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 dont have a skill in digital drawing to make a shop banner All I can handle in picture edit is the Paint.NET. I tried GIMP, but for some reason it isn't convinient for me.
Also, it is just a single (for now) contribution, so anyone is free to take my textures and do stuff with them. Just mention me in the credits roll
However, I'm planning to make textures for Mystcraft too, as I'm using it. SO maybe there will be some banner eventually
Oh, one more thing. Glimmar, I wanted to ask you, where is color of light emitted by torches\glowstone\lamps is regulated in your pack? I want to try some tweaking, and my deductive skills tell me that this coloring is dependant on biome coloring. Am I right?
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.
I'll pass it on - but right now he has gone back to using another texture set. (Misa's - also good looking, but I like steampunk. )
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).
Excited to hear that work is being done on the rail textures!
What baffles me is how you can continue to keep churning out new textures directly after such a huge update.
(1,500 textures is a lot!)
On a different note, I remember seeing alt textures for the iron trap doors a while back.
Is there a new alt collection out for v16, or are they elsewhere?
I dont have a skill in digital drawing to make a shop banner All I can handle in picture edit is the Paint.NET. I tried GIMP, but for some reason it isn't convinient for me.
Also, it is just a single (for now) contribution, so anyone is free to take my textures and do stuff with them. Just mention me in the credits roll
However, I'm planning to make textures for Mystcraft too, as I'm using it. SO maybe there will be some banner eventually
Oh, one more thing. Glimmar, I wanted to ask you, where is color of light emitted by torches\glowstone\lamps is regulated in your pack? I want to try some tweaking, and my deductive skills tell me that this coloring is dependant on biome coloring. Am I right?
No... lights like torches, glowstone and ambient lighting effects (to get those rosy hues on everything at sunset), etc. aren't biome specific, with MCPatcher they depend on the little .png file in the 'assets/minecraft/mcpatcher/lightmap' folder. For the surface world (rather than nether or end worlds) this is activated by a line in the 'color.properties' file in 'assets/minecraft/mcpatcher'. You'd be best visiting the MCPatcher thread for specific information on it as it would take up half a page here to explain. That doesn't mean it's complicated though and it's easy to have some fun with light levels, color and you can also add flickering, etc.
The 'sky0.png' and 'fog0.png' files...triangles within square .png files (zero denoting the surface world) can also influence the way the ambient light looks but they primarily color the sky and fog according to which biome you are in, obviously those are biome specific. They're to be found in the 'assets/minecraft/mcpatcher/colormap' folder. Again it would take up a page of explanation here, so a visit to the MCPatcher thread would be your best bet to find out how they really work.
Don't worry about the banner having to be a 'work of art', but for now I'll put the latest file you've linked to in my next 'GS Alts Update' and credit you for the work. If and when you feel like making a banner just let me know...no pressure!
Excited to hear that work is being done on the rail textures!
What baffles me is how you can continue to keep churning out new textures directly after such a huge update.
(1,500 textures is a lot!)
On a different note, I remember seeing alt textures for the iron trap doors a while back.
Is there a new alt collection out for v16, or are they elsewhere?
Haha! I'm just a glutton for punishment, but really I'm feeling a little bit more organised and able to just work on texturing rather than management...except when I'm reminded I haven't moved extra textures over to the 'GS Alts Download'!
Sorry about the extra trapdoor textures, I still haven't done my usual trawl through my last update work and I'm kind of being lazy...well, just wanting to move on with the rail textures really. I'll probably need prompting a few times before I feel guilty enough to set to and organize the next Alts update.
Misa's is an excellent pack and if he's used to that it's very difficult to enjoy another pack.
He had to download a special patch to make it work with 1.8.1.... I'd say that he is pretty happy with it.
His comment was that the pattern of the ore blended in too much with the pattern of the regular stone.
Maybe if you made the outline of the 'nuggets' stand out, outlining, or something.
Making it look like spalling might work as well, spalling is common on distressed concrete. (More specifically, reinforced concrete - a small crack... moisture reached the rebar - the rebar rusts and expands, more water gets in, freezes, expands, and knocks a chunk of concrete out, leaving a crater or a big ol' chunk missing from the edge.)
The Auld Grump - when I was a kid Boston still had working steam shovels... folks held on to their old equipment for decades.
He had to download a special patch to make it work with 1.8.1.... I'd say that he is pretty happy with it.
His comment was that the pattern of the ore blended in too much with the pattern of the regular stone.
Maybe if you made the outline of the 'nuggets' stand out, outlining, or something.
Making it look like spalling might work as well, spalling is common on distressed concrete. (More specifically, reinforced concrete - a small crack... moisture reached the rebar - the rebar rusts and expands, more water gets in, freezes, expands, and knocks a chunk of concrete out, leaving a crater or a big ol' chunk missing from the edge.)
The Auld Grump - when I was a kid Boston still had working steam shovels... folks held on to their old equipment for decades.
*EDIT* Picture:
Concrete spalling is kind of what I was going for with the current iron ore, but perhaps I need to make some more obvious versions. I have lots of pics of damaged concrete which I can work from, but I'm not wanting to go full on 'concrete' with the game. I realize anyone with a red/green issue with color will find some textures difficult, but I did think the iron ore even as its stands was sufficient contrast to the new stone. The problem is that it isn't easily recognizable as nuggets, I still wanted it to blend somewhat in with the stone so you really did have to look for it. It's a difficult balancing act.
Have you come across many of the iron ore mine working textures yet? Unfortunately they're predominantly rusty orange, so I think I need to return to those and add a little more variety of corrosion perhaps.
I was also intending adding a lot of random features to stone in general, fissures, damage, etc. but this will make the iron ore and possibly some of the other ores even more difficult to see. Will have to see how things go.
First off, I love this resource pack. However, I'm having problems with better grass. I have completely uninstalled and reinstalled minecraft and
mcpatcher, and it doesn't seem to help. I can't even find an option on mcpatcher to turn better grass on. My minecraft installer version is 1.6.11
and my mcpatcher version is 5.0.0_02. Any help would be awesome. Thanks
juliasand1 is right as far as I know with regard to BetterGrass not being supported by MCPatcher, at least for the moment. Not sure about Optifine, and without looking back, just to confuse things, I'm sure Overjay's pic of his Railcraft train on the previous page showed off some BetterGrass in the background. So was that Optifine in use or an older version of MCPatcher and Minecraft?
The problem is the latest version of MCPatcher. You might have more joy if you can locate an older version...I think there's a link to older versions on the MCPatcher thread.
Glad you like my pack and welcome to the forum, sephiroth2881.
Concrete spalling is kind of what I was going for with the current iron ore, but perhaps I need to make some more obvious versions. I have lots of pics of damaged concrete which I can work from, but I'm not wanting to go full on 'concrete' with the game. I realize anyone with a red/green issue with color will find some textures difficult, but I did think the iron ore even as its stands was sufficient contrast to the new stone. The problem is that it isn't easily recognizable as nuggets, I still wanted it to blend somewhat in with the stone so you really did have to look for it. It's a difficult balancing act.
Have you come across many of the iron ore mine working textures yet? Unfortunately they're predominantly rusty orange, so I think I need to return to those and add a little more variety of corrosion perhaps.
I was also intending adding a lot of random features to stone in general, fissures, damage, etc. but this will make the iron ore and possibly some of the other ores even more difficult to see. Willhave to see how things go
Heh - I have a hard time describing what he sees - I look at your Iron Ore patterns and see the little blobs of color, some iron-oxide red, some vertiginous green - I did not recognize it as Iron Ore when I first saw it, but I knew that it wasn't regular stone.
He couldn't even see them at all. (We took about ten minutes with me saying - there it is, and pointing, and him not seeing it.)
He did not have that problem with your earlier Iron Ore textures - the blobs were larger or the horizontal striations made it stand out, depending on which version.
So, maybe larger, more horizontal blobs? Instead of nuggets, a larger, darker blob?
He's been a fan of Misa's for a long time - so I don't know if he would be willing to try again anyway, but I am sure there are others that had the same problem.
My own color vision is good - just about the only part of my vision that is. (As a consequence I am nearly night-blind, and have both myopia and astigmatism into the bargain. But I do have excellent color vision. )
Next update version 17 should be inbound soon. So here's another Imgur album to show off the new 64x random rail, and with the powered versions there's ample cog, pipe and redstone electrickery in evidence.
A video will show all this off better and I'm just in the process of compiling that now. Don't expect it to follow immediately though!
Of course there are other things besides new rail in the next update, but probably nothing quite as exciting as something that moves and looks good while stuff is moving around.
Here's a GSv.17 Changelog (as of 21/2/15):
.....So What's New? GSv.17 Changelog – Not as big as Gsv.16!
New 'mojang.png' title plate.
Updated steve.png which was missing extra arms and legs. Thanks to Ixkspal for pointing this out.
Updated inventory GUI with new yellow heart icon.
Fixed double_slab stonebricks not being properly random.
Fixed tops of smooth and carved sandstone by swapping them over.
Fixed tops of smooth and carved red sandstone by swapping them over.
New 64x gadget rich 'experience_orb.png' which finally ties in with the enchanting table/bookcase 'machine parts' particles. 11 new 64x icons.
New 64x enchanting table/bookcase machine parts particles on the particles.png sheet. 26 new icons.
New Villager interaction icons - blood splurge and 'sold' stamp. As of MC 1.8.1 villager interaction icons don't seem to work. This is not my fault.
All new 64x rail_normal
All new 64x rail_normal_turned
39 x random ctm rail_normal tracks, sporting all sorts of odds and ends - screwdrivers, chisels, hammers, chains, bolts, braces, wire, plates, boxes, pipes, etc. carefully weighted so things look interesting but not repetitive.
New 64x detailed animated rail_detector and rail_detector_powered.
New 64x detailed rail_activator and rail_activator_powered.
Also I do believe the new grey/ light grey bricks that glimmar was referring to in the image viewer, are what is known as Type A Engineering bricks. They were also know as staffordshire blue bricks. They were often used due to their low water absorption rates and high compressive states, and little care for actual appearance, but rather a greater importance associated with their engineering properties. The blue colour is from a low oxygen high temperature firing process. But technically there were two types of engineering bricks. Type A's, B's (and rarely if ever used C's) Whereas A's were uniquely colored, the rest were just normal red brick.
Love the details of tools left out, extra electrics and supports, as well as the rail chairs and bolts.
I did my best to try and make the extra random things not look repetitive or odd..it mostly seems to work. The vid should hopefully show off the moving mechanical stuff better than the pics. Thanks, mate.
Also I do believe the new grey/ light grey bricks that glimmar was referring to in the image viewer, are what is known as Type A Engineering bricks. They were also know as staffordshire blue bricks. They were often used due to their low water absorption rates and high compressive states, and little care for actual appearance, but rather a greater importance associated with their engineering properties. The blue colour is from a low oxygen high temperature firing process. But technically there were two types of engineering bricks. Type A's, B's (and rarely if ever used C's) Whereas A's were uniquely colored, the rest were just normal red brick.
Absolutely spot on there, Raveyote, that's them thar bricks for sure and to prove it...here are some of the pics I took as reference:
...and a close up:
for all their functionality I still think they are a beautiful brick...and age seems to bring out even more character and colour...though I only ever see them as being for large bridge constructions I still want to experiment and see what they look like in other architectural flights of imagination.
.....GSv.17 Taster Vid 1 'New Rail...Much Detail'!
Glimmar's Steampunk v.17 Update, available soon!
Taster Vid 1: 'New Rail...Much Detail'
My old 32x scale rail track was in great need of tender loving care. Now there are 38 ctm normal rail tracks at 64x scale, including many random features from hundreds of different timber sleepers, forgotten tools, wire, pipes, boxes, broken fittings, track joints, etc.
Powered rail track, golden, activator and detector have been upgraded to 64x with all new detailed animated cogs and steampunky electrickery.
Anyway, have a look at the video and see what you think.
Thanks for watching.
Music and Sound Credits - please click the spoiler:
Music credits:
____________
The music in this video is by Cousin Silas
who produces the most incredibly atmospheric ambient music.
I am just looking at all these wonderful textures and dreading having to update all the railcraft textures that will absolutely need to be updated to blend in. Sigh. I guess I just will have to accept the fact that it just never ends.
I am just looking at all these wonderful textures and dreading having to update all the railcraft textures that will absolutely need to be updated to blend in. Sigh. I guess I just will have to accept the fact that it just never ends.
I'll commiserate along with you, mate! That feeling of things being never ending can be mighty draining at times when all I see are old textures that need lots of improvement, but whatever you do is much appreciated. Still...you have my apologies with regard to Railcraft re-work.
I've not forgotten the request for the extra little random textures and although I was lazy in places...again, I'll try and sweeten things with some more extra little random textures that might prove useful. I'll send a package as soon as I can.
I dont have a skill in digital drawing to make a shop banner
Also, it is just a single (for now) contribution, so anyone is free to take my textures and do stuff with them. Just mention me in the credits roll
here the last version with proper coloring https://www.dropbox.com/s/zgsufcomzpaxlve/locomotives.rar?dl=0
However, I'm planning to make textures for Mystcraft too, as I'm using it. SO maybe there will be some banner eventually
Oh, one more thing. Glimmar, I wanted to ask you, where is color of light emitted by torches\glowstone\lamps is regulated in your pack? I want to try some tweaking, and my deductive skills tell me that this coloring is dependant on biome coloring. Am I right?
I'll pass it on - but right now he has gone back to using another texture set. (Misa's - also good looking, but I like steampunk.
The Auld Grump
Excited to hear that work is being done on the rail textures!
What baffles me is how you can continue to keep churning out new textures directly after such a huge update.
(1,500 textures is a lot!)
On a different note, I remember seeing alt textures for the iron trap doors a while back.
Is there a new alt collection out for v16, or are they elsewhere?
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Curse PremiumNo... lights like torches, glowstone and ambient lighting effects (to get those rosy hues on everything at sunset), etc. aren't biome specific, with MCPatcher they depend on the little .png file in the 'assets/minecraft/mcpatcher/lightmap' folder. For the surface world (rather than nether or end worlds) this is activated by a line in the 'color.properties' file in 'assets/minecraft/mcpatcher'. You'd be best visiting the MCPatcher thread for specific information on it as it would take up half a page here to explain. That doesn't mean it's complicated though and it's easy to have some fun with light levels, color and you can also add flickering, etc.
The 'sky0.png' and 'fog0.png' files...triangles within square .png files (zero denoting the surface world) can also influence the way the ambient light looks but they primarily color the sky and fog according to which biome you are in, obviously those are biome specific. They're to be found in the 'assets/minecraft/mcpatcher/colormap' folder. Again it would take up a page of explanation here, so a visit to the MCPatcher thread would be your best bet to find out how they really work.
'The All-Inclusive UPDATED Guide to Texturing' is one of the best guides to texture pack creation and well worth a visit: http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/resource-pack-discussion/1256366-the-all-inclusive-updated-guide-to-texturing#MCPatcher.
Don't worry about the banner having to be a 'work of art', but for now I'll put the latest file you've linked to in my next 'GS Alts Update' and credit you for the work.
Oh well...I'll bear it in mind still.
Misa's is an excellent pack and if he's used to that it's very difficult to enjoy another pack.
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Curse PremiumHaha! I'm just a glutton for punishment, but really I'm feeling a little bit more organised and able to just work on texturing rather than management...except when I'm reminded I haven't moved extra textures over to the 'GS Alts Download'!
Sorry about the extra trapdoor textures, I still haven't done my usual trawl through my last update work and I'm kind of being lazy...well, just wanting to move on with the rail textures really. I'll probably need prompting a few times before I feel guilty enough to set to and organize the next Alts update.
He had to download a special patch to make it work with 1.8.1.... I'd say that he is pretty happy with it.
His comment was that the pattern of the ore blended in too much with the pattern of the regular stone.
Maybe if you made the outline of the 'nuggets' stand out, outlining, or something.
Making it look like spalling might work as well, spalling is common on distressed concrete. (More specifically, reinforced concrete - a small crack... moisture reached the rebar - the rebar rusts and expands, more water gets in, freezes, expands, and knocks a chunk of concrete out, leaving a crater or a big ol' chunk missing from the edge.)
The Auld Grump - when I was a kid Boston still had working steam shovels... folks held on to their old equipment for decades.
*EDIT* Picture:
mcpatcher, and it doesn't seem to help. I can't even find an option on mcpatcher to turn better grass on. My minecraft installer version is 1.6.11
and my mcpatcher version is 5.0.0_02. Any help would be awesome. Thanks
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Curse PremiumConcrete spalling is kind of what I was going for with the current iron ore, but perhaps I need to make some more obvious versions. I have lots of pics of damaged concrete which I can work from, but I'm not wanting to go full on 'concrete' with the game. I realize anyone with a red/green issue with color will find some textures difficult, but I did think the iron ore even as its stands was sufficient contrast to the new stone. The problem is that it isn't easily recognizable as nuggets, I still wanted it to blend somewhat in with the stone so you really did have to look for it. It's a difficult balancing act.
Have you come across many of the iron ore mine working textures yet? Unfortunately they're predominantly rusty orange, so I think I need to return to those and add a little more variety of corrosion perhaps.
I was also intending adding a lot of random features to stone in general, fissures, damage, etc. but this will make the iron ore and possibly some of the other ores even more difficult to see.
juliasand1 is right as far as I know with regard to BetterGrass not being supported by MCPatcher, at least for the moment. Not sure about Optifine, and without looking back, just to confuse things, I'm sure Overjay's pic of his Railcraft train on the previous page showed off some BetterGrass in the background. So was that Optifine in use or an older version of MCPatcher and Minecraft?
The problem is the latest version of MCPatcher. You might have more joy if you can locate an older version...I think there's a link to older versions on the MCPatcher thread.
Glad you like my pack and welcome to the forum, sephiroth2881.
Heh - I have a hard time describing what he sees - I look at your Iron Ore patterns and see the little blobs of color, some iron-oxide red, some vertiginous green - I did not recognize it as Iron Ore when I first saw it, but I knew that it wasn't regular stone.
He couldn't even see them at all. (We took about ten minutes with me saying - there it is, and pointing, and him not seeing it.)
He did not have that problem with your earlier Iron Ore textures - the blobs were larger or the horizontal striations made it stand out, depending on which version.
So, maybe larger, more horizontal blobs? Instead of nuggets, a larger, darker blob?
He's been a fan of Misa's for a long time - so I don't know if he would be willing to try again anyway, but I am sure there are others that had the same problem.
My own color vision is good - just about the only part of my vision that is. (As a consequence I am nearly night-blind, and have both myopia and astigmatism into the bargain. But I do have excellent color vision.
The Auld Grump
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Curse Premium.....GSv.17 New 64x Rail!
Next update version 17 should be inbound soon. So here's another Imgur album to show off the new 64x random rail, and with the powered versions there's ample cog, pipe and redstone electrickery in evidence.
A video will show all this off better and I'm just in the process of compiling that now. Don't expect it to follow immediately though!
Of course there are other things besides new rail in the next update, but probably nothing quite as exciting as something that moves and looks good while stuff is moving around.
Here's a GSv.17 Changelog (as of 21/2/15):
.....So What's New? GSv.17 Changelog – Not as big as Gsv.16!
New 'mojang.png' title plate.
Updated steve.png which was missing extra arms and legs. Thanks to Ixkspal for pointing this out.
Updated inventory GUI with new yellow heart icon.
Fixed double_slab stonebricks not being properly random.
Fixed tops of smooth and carved sandstone by swapping them over.
Fixed tops of smooth and carved red sandstone by swapping them over.
New 64x gadget rich 'experience_orb.png' which finally ties in with the enchanting table/bookcase 'machine parts' particles. 11 new 64x icons.
New 64x enchanting table/bookcase machine parts particles on the particles.png sheet. 26 new icons.
New Villager interaction icons - blood splurge and 'sold' stamp. As of MC 1.8.1 villager interaction icons don't seem to work. This is not my fault.
All new 64x rail_normal
All new 64x rail_normal_turned
39 x random ctm rail_normal tracks, sporting all sorts of odds and ends - screwdrivers, chisels, hammers, chains, bolts, braces, wire, plates, boxes, pipes, etc. carefully weighted so things look interesting but not repetitive.
New 64x detailed animated rail_detector and rail_detector_powered.
New 64x detailed rail_activator and rail_activator_powered.
Love the details of tools left out, extra electrics and supports, as well as the rail chairs and bolts.
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Curse PremiumI did my best to try and make the extra random things not look repetitive or odd..it mostly seems to work. The vid should hopefully show off the moving mechanical stuff better than the pics. Thanks, mate.
Absolutely spot on there, Raveyote, that's them thar bricks for sure and to prove it...here are some of the pics I took as reference:
...and a close up:
for all their functionality I still think they are a beautiful brick...and age seems to bring out even more character and colour...though I only ever see them as being for large bridge constructions I still want to experiment and see what they look like in other architectural flights of imagination.
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Curse PremiumVideo currently uploading to Youtube.
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Curse Premium.....GSv.17 Taster Vid 1 'New Rail...Much Detail'!
Glimmar's Steampunk v.17 Update, available soon!
Taster Vid 1: 'New Rail...Much Detail'
My old 32x scale rail track was in great need of tender loving care. Now there are 38 ctm normal rail tracks at 64x scale, including many random features from hundreds of different timber sleepers, forgotten tools, wire, pipes, boxes, broken fittings, track joints, etc.
Powered rail track, golden, activator and detector have been upgraded to 64x with all new detailed animated cogs and steampunky electrickery.
Anyway, have a look at the video and see what you think.
Thanks for watching.
Music and Sound Credits - please click the spoiler:
____________
The music in this video is by Cousin Silas
who produces the most incredibly atmospheric ambient music.
06_-_Cousin-Silas_Endless-Summer.mp3
from the album:
Endless Summer EP (waag_rel008)
by Cousin Silas
https://archive.org/details/waag_rel008
Please also visit Cousin Silas's blog for further information:
http://cousinsilas.blogspot.co.uk/p/discography_30.html
Title Sound Sample credits:
________________________
I am very grateful for the following samples being made open-source:
12900__swelk__4machineloop03.wav
http://www.freesound.org/people/swelk/sounds/12900/
40158__sagetyrtle__crash Audio Extracted Audio Extracted.wav
http://www.freesound.org/people/sagetyrtle/sounds/40158/
48980__lunardrive__metal-door-slam-soundsmith.wav
http://www.freesound.org/people/Lunardrive/sounds/48980/
71569__microscopia__1905-regina-table-model-disc-music-box.wav
http://www.freesound.org/people/Microscopia/sounds/71569/
Sewing Machine 2 by Teto Yasha - SoundBible.com-2092031798.mp3
http://soundbible.com/1541-Sewing-Machine-2.html
wind_up_pedalling_water_turtle_toy.mp3
http://www.pdsounds.org/sounds/wound_up_toy_pedalling
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Curse PremiumI'll commiserate along with you, mate! That feeling of things being never ending can be mighty draining at times when all I see are old textures that need lots of improvement, but whatever you do is much appreciated. Still...you have my apologies with regard to Railcraft re-work.
I've not forgotten the request for the extra little random textures and although I was lazy in places...again, I'll try and sweeten things with some more extra little random textures that might prove useful. I'll send a package as soon as I can.
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Curse Premium