Random stuff in sand? Excellent idea. Random rails? Excellent idea. Old wiring in sandstone? Excellent idea.
But what sandstone variant is carved sandstone? That's not the smooth one, not the normal one, not the chiseled one? I know there are some other variants but I thought they were inaccessible...?
Ah! I often confusingly call chiseled...'carved' for some reason, my fault. So it's just the normal chiseled sandstone in vertical ctm form with a base, middle and random 'glyph' chiseled centre.
If you need ideas for what could go on the red carved sandstone, I suggest a pattern of dots(0), dashes(1), and |'s (spaces) that, in binary, give the Unicode designations of characters that, when put together, write various mathematical formulas (a=Δv/Δt, for example). Just an idea!
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This pack reminds me of Phillip Reeves' Mortal Engines series (But without the <expletive> huge traction cities, of course!), which is a good thing, as it is set in a very steampunk-y (Steampunk-ish? steampunk-ly?) world.
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If you need ideas for what could go on the red carved sandstone, I suggest a pattern of dots(0), dashes(1), and |'s (spaces) that, in binary, give the Unicode designations of characters that, when put together, write various mathematical formulas (a=Δv/Δt, for example). Just an idea!
Thanks for that, Alex. However, I probably will go down the road of including all sorts of confusing glyph imagery that will appear to be some sort of pictorial diagrammatic language, but really will just be intriguing random decoration.
This pack reminds me of Phillip Reeves' Mortal Engines series (But without the huge traction cities, of course!), which is a good thing, as it is set in a very steampunk-y (Steampunk-ish? steampunk-ly?) world.
Well, it's a compliment indeed to be even remotely compared to such classic stories.
Even though I carry a steampunk title and a fair few textures in the pack are 'steampunk-y', I still like to keep things within the bounds of realism... So yes to gadgets and arcane machines, but also yes to the landscape looking as much like a moody world we can comprehend as a familiar 'old' alternative 'earth' ...that way epic constructions seem more believably awe-inspiring.
Thanks for that, Alex. However, I probably will go down the road of including all sorts of confusing glyph imagery that will appear to be some sort of pictorial diagrammatic language, but really will just be intriguing random decoration.
It's ok, it was just an idea. Glad you appreciate it! Still, it would be cool to have something in there, even a small something, that one could, with research and cleverness, decode to have an actual meaning.
On a related note, maybe have the prismarine stuff show the circutry that would be made if you used the glyphs on the sandstone? I could give you an idea as to what that would look like if you sent me the texture(s) for the sandstone and any prismarine textures you have.
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tried this with shaders= TOO MUCH PPTREEEETY IT BURNNNS
why not custom music like this:
You'll have to show us some pics of the pack with shaders, sounds interesting.
As regards the music, I don't want to get into licencing or overburdening the pack for download when it's just as easy to have something appropriate on Spotify in the background. Music is a very personal thing and I'm as likely to annoy rather than delight with my personal choices. I'm not saying no to music for the in-game player, nor to special sound effects, but my priority is always to improve on the graphics side first, unless I get hit over the head with inspiration one morning.
It's ok, it was just an idea. Glad you appreciate it! Still, it would be cool to have something in there, even a small something, that one could, with research and cleverness, decode to have an actual meaning.
On a related note, maybe have the prismarine stuff show the circutry that would be made if you used the glyphs on the sandstone? I could give you an idea as to what that would look like if you sent me the texture(s) for the sandstone and any prismarine textures you have.
I'm more for something ambiguous with any possible message within the chiseled sandstone...something that randomly forms interesting designs that 'look' like they contain complicated information. I can't see a way to have both randomness and information that makes sense at the same time without it being very tedious to try and construct, especially as I'll be limited to about 10 random tiles max. They take an age to do when each tile has to be able to randomly link up on all four sides with any other random chiseled tile, whilst still retaining that desert temple feel of hieroglyphs...and there's not much space within each tile to create some meaningful message...methinks.
As regards the prismarine, I've mentioned previously (pages back) that I'd like at least one of the blocks to be made up of random electrical components, similar to my beacon gui, so all blackish metal panels studded with gauges, dials, valves, old switches, contacts, wiring and the like. The trouble is, if I'm going to include enough random designs that also interlink, it would be too incredibly time consuming and processor intensive to animate each design, so they'd have to appear as 'dead' electrical panels. This would actually fit in with the idea of the Ocean Temple being a kind of slumbering nautilus sub...so I'm not too worried about the lack of flickering gauges and pulsating valves.
So yes, my planned random electrical prismarine block should hopefully tie in nicely with the normal chiseled sandstone block and all my other electrical blocks like the comparator, repeater (obviously to be upgraded), detectors, dispenser, new crafting table (when it's done), etc, etc.
The rest of the prismarine blocks will be some kind of structural metal, but this is what I've still to brainstorm over with regards to what would look good for an under-sea structure, but still be mighty useful for construction purposes on land. I've kind of ruled out barnacle and seaweed encrusted panels as that would be too limiting. I might go in the direction of the metal being corroded, but again, whatever I decide to do would have to be very useful for construction purposes. I've built up a bank of inspiring pics, but I've yet to be motivated or inspired enough to begin work in earnest...I'll get there though.
I'm more for something ambiguous with any possible message within the chiseled sandstone...something that randomly forms interesting designs that 'look' like they contain complicated information. I can't see a way to have both randomness and information that makes sense at the same time without it being very tedious to try and construct, especially as I'll be limited to about 10 random tiles max. They take an age to do when each tile has to be able to randomly link up on all four sides with any other random chiseled tile, whilst still retaining that desert temple feel of hieroglyphs...and there's not much space within each tile to create some meaningful message...methinks.
As regards the prismarine, I've mentioned previously (pages back) that I'd like at least one of the blocks to be made up of random electrical components, similar to my beacon gui, so all blackish metal panels studded with gauges, dials, valves, old switches, contacts, wiring and the like. The trouble is, if I'm going to include enough random designs that also interlink, it would be too incredibly time consuming and processor intensive to animate each design, so they'd have to appear as 'dead' electrical panels. This would actually fit in with the idea of the Ocean Temple being a kind of slumbering nautilus sub...so I'm not too worried about the lack of flickering gauges and pulsating valves.
So yes, my planned random electrical prismarine block should hopefully tie in nicely with the normal chiseled sandstone block and all my other electrical blocks like the comparator, repeater (obviously to be upgraded), detectors, dispenser, new crafting table (when it's done), etc, etc.
The rest of the prismarine blocks will be some kind of structural metal, but this is what I've still to brainstorm over with regards to what would look good for an under-sea structure, but still be mighty useful for construction purposes on land. I've kind of ruled out barnacle and seaweed encrusted panels as that would be too limiting. I might go in the direction of the metal being corroded, but again, whatever I decide to do would have to be very useful for construction purposes. I've built up a bank of inspiring pics, but I've yet to be motivated or inspired enough to begin work in earnest...I'll get there though.
So, a blued steel base? Bluing does help corrosion resistance, and looks nice too.
I was thinking that, instead of random components, the prismarine with the stuff on it instead uses the objects represented in the diagrams on the sandstone, as it is made of various electrical component symbols.
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So, a blued steel base? Bluing does help corrosion resistance, and looks nice too.
I was thinking that, instead of random components, the prismarine with the stuff on it instead uses the objects represented in the diagrams on the sandstone, as it is made of various electrical component symbols.
Blued steel along with a lot of other types and ideas will be in the mental melting pot, but I haven't a clue yet how things will turn out. The process for me is just a lot of trial and error in Gimp and building with the test blocks in Minecraft until something seems to gel in my head and that something works with lots of existing blocks in the pack.
Trying to tie prismarine components in with the sandstone electrical diagrams and symbols would be too limiting. I'm not wanting to link the two in too obvious a way and by 'random prismarine electrical components' I'm not meaning the dials, gauges, valves, etc. will just be 'iggledy-piggledy' randomly slapped onto each square panel. Various components on each face of each prismarine block will interlink with their neighbor to create a much more complex, but randomly generated, control board of blocks. It will be hard enough to get this to work without having to try and tie it in too literally with the sandstone chiseled glyph circuits.
So long as these things are engineered and designed to appear to be connected, I am happy to sit back and see what the random factor throws together. things are always much more interesting that way.
Anyways, I've been working on many more random bits of junk for both types of sand, for both types of dirt and lots more for gravel by way of junk and various sizes of extra stones and rocks that better link the gravel to stone, but probably the most useful thing I've just finished up on is an extra type of 'flint' cobblestone acquired by placing two cobblestone slabs atop each other, forming a double slab.
Haven't got anymore time tonight, but will put together a Imgur 'flickbook' of images tomorrow to show of the hundreds of new textures I've made. In the meantime here is yet another revised and up-to-date Changelog that will give an idea of the scale of work so far:
.....GSv.17 Changelog - as of 9/3/15
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
43 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.
New 64x detailed rail_golden and rail_golden_powered.
8 new random grass sides, taking the total to 33.
8 new random grass side overlays, taking the total to 28.
edited the 'color.properties' file in the MCPatcher folder to stop the new smooth stone textures - andesite, granite and diorite from being influenced by biome coloring.
72 new random sand textures, including 36 rocks and stones (reasonably common, but not to the point of distraction). 36 junk/lost metal items (very rare - so as not to look like the desert 'junk' fairy has gone bananas!).
7 new sandstone_carved/chiseled centre sections (remember this is for vertical ctm), depicting random 'ancient' carved circuit diagrams. These textures replace the temporary sandstone shaded marble frieze figures introduced in GSv16.
72 new random red sand textures, including 36 rocks and stones (reasonably common, but not to the point of distraction). 36 junk/lost metal items (very rare - so as not to look like the desert 'junk' fairy has gone bananas!).
7 new red_sandstone_carved/chiseled centre sections (remember this is for vertical ctm), depicting random 'ancient' carved circuit diagrams. These textures replace the temporary sandstone shaded marble frieze figures introduced in Gsv16. These are a color edited version of the normal carved sandstone, so at some stage I'd like to do something more unique to red_sandstone
64 new random gravel textures, consisting of 16 larger stones and rocks, 16 'dirty' gravel tiles and 32 'junk' items.
36 new random dirt_coarse textures, consisting of 36 'junk' items.
36 new random dirt textures, consisting of 36 'junk' items.
36 new repeat double slab cobblestone 'flint' wall texture. More random textures to be added to this later, but very much already in good working order.
As mentioned, screenshots of the work will have to wait until tomorrow now, sorry. I.....need....sleep....
Blued steel along with a lot of other types and ideas will be in the mental melting pot, but I haven't a clue yet how things will turn out. The process for me is just a lot of trial and error in Gimp and building with the test blocks in Minecraft until something seems to gel in my head and that something works with lots of existing blocks in the pack.
Trying to tie prismarine components in with the sandstone electrical diagrams and symbols would be too limiting. I'm not wanting to link the two in too obvious a way and by 'random prismarine electrical components' I'm not meaning the dials, gauges, valves, etc. will just be 'iggledy-piggledy' randomly slapped onto each square panel. Various components on each face of each prismarine block will interlink with their neighbor to create a much more complex, but randomly generated, control board of blocks. It will be hard enough to get this to work without having to try and tie it in too literally with the sandstone chiseled glyph circuits.
So long as these things are engineered and designed to appear to be connected, I am happy to sit back and see what the random factor throws together. things are always much more interesting that way.
Ah, ok. The random factor does add in SO much variety, I agree. Here's a couple of ideas that may help:
Sea lanterns could have a similarly styled pattern as the sponge
Dark prismarine could be the one with components on it, and prismarine would use/supply the 'base' texture while prismarine brick would be a decorated version of normal prismarine.
Prismarine shards could be either metal plates or electrical components
Thanks for the replies! Love how you're actually taking my (and others') suggestions seriously, even if you don't use them.
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Ah, ok. The random factor does add in SO much variety, I agree. Here's a couple of ideas that may help:
Sea lanterns could have a similarly styled pattern as the sponge
Dark prismarine could be the one with components on it, and prismarine would use/supply the 'base' texture while prismarine brick would be a decorated version of normal prismarine.
Prismarine shards could be either metal plates or electrical components
Thanks for the replies! Love how you're actually taking my (and others') suggestions seriously, even if you don't use them.
I try not to take it for granted that people still find something of interest in my resource pack. Any and all suggestions whether directly useful or not switch little valves on in my brain and spark my thinking in different directions, so as long as users don't think I'm being ignorant or take offence at me not using every idea that's suggested, then I love the input. Also those suggestions above regarding the prismarine could be useful, especially the one about the sea lanterns, I'll add them to my prismarine inspirations folder. Thanks, Alex.
If I didn't already have the pumpkin as a lantern and diving helmet, then some kind of nautical lantern would have been an obvious choice, but I have to think of something else that still ties in with sub-marine constructions. I have some ideas, but any other thoughts may help the process.
Anyways, I'm genuinely trying to finish up on this next update, but the extra 'flint' cobble got a little more complicated in my crusade to achieve a really good random spread of rocks and mortar. It's just that I can see it being very useful for great swathes of old castle walls, etc. so I think it's worth the effort...and with all this mass of extra randomness there's still no discernible lag yet! I'd have thought some effect would have been evident by now.
.....GSv.17 New Flint Wall & Lots of Extra Random!
Here is the promised Imgur picture book showing the latest textures I've been working on.
Included are lots of pics of random junk items to be found in dirt, sand and gravel. Gravel not only has lots of rare junk items, but also a greater variety of rock sizes that help it's juxtaposition with stone, dirt and sand and other materials.
The landscape is more interesting for these extras, but I am aware that the frequency of such random elements is a delicate matter...too much and the whole world can easily look like a junk yard and my pack is designed for creators of ordered retro-future worlds, not post-apocalyptic wildernesses.
The new double slab flint cobble wall texture only requires the use of MCPatcher/Optifine...which everyone uses, right? It is a prefectly legal block and doesn't use any outdated meta number jiggery pokery...just the cobble double slab. It is designed to be a nice bridging block between stone bricks, stone and normal cobble, but will also have many other uses I'm sure.
Here's a new GSv.17 Changelog (as of 11/3/15):
......Updated GSv.17 Changelog
Glimmar's Steampunk v.17 for Minecraft 1.8.x
-----------------------------------------------------------
blocks (Listed in no particular logical order) :
------------------------------------------------
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
43 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.
New 64x detailed rail_golden and rail_golden_powered.
8 new random grass sides, taking the total to 33.
8 new random grass side overlays, taking the total to 28.
edited the 'color.properties' file in the MCPatcher folder to stop the new smooth stone textures - andesite, granite and diorite from being influenced by biome coloring.
72 new random sand textures, including 36 rocks and stones (reasonably common, but not to the point of distraction). 36 junk/lost metal items (very rare - so as not to look like the desert 'junk' fairy has gone bananas!).
7 new sandstone_carved/chiseled centre sections (remember this is for vertical ctm), depicting random 'ancient' carved circuit diagrams. These textures replace the temporary sandstone shaded marble frieze figures introduced in GSv16.
72 new random red sand textures, including 36 rocks and stones (reasonably common, but not to the point of distraction). 36 junk/lost metal items (very rare - so as not to look like the desert 'junk' fairy has gone bananas!).
7 new red_sandstone_carved/chiseled centre sections (remember this is for vertical ctm), depicting random 'ancient' carved circuit diagrams. These textures replace the temporary sandstone shaded marble frieze figures introduced in Gsv16. These are a color edited version of the normal carved sandstone, so at some stage I'd like to do something more unique to red_sandstone
64 new random gravel textures, consisting of 16 larger stones and rocks, 16 'dirty' gravel tiles and 32 'junk' items.
36 new random dirt_coarse textures, consisting of 36 'junk' items.
36 new random dirt textures, consisting of 36 'junk' items.
36 new repeat double slab cobblestone 'flint' wall texture and 36 random overlay textures. Works great for old castle walls and towers, dry stone walls and old cobbled roads.
Tinkers Construct
* Updated Green Slime Dirt and Grass (CTM)
* Updated Blue Slime Dirt and Grass (CTM)
* Updated Grout Block Texture (CTM)
* Updated Brick Sandstone (CTM)
* Updated Fancy Brick Sandstone (CTM)
* Updated Fancy Brick Stone - no longer heads, which can be found in Vanilla textures
* Updated Fancy Brick Gold - used to be fancy brick bone (CTM)
* Updated Brick Bone and Fancy Brick Bone - used to be Railcraft bone blocks (CTM)
* Updated Copper Ore and Copper Gravel Ore
* Updated Tin Ore and Tin Gravel Ore
* Updated Aluminum Ore and Aluminum Gravel Ore
* Updated Stone Ladder
Weapon Mod
* Updated Gold Axe
* Updated Iron Axe
* Updated Stone Axe
* Updated Wood Axe
* Updated Diamond Axe
* Added Crossbow
* Added Bolt
Misc
* Added from 1.6.4 textures - jakj_redstoneinmotion.
- Added some new textures for 1.7.10 Version
- Mod is buggy and missing textures.
* Added from 1.6.4 textures - Dynamic Transport
- Added 1.7.10 vanialla textures
Glim, I am certainly looking forward to using your new textures ... btw, please don't forget the images for me to use for the mod pack.
And, not to steal any of your thunder, I do have some images for my own upcoming mod pack update:
Flip! That list of mod additions puts my meager update to shame and looks very exciting indeed...well done, mate.
Love that station interior and the sandstone facade so much, but I particularly love that black 'zig-zag' girder support...I'd love to make something similar...that is if I had enough blocks to play around with...and the time, lol! That's where I'm jealous now of the mods you use, but I'd go insane with that lot to maintain. I really don't know how you do it!
Don't worry about the images you asked for, I have a worksheet on my desktop with your name on it that I keep adding to. As soon as I'm finished up with this update I'll send it through.
Is making this pack your fulltime job? I mean, ±36 textures per BLOCK...!!! How much terabyte is the download?
The new textures are as lovely as always, Glimmar!
Haha! Having just looked through Megistus' list, I don't feel quite so prolific now, texture-wise. However, sadly it does 'feel' like a full-time job sometimes, but it isn't I assure you...the demands of real life always far exceed the time I spend on Glimmar's Steampunk.
With regard to the number of ctm textures per block, it's kind of like an addiction really, I get hooked on trying to see how far I can take an individual/group of interlinked textures, particularly natural landscape materials at the moment, but then the effort, usually into the early hours each night, leaves me burned out and I'm going through one of those 'down' phases at the moment.
Even with all the extra ctm textures, the pack still seems to hover around the 80meg mark...always surprises me that, as the work feels more like it should come out at 80gig! Actually my backup files of working texture sheets, inspirational pics and world backups, etc. probably does far exceed the 80gig mark now...quite ridiculous really, and that's not counting a separate 1-terabyte hard drive just for all the screenshots and hours of in-game film footage I've accumulated! Sad really, when I think of what good I could have done with that time in RL.
I'm really digging the new cobble double slab! (haha, digging, minecraft, eh? eh? :D) I can definitely think of some cool uses to put that to. Excellent work as always glim.
And although I'm not really that big into mods, those textures look pretty great too, megistus!
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Curse PremiumAh! I often confusingly call chiseled...'carved' for some reason, my fault. So it's just the normal chiseled sandstone in vertical ctm form with a base, middle and random 'glyph' chiseled centre.
Thanks, J.
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Curse PremiumThanks again, Lindreth.
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Curse PremiumEDIT: the binary for the example would be 01100001 00111101 001110010100 01110110 00101111 001110010100 01110100, or ".--....-|..----.-|..---..-.-..|.---.--.|..-.----|..---..-.-..|.---.-..".
Source: http://unicode-table.com/en/#control-character, http://www.binaryhexconverter.com/hex-to-binary-converter
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Curse PremiumThanks for that, Alex. However, I probably will go down the road of including all sorts of confusing glyph imagery that will appear to be some sort of pictorial diagrammatic language, but really will just be intriguing random decoration.
Well, it's a compliment indeed to be even remotely compared to such classic stories.
Even though I carry a steampunk title and a fair few textures in the pack are 'steampunk-y', I still like to keep things within the bounds of realism... So yes to gadgets and arcane machines, but also yes to the landscape looking as much like a moody world we can comprehend as a familiar 'old' alternative 'earth' ...that way epic constructions seem more believably awe-inspiring.
Oooo! Thanks for that link. I wasn't familiar with larklight at all.
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Curse PremiumIt's ok, it was just an idea. Glad you appreciate it!
On a related note, maybe have the prismarine stuff show the circutry that would be made if you used the glyphs on the sandstone? I could give you an idea as to what that would look like if you sent me the texture(s) for the sandstone and any prismarine textures you have.
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Curse PremiumYou'll have to show us some pics of the pack with shaders, sounds interesting.
As regards the music, I don't want to get into licencing or overburdening the pack for download when it's just as easy to have something appropriate on Spotify in the background. Music is a very personal thing and I'm as likely to annoy rather than delight with my personal choices. I'm not saying no to music for the in-game player, nor to special sound effects, but my priority is always to improve on the graphics side first, unless I get hit over the head with inspiration one morning.
Nice music though.
I'm more for something ambiguous with any possible message within the chiseled sandstone...something that randomly forms interesting designs that 'look' like they contain complicated information. I can't see a way to have both randomness and information that makes sense at the same time without it being very tedious to try and construct, especially as I'll be limited to about 10 random tiles max. They take an age to do when each tile has to be able to randomly link up on all four sides with any other random chiseled tile, whilst still retaining that desert temple feel of hieroglyphs...and there's not much space within each tile to create some meaningful message...methinks.
As regards the prismarine, I've mentioned previously (pages back) that I'd like at least one of the blocks to be made up of random electrical components, similar to my beacon gui, so all blackish metal panels studded with gauges, dials, valves, old switches, contacts, wiring and the like. The trouble is, if I'm going to include enough random designs that also interlink, it would be too incredibly time consuming and processor intensive to animate each design, so they'd have to appear as 'dead' electrical panels. This would actually fit in with the idea of the Ocean Temple being a kind of slumbering nautilus sub...so I'm not too worried about the lack of flickering gauges and pulsating valves.
So yes, my planned random electrical prismarine block should hopefully tie in nicely with the normal chiseled sandstone block and all my other electrical blocks like the comparator, repeater (obviously to be upgraded), detectors, dispenser, new crafting table (when it's done), etc, etc.
The rest of the prismarine blocks will be some kind of structural metal, but this is what I've still to brainstorm over with regards to what would look good for an under-sea structure, but still be mighty useful for construction purposes on land. I've kind of ruled out barnacle and seaweed encrusted panels as that would be too limiting. I might go in the direction of the metal being corroded, but again, whatever I decide to do would have to be very useful for construction purposes. I've built up a bank of inspiring pics, but I've yet to be motivated or inspired enough to begin work in earnest...I'll get there though.
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Curse PremiumSo, a blued steel base? Bluing does help corrosion resistance, and looks nice too.
I was thinking that, instead of random components, the prismarine with the stuff on it instead uses the objects represented in the diagrams on the sandstone, as it is made of various electrical component symbols.
Gen: 1. If you see this, please paste this into your signature and add 1 to the Gen number.
""""Criticism is not hate. Criticism isn't trolling. Please, please do not make the mistake of confusing the two." -megabyte12345" -Klockkid12Jr" -Broccoli_Monkey" -Derwan This link seems soulless...
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Curse PremiumBlued steel along with a lot of other types and ideas will be in the mental melting pot, but I haven't a clue yet how things will turn out. The process for me is just a lot of trial and error in Gimp and building with the test blocks in Minecraft until something seems to gel in my head and that something works with lots of existing blocks in the pack.
Trying to tie prismarine components in with the sandstone electrical diagrams and symbols would be too limiting. I'm not wanting to link the two in too obvious a way and by 'random prismarine electrical components' I'm not meaning the dials, gauges, valves, etc. will just be 'iggledy-piggledy' randomly slapped onto each square panel. Various components on each face of each prismarine block will interlink with their neighbor to create a much more complex, but randomly generated, control board of blocks. It will be hard enough to get this to work without having to try and tie it in too literally with the sandstone chiseled glyph circuits.
So long as these things are engineered and designed to appear to be connected, I am happy to sit back and see what the random factor throws together. things are always much more interesting that way.
Anyways, I've been working on many more random bits of junk for both types of sand, for both types of dirt and lots more for gravel by way of junk and various sizes of extra stones and rocks that better link the gravel to stone, but probably the most useful thing I've just finished up on is an extra type of 'flint' cobblestone acquired by placing two cobblestone slabs atop each other, forming a double slab.
Haven't got anymore time tonight, but will put together a Imgur 'flickbook' of images tomorrow to show of the hundreds of new textures I've made. In the meantime here is yet another revised and up-to-date Changelog that will give an idea of the scale of work so far:
.....GSv.17 Changelog - as of 9/3/15
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
43 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.
New 64x detailed rail_golden and rail_golden_powered.
8 new random grass sides, taking the total to 33.
8 new random grass side overlays, taking the total to 28.
edited the 'color.properties' file in the MCPatcher folder to stop the new smooth stone textures - andesite, granite and diorite from being influenced by biome coloring.
72 new random sand textures, including 36 rocks and stones (reasonably common, but not to the point of distraction). 36 junk/lost metal items (very rare - so as not to look like the desert 'junk' fairy has gone bananas!).
7 new sandstone_carved/chiseled centre sections (remember this is for vertical ctm), depicting random 'ancient' carved circuit diagrams. These textures replace the temporary sandstone shaded marble frieze figures introduced in GSv16.
72 new random red sand textures, including 36 rocks and stones (reasonably common, but not to the point of distraction). 36 junk/lost metal items (very rare - so as not to look like the desert 'junk' fairy has gone bananas!).
7 new red_sandstone_carved/chiseled centre sections (remember this is for vertical ctm), depicting random 'ancient' carved circuit diagrams. These textures replace the temporary sandstone shaded marble frieze figures introduced in Gsv16. These are a color edited version of the normal carved sandstone, so at some stage I'd like to do something more unique to red_sandstone
64 new random gravel textures, consisting of 16 larger stones and rocks, 16 'dirty' gravel tiles and 32 'junk' items.
36 new random dirt_coarse textures, consisting of 36 'junk' items.
36 new random dirt textures, consisting of 36 'junk' items.
36 new repeat double slab cobblestone 'flint' wall texture. More random textures to be added to this later, but very much already in good working order.
As mentioned, screenshots of the work will have to wait until tomorrow now, sorry. I.....need....sleep....
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Curse PremiumAh, ok.
- Sea lanterns could have a similarly styled pattern as the sponge
- Dark prismarine could be the one with components on it, and prismarine would use/supply the 'base' texture while prismarine brick would be a decorated version of normal prismarine.
- Prismarine shards could be either metal plates or electrical components
Thanks for the replies! Love how you're actually taking my (and others') suggestions seriously, even if you don't use them.Gen: 1. If you see this, please paste this into your signature and add 1 to the Gen number.
""""Criticism is not hate. Criticism isn't trolling. Please, please do not make the mistake of confusing the two." -megabyte12345" -Klockkid12Jr" -Broccoli_Monkey" -Derwan This link seems soulless...
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Curse PremiumI try not to take it for granted that people still find something of interest in my resource pack. Any and all suggestions whether directly useful or not switch little valves on in my brain and spark my thinking in different directions, so as long as users don't think I'm being ignorant or take offence at me not using every idea that's suggested, then I love the input. Also those suggestions above regarding the prismarine could be useful, especially the one about the sea lanterns, I'll add them to my prismarine inspirations folder. Thanks, Alex.
If I didn't already have the pumpkin as a lantern and diving helmet, then some kind of nautical lantern would have been an obvious choice, but I have to think of something else that still ties in with sub-marine constructions. I have some ideas, but any other thoughts may help the process.
Anyways, I'm genuinely trying to finish up on this next update, but the extra 'flint' cobble got a little more complicated in my crusade to achieve a really good random spread of rocks and mortar. It's just that I can see it being very useful for great swathes of old castle walls, etc. so I think it's worth the effort...and with all this mass of extra randomness there's still no discernible lag yet! I'd have thought some effect would have been evident by now.
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Curse Premium.....GSv.17 New Flint Wall & Lots of Extra Random!
Here is the promised Imgur picture book showing the latest textures I've been working on.
Included are lots of pics of random junk items to be found in dirt, sand and gravel. Gravel not only has lots of rare junk items, but also a greater variety of rock sizes that help it's juxtaposition with stone, dirt and sand and other materials.
The landscape is more interesting for these extras, but I am aware that the frequency of such random elements is a delicate matter...too much and the whole world can easily look like a junk yard and my pack is designed for creators of ordered retro-future worlds, not post-apocalyptic wildernesses.
The new double slab flint cobble wall texture only requires the use of MCPatcher/Optifine...which everyone uses, right? It is a prefectly legal block and doesn't use any outdated meta number jiggery pokery...just the cobble double slab. It is designed to be a nice bridging block between stone bricks, stone and normal cobble, but will also have many other uses I'm sure.
Here's a new GSv.17 Changelog (as of 11/3/15):
......Updated GSv.17 Changelog
Glimmar's Steampunk v.17 for Minecraft 1.8.x
-----------------------------------------------------------
blocks (Listed in no particular logical order) :
------------------------------------------------
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
43 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.
New 64x detailed rail_golden and rail_golden_powered.
8 new random grass sides, taking the total to 33.
8 new random grass side overlays, taking the total to 28.
edited the 'color.properties' file in the MCPatcher folder to stop the new smooth stone textures - andesite, granite and diorite from being influenced by biome coloring.
72 new random sand textures, including 36 rocks and stones (reasonably common, but not to the point of distraction). 36 junk/lost metal items (very rare - so as not to look like the desert 'junk' fairy has gone bananas!).
7 new sandstone_carved/chiseled centre sections (remember this is for vertical ctm), depicting random 'ancient' carved circuit diagrams. These textures replace the temporary sandstone shaded marble frieze figures introduced in GSv16.
72 new random red sand textures, including 36 rocks and stones (reasonably common, but not to the point of distraction). 36 junk/lost metal items (very rare - so as not to look like the desert 'junk' fairy has gone bananas!).
7 new red_sandstone_carved/chiseled centre sections (remember this is for vertical ctm), depicting random 'ancient' carved circuit diagrams. These textures replace the temporary sandstone shaded marble frieze figures introduced in Gsv16. These are a color edited version of the normal carved sandstone, so at some stage I'd like to do something more unique to red_sandstone
64 new random gravel textures, consisting of 16 larger stones and rocks, 16 'dirty' gravel tiles and 32 'junk' items.
36 new random dirt_coarse textures, consisting of 36 'junk' items.
36 new random dirt textures, consisting of 36 'junk' items.
36 new repeat double slab cobblestone 'flint' wall texture and 36 random overlay textures. Works great for old castle walls and towers, dry stone walls and old cobbled roads.
Thanks for looking.
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Curse PremiumThanks, mate!
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Curse PremiumAnd, not to steal any of your thunder, I do have some images for my own upcoming mod pack update:
I should be updating this weekend. I am not, by any stretch, finished with any of the mods ... but, it certainly is worth an update at this point.
Current Change Log is:
Minecraft 1.7.10 - for GS 16+
Update:
Cart Livery
* Added to Resource Pack
* Added minecart bleached
* Added Bottom
* Added DB
* Added Stripe 1
* Added Stripe 2
* Added Template
* Added Thick Diagonal
Chocoloate Quest (Better Dungeons)
* Updated texture structure for Chocolate Quest 1.7.10 v.1
* Added King Armor (Updated from Stone_1)
* Added Spider Armor
* Added Triton
* Added Triton Female
* Added Triton Inq
* Added Dwarf1
* Added human
* Added human1
* Added human2
* Added humanFemale
* Added innKeeper
* Added innkeeperFemale
* Added Monkey
* Added Monkey Space
* Added Pirate
* Added Pirate1
* Updated Orc
* Added Orc1
* Added Orc2
* Added Orc Female
* Added Orc Inq
* Added Zombie Orc
* Added Skeleton
* Added Skeleton Orc
* Updated Goblin
* Updated Golbin Shaman
* Added Gremlin
* Added Minotaur Zombie
* Added Blocks w1 thru w15
EnderIO (EnderIO-1.7.10-2.2.8.349)
* Removed Depreciated textures
* Udpated Widgets
* Updated Reinforced Obsidian
* Added Dark Steel Ladder
Extra Doors
* Updated Wood doors to reflect GS16
- Spruce
- Birch
- Jungle
* Updated Netherbrick Door with Old Oak GS 16 texture
Forestry
* Added Deciduous Leaves CTM
* Added Confier Leaves CTM
* Added Jungle Leaves CTM
* Updated Tin Ore
* Updated Copper Ore
Minefactory Reloaded
* Updated MFR Decorative Brick Large - Blends better with Brick Texture
Mo Creatures
* Added Mo Creatures
* Added Green Ogre
* Added Red Ogre
* Added Silver Skeleton
* Added Horse Skeleton
* Added Large Golem
* Added Hide Armor
* Added Birds
* Added Zombie Horse
* Added Horses (Mo Creature Horses have Blue Eyes)
* Added Zebras
* Added Hide Chest Armor Item
* Added Bunny
Railcraft
* Updated Railcraft Blood Brick - blends now with Brick Texture
* Updated Quarried Stone Block
* Updated Quarried Stone Decorative Blocks (Removed redundant CTM)
* Updated Nether Brick Blocks
* Updated Sandy Bricks
* Updated Bleached Bone Bricks
* Updated Abyssal Bricks
* Updated Steam Engine
* Added Magic Steam Engine
* Added Electric Engine
Thaumcraft
* Added Thaumcraft
* Added Wizard NPC Texture
* Added Moneychanger NPC Texture
* Added Silverwood Side & Top
* Added Silverwood Leaves (CTM)
* Added Greatwood Side & Top
* Added Greatwood Leaves (CTM)
* Added Taint Soil (CTM)
* Added Furnace
* Added Amber Block
* Added Amber Brick
* Added Amber Ore
* Added Tablequill
* Added Taint Crust
* Added Taint Fibers
* Added Taint Soil
* Added Rune Border
* Added Shimmerleaf
* Added Crimson Blade
* Added Elemental Sword
* Added Thaumium Sword
* Added Void Sword
* Added Thaumium Axe
* Added Void Axe
* Added Elemental Axe
* Added Elemental Pickaxe
* Added Thaumium Pickaxe
* Added Void Pickaxe
* Added Elemental Shovel
* Added Thaumium Shovel
* Added Void Shovel
* Added Thaumium Ingot
* Added Voidmetal Ingot
Thermal Expansion
* Added Invar Armor
* Added Invar Armor Items
Thermal Foundation
* Updated Copper Ore
* Updated Lead Ore
* Updated Silver Ore
* Updated Tin Ore
* Updated Mithril Ore
* Updated Nickle Ore
* Updated Platinum Ore
* Updated Silver Ore
* Added Bronze Armor
* Added Copper Armor
* Added ELectrum Armor
* Added Invar Armor
* Added Lead Armor
* Added Platinum Armor
* Added Tin Armor
* Moved Invar Armor from Expansion to Foundation
* Added Metal Tools (Bronze, Copper, Electrum, Invar, Lead, Nickle, PLatinum, Silver, & Tin):
Axe
Shovel
Pickaxe
Hoe
Sword
Shears
Tinkers Construct
* Updated Green Slime Dirt and Grass (CTM)
* Updated Blue Slime Dirt and Grass (CTM)
* Updated Grout Block Texture (CTM)
* Updated Brick Sandstone (CTM)
* Updated Fancy Brick Sandstone (CTM)
* Updated Fancy Brick Stone - no longer heads, which can be found in Vanilla textures
* Updated Fancy Brick Gold - used to be fancy brick bone (CTM)
* Updated Brick Bone and Fancy Brick Bone - used to be Railcraft bone blocks (CTM)
* Updated Copper Ore and Copper Gravel Ore
* Updated Tin Ore and Tin Gravel Ore
* Updated Aluminum Ore and Aluminum Gravel Ore
* Updated Stone Ladder
* Updated Pickaxe
* Updated Shovel
* Updated Axe
* Updated Lumber Axe
* Updated Longsword
* Updated Cutlass
* Updated Broadsword
* Updated Hammer
* Updated Excavator
* Updated Arrows (Fixed Alignment)
* Updated Chisel
* Updated Battle Sign
* Added Rapier
* Added Crossbow
* Added Javelin
* Updated Icons GUI
Weapon Mod
* Updated Gold Axe
* Updated Iron Axe
* Updated Stone Axe
* Updated Wood Axe
* Updated Diamond Axe
* Added Crossbow
* Added Bolt
Misc
* Added from 1.6.4 textures - jakj_redstoneinmotion.
- Added some new textures for 1.7.10 Version
- Mod is buggy and missing textures.
* Added from 1.6.4 textures - Dynamic Transport
- Added 1.7.10 vanialla textures
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Curse PremiumFlip! That list of mod additions puts my meager update to shame and looks very exciting indeed...well done, mate.
Love that station interior and the sandstone facade so much, but I particularly love that black 'zig-zag' girder support...I'd love to make something similar...that is if I had enough blocks to play around with...and the time, lol! That's where I'm jealous now of the mods you use, but I'd go insane with that lot to maintain. I really don't know how you do it!
Don't worry about the images you asked for, I have a worksheet on my desktop with your name on it that I keep adding to. As soon as I'm finished up with this update I'll send it through.
Haha! Having just looked through Megistus' list, I don't feel quite so prolific now, texture-wise.
With regard to the number of ctm textures per block, it's kind of like an addiction really, I get hooked on trying to see how far I can take an individual/group of interlinked textures, particularly natural landscape materials at the moment, but then the effort, usually into the early hours each night, leaves me burned out and I'm going through one of those 'down' phases at the moment.
Even with all the extra ctm textures, the pack still seems to hover around the 80meg mark...always surprises me that, as the work feels more like it should come out at 80gig! Actually my backup files of working texture sheets, inspirational pics and world backups, etc. probably does far exceed the 80gig mark now...quite ridiculous really, and that's not counting a separate 1-terabyte hard drive just for all the screenshots and hours of in-game film footage I've accumulated! Sad really, when I think of what good I could have done with that time in RL.
And although I'm not really that big into mods, those textures look pretty great too, megistus!
Wooo, cool! Love your locomotives. Can they be dyed?
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Curse PremiumAwesome! Also, thnx for the mod, will check it out.