curse PremiumOverjay, my sincere apologies for not replying to your other 'Railcraft Locomotive' post, I did see it and intended to reply, but other posts made me forget what was on the last page!
Great work!
I can make this available in the next 'GS Alt Textures' download or if you thought you might add to this in the future, then think about making a shop banner for the 'Glimmar's Mod Emporium' like Megistus' banner. He also covers Railcraft, but it doesn't stop people offering variety and it would be nice to get that emporium looking more 'arcadey' with interesting eye-catching banners.
Normal Minecraft is way too bright for my liking, perhaps that's what looked off to you.
Glad you found the old pack again!
At first I couldn't picture a 'yellow' marble, but when I Googled it I was surprised by some of the lovely 'gold' like marble out there. Still depends on my enthusiasm and the sheer number of other things that need more urgent attention, but I certainly like the look of yellow marble now.
I'd completely forgotten that it was possible to just switch most of the animations off in MCPatcher and I would assume Optifine is the same. Oh, well that saves me a bit of time, so that's a relief for sure at the moment.
Like you I'm not sure exactly what gets switched off when you turn off the animations with MCPatcher, but as Megistus says below I assumed it was for blocks, animated paintings, guis, animated mobs, etc. but not water, lava or portal animations.
Mojang aren't noted for programming efficiency from what I gather, but that's very unkind of me to say considering I have zero coding skills!
Very strange, but I would think that's more likely something 'Minecraft' related than your machine.
I've got 16gb to play with...would be 24 if I wasn't using Windows Premium!
I've always been a little suspicious of the extra colormaps that MCPatcher allows (for coloring blocks according to biome) and the extra strain it puts on processing. When playing around with extra block colormaps a year ago, at a certain number of additional colormaps they really made Minecraft lag out and when removed all was well again! Haven't tried again since.
I don't have any biome specific mobs, blocks, etc. in the pack, however I'd like to experiment in that area, but including great numbers of additional textures, one assumes it would have some effect on frame rates as you transitions from one biome to another.