Havent played MC for quite a while, went in ,and noticed that lot of textures are off in blue square boxes. Was worried that you quit suporting the texture pack, feel so happy that you are still here for us. As for me, i don't think i can play MC with anything else but these textures, everything else just feels wrong
And take as much time you need, i think everyone is fine with that, as i rather wait longer but receive the quality you always deliver, then rushed work
Thank you for taking the time and trouble to sign up and leave an encouraging comment. It really does give me a push.
I'm currently revising all the broken textures so they'll work again and listing everything that needs major re-editing; like the horses! Also a massive amount of new stuff from previous MC updates, not just 1.13. As you can see from the pics above I'd started on all the new beds and then got carried away with other RL work, etc.
Oh dear! I'm dissatisfied with so many of my existing textures, let alone the work needed on the huge number of new ones!
As my better half often says, "Stop looking at everything, just one thing at a time."
So my intention is to get the pack back up and running to start with, minus new textures (other than those I've done in the meantime), ready for Optifine to be updated and hope there isn't even more work renaming all those extra connected textures!
I'm having to take all my horse textures out of the game for extensive re-editing. Also haven't been able to fix a problem with my randomised bookcase block, so that will just now be the default filing cabinet texture until I can figure things. Mojang...why?
Will be finishing all the new beds up as quick as I can. Also having to check all textures in and out of the game for name changes, texture format edits, particles, etc, not just blocks and items. Mojang seems to have had a lovely time changing everything around for the Aquatic update. This next GSv19 update for MC1.13 will definitely not be backwards compatible with earlier versions of MC...sorry, but not really my fault.
I am working as fast as I can now to get a working version of Glimmar's Steampunk back up and running for MC1.13, but don't expect much in the way of new textures, except beds, beetroot and some quick fix things.
Just thought I'd give you an update on how things are going so far with my next emergency update for the MC1.13 update.
Click on the spoiler below for my current changelog file, which will probably change between now and release:
Glimmar's Steampunk WIP v.19 for Minecraft 1.13.x
-----------------------------------------------------------
Changes and additions listed in no particular logical order :
------------------------------------------------------------------------------
This update is not backwards compatible due to the huge changes that Mojang introduced in the MC 1.13 update.
This update is mostly just a quick fix as the MC 1.13 update broke so many textures with Mojang renaming so many things!
Fixed all blocks not displaying properly due to Mojang changing most of the texture and blockstate file names. A huge task even with the help of a python script program I still ended up checking everything manually inside and outside the game...repeatedly finding things I'd missed!
My apologies if I've made any mistakes in renaming blocks especially terracotta blocks. They are the bane of my MC life and some day I will have to re-do the lot if I am to make the pack more compatible with modpacks and adventuring. Having relied on MCPatcher/Optifine for years to give me block editing super powers, it's made me make some rather confusing decisions that some like, some put up with and some folk just plain hate!
Fixed all items not displaying, again due to Mojang changing most of the texture and blockstate file names. Another huge task!
Had to go through all models and entities checking name changes and fixing.
My horse textures have had to be removed while they receive extensive alterations due to Mojang completely changing the format of the textures, including all the armor! This will be a lot of work!
Lots of additions and alterations had to be made to the particles.png file. New textures added and positions of old textures changed. Just fiddly stuff!
Increased the brightness of spawn egg illuminated interiors, but very dark eggs are still difficult to achieve any detail without making other eggs way too bright. Just another Mojang setting I can't edit without Optifine.
Edited still and flowing water textures to make it less 'washed out' (no pun intended). It's perhaps too richly coloured for now, but I'll keep playing with it.
We're stuck with redstone dust over copper and brass pipes for the short term again while I try to figure some alternative. My add-on redstone pipes I've been promising for the past year are now broken with all the name changes in 1.13 and I can't figure out how to fix them. I think I might try for some alternative neon tube like variation when i get time.
A new set of HD highly detailed beds...16 in all. 8 of the beds although HD textures are edited copies of the first 8 I made. If I ever get the chance to return to these I will make them all more uniquely different, including some variety for the bed frames. Plenty to bounce around on for now!
4 new Beetroot growth stages, but not item textures yet.
Temporarily using a variation of the wood plank textures for the 'stripped log' blocks so some use can be gleaned from being able to place normally horizontal or vertical planks in the opposite orientation.
I hadn't realized the 'bow' sound is not only used for the bow and the fishing rod, but it is also used for throwing potions and it really doesn't sound right for that either, therefore I've decided at the moment to drop back to the default MC bow sound again. I wish Mojang wouldn't keep re-using this same sound for different actions.
THIS IS A BIGGY!
In addition to the changes above, I've decided to release/include a ginormous new atmospheric sounds collection for the in game records. Not all the records are finished yet though. This still represents a huge collection of sounds and music arranged as soundscape files for the in-game jukebox records. When played the atmosphere of the game is greatly enhanced IMHO. I've decided to include this in the pack now as I'm not using adfly (all the sound clips are open source and properly credited in the pack in the sounds folder) and after extensive testing there doesn't seem to be any problems with MC 1.13 use.
For more info on this huge addition click on the spoiler below:
A large number of Creative Commons and Open Source sound clips have been used by kind permission of those who have supplied openly available online sound recordings. Each 'jukebox' music disc is listed below (after the 'introduction') with links to source and copyright information for each individual sample (please check out the source links and respect the wishes of those who have made the individual recordings). If you are interested in using any of the sounds in this pack for your own projects, then use the official links provided. Please do not use anything from within this compilation...thank you.
Introduction:
------------------
I've now accumulated going on for nearly a thousand sound effects and period music tracks, all on a Victorian/Steampunk theme. The reason for such an extensive collection of sounds/music? I'm trying to make each of the 12 Minecraft music disks ('cylinders' in my steampunk world) be a lot more than just one single music track. With this sound resource pack, each cylinder now contains a set of ambient background sounds and/or music, covering the following themes:
13 - sea open area - ship creaking, waves, engines, rigging, horns, bells, harbor noises, etc.
cat - small interior machines - mechanical noises, individual small machines, engines, valves, steam hiss, etc.
blocks - small interior music player - cylindars, gramaphone records, live musicians, etc.
chirp - large interior machines - factory interior, ship hold, hangers, clanks, furnaces, hammering, engines, etc.
far - large interior music - churches/concert halls - organs, choirs, grand piano, orchestra, etc.
mall - exterior public space - organ grinder, fairground, violinist, singer/s, bands, whistles, etc.
mellohi - steam engine station - station noises, passengers, passing trains, loudspeaker
stal - undersea interior - submarine creaks, machine hum, footsteps, etc.
strad - air open space - airship/ship creaking, wind, radio, footsteps, engines, props, bells, etc.
ward - electrical - hum, generator, beeps, sparks, etc.
11 - small interior mechanical music - music boxes, mechanical music players, etc.
wait - laboratory - bubbling, pouring, drips, experiments, etc.
From the above you can see the themes are not specific, but rather general in nature, providing you with an ambient background set of sounds for different areas in a Victorian/Steampunk world. This allows for use of multiple jukebox placement and playback according to your needs. For example, the 'Mellohi' disk (steam engine station sounds) would obviously be placed in a large railway station, while at the same time in an adjoining workshop area one could place a second jukebox playing the 'chirp' disk (large interior machines). As you move between the two areas the sounds would overlap and create ever-changing background 'soundscapes' unique to your design of world build. Introducing more jukebox players into the location (I think the limit is 4 before the first disk ceases to play) would create even more ambient atmosphere.
On my own reasonably powerful PC setup Minecraft seems to handle large jukebox sound files without problems. On a less than ideal setup your experience might be different. I also wish there was a way to trigger jukeboxes into playing their contents automatically or even on a repeat cycle, but from what I've googled this is not possible - at present disks can only be triggered by manually inserting one into the jukebox. If this is now different or you know of a way to do this by using ingame commands then please let me know.
As you might imagine, trying to find all the noises and ambient sounds needed for each of the 12 sound 'scenarios', then edit them on multiple tracks to sound natural and evocative, all whilst trying to keep a proper record of copyright conditions, links and such for each sample used, has proved to be a complete and total nightmare representing months of my 'freetime'. No...I don't get paid for this, but I still need to work to live!
Well I hope you enjoy the final product, bearing in mind the limitations outlined above I think it turned out to be as good as I hoped for in complimenting my Victorian Steampunk resource pack.
~Glimmar
I'm prompted to release this sooner than later now due to some awesome patrons who have generously donated gifts within the past few days. I have a new 'Awesome Patrons' section on the front page of this thread, so please go check it out. These folk have blown me away with their generosity and kindness. Thank you so much for the encouragement, whether by gift or comment, it means a lot after all these years!
... I feel with you ... have the most changes already behind me .... good luck
Haha! Many thanks, mate.:D
At least you understand the inner workings of Minecraft better than I. As soon as I look in the 'blockstates' and 'models' folder now I come out in a cold sweat! I long for the simpler days when all I had to do was make textures, not figure out Rosetta Stones .
I’ve been 'full-time’ on the pack now for the past two weeks, fixing texture name changes and trying to finish off work I’d started previously like beds and such. I've also got totally bogged down with ‘blockstates’ and ’model’ .json files that control how textures are displayed on blocks. Some find this sort of thing very easy, but I’m too long in the tooth now and definitely not gifted with the ability to understand even simple scripts or programs.
However, I have managed to get random bookcases to work again...all 40 odd of them! I've also ported over random cobble and grass tops so far, along with stone buttons, lever bases, comparator and repeater sides and nether brick fences that all have their black cast iron textures displaying properly... all of these textures no longer require Optifine. This means that over time I can introduce more random textures for blocks that don’t always have to rely on Optifine being updated for effect. I am certainly not fast at delving into Minecraft’s .JSON innards though!
Here's the latest Glimmer's Steampunk v.19 changelog (click the spoiler):
Glimmar's Steampunk WIP v.19 for Minecraft 1.13.x
-----------------------------------------------------------
Changes and additions listed in no particular logical order :
-------------------------------------------------------------
Ginormous new atmospheric sounds collection for the in game records. Not all the records are finished yet. This still represents a huge collection of sounds and music arranged as soundscape files for the in-game jukebox records. When played the atmosphere of the game is greatly enhanced IMHO. I've decided to include this in the pack now as I'm not using adfly (all the sound clips are open source and properly credited in the pack in the sounds folder) and after extensive testing there doesn't seem to be any problems with MC 1.13 use.
This update is not backwards compatible due to the huge changes that Mojang introduced in the MC 1.13 update.
This update is mostly just a quick fix as the MC 1.13 update broke so many textures with Mojang renaming so many things!
Fixed all blocks not displaying properly due to Mojang changing most of the texture and blockstate file names. A huge task even with the help of a python script program I still ended up checking everything manually inside and outside the game...repeatedly finding things I'd missed!
My apologies if I've made any mistakes in renaming blocks especially terracotta blocks. They are the bane of my MC life and some day I will have to re-do the lot if I am to make the pack more compatible with modpacks and adventuring. Having relied on MCPatcher/Optifine for years to give me block editing super powers, it's made me make some rather confusing decisions that some like, some put up with and some folk just plain hate!
We're stuck with redstone dust instead of copper and brass pipes for the again while I try to figure some alternative. My add-on redstone pipes I've been promising for the past year are now broken with all the name changes in 1.13 and I can't figure out how to fix them. I think I might try for some alternative glowing neon tube like variation when I get time.
Fixed random bookcase blocks not appearing. These should appear without the use of Optifine. I find blockstates and models extremely confusing so this took me an age to re-familiarise myself with the processes involved. Simple for some, but not for me!
Fixed 28 random cobble blocks to work without Optifine.
Fixed 31 random grass_top textures to work without Optifine.
Fixed custom GS cast iron lever base texture to work without Optifine.
Fixed custom stone button to work without Optifine. Now showing the black cast-iron look. Some day, now that we have more button types it might be better to use one of the wood buttons for this texture and return the stone button to something that can blend back in with stone.
Fixed custom comparator and repeater sides so they're back to being lovely rivetted black cast iron. Only took me nearly a day to figure out how to do this using 'model' .json script files! Now no longer dependent on Optifine...woo hoo!
Fixed nether brick fence black and gilt cast iron texture to work without Optifine.
Fixed all items not displaying, again due to Mojang changing most of the texture and blockstate file names. Another huge task!
Had to go through all models and entities checking name changes and fixing where I could.
My horse textures have had to be removed while they receive extensive alterations due to Mojang completely changing the format of the textures, including all the armor! This will be a lot of work!
Lots of additions and alterations had to be made to the particles.png file. New textures added and positions of old textures changed. Just fiddly stuff!
Changed the bouncing raindrops particles from neon blue to a more realistic darker greyish blue that looks less neon and more natural.
Increased the brightness of spawn egg illuminated interiors, but very dark egg interiors are still difficult to achieve any detail without making other eggs way too bright. Just another Mojang setting I can't edit without Optifine.
Edited still and flowing water textures to make it less 'washed out' (no pun intended). It's perhaps too richly coloured for now, but I'll keep playing with it.
A new set of hi-res GS nighttime panorama screens for the rotating opening Minecraft screen...depicting my city of Newglim.
A new set of HD highly detailed beds...16 in all. 8 of the beds although HD textures are edited copies of the first 8 I made. If I ever get the chance to return to these I will make them all more uniquely different, including some variety for the bed frames. Plenty to bounce around on for now!
4 new Beetroot growth stages, but not item textures yet.
Decided to use a variation of the wood plank textures for the new 'stripped log' blocks, so greater versatility in design can be achieved from being able to place normally horizontal or vertical planks in the opposite orientation and switch between north/south and east/west direction...with additional features. May change in the future as and when I use this range of blocks over time, but I've personally had a lot of fun building with these. I might be barking up the wrong tree though!
Changed the spruce plank texture.
Changed the acacia door to better match the colour of the acacia planks.
Changed the acacia_door item texture to match the acacia_door block.
New 64x acacia trapdoor.
New 64x birch trapdoor.
New 64x dark oak trapdoor.
New 64x jungle wood trapdoor.
New 64x oak trapdoor.
New 64x spruce trapdoor.
New 64x obsidian texture edited from my MCPatcher connected textures.
Edited the inventory gui and added in new 1.13 icons.
Edited the crafting_table gui and added in new 1.13 icons.
Edited the icons.png sheet and added in new 1.13 icons.
New recipe_button.png sheet.
Added some realms widgets to the title screen.
I hadn't realized the 'bow' sound is not only used for the bow and the fishing rod, but it is also used for throwing potions and it really doesn't sound right for that either, therefore I've decided at the moment to drop back to the default MC bow sound again. I wish Mojang wouldn't keep re-using this same sound for different actions.
In addition to what's in the spoiler, I'm close to finishing up on the GSv.19 taster video which will illustrate and explain the changes and the 'soundscape' set of record cylinders. This will be uploaded soon.
Hopefully The GSv.19 fix and 'soundscape' pack will be uploaded pretty soon after.
.....Glimmar's Steampunk v19 - It's Alive! With Sounds
Glimmar's Steampunk v19 - A Quick Fix for MC 1.13 with some new additions and including a massive 'soundscape' set of record cylinders.
Please remember the new GS v19 upload will not be a complete update right up to MC 1.13, meaning no new 'aquatic' stuff yet. I'm busy this very minute trying to add as many new random textures into the pack that will no longer require Optifine.
After the GS v19 update I intend to release a new video and an update after each chunk of completed work. If you've kept up with my previous posts, my work/home/leisure time balance has changed dramatically over the past two years, but I still enjoy making new textures for and building in Minecraft, so I don't intend giving up, just progressing slowly and at my own pace.
The pack has grown to over 200Mb with all the new soundscape record cylinders, so here's hoping Curse/Forge will allow me to upload a resource pack that big and more importantly that you lot can still use it. If not then I'll have to separate the sound folder off and release it as a support pack. It works fine for me though.
I'll let this video speak for the GSv.19 update itself.
Checkout my previous posts above for more information as to what exactly is in this update. I will still be adding more random textures right up to when I upload sometime in the next few days.
Thanks for your patience.
Please note:
Music and sound sample credits and links are at the end of the video and will also be included in the resource pack along with further information and instructions:
Open-source sound samples included in this video have been made available online by individual sound 'engineers' and were not created by me.
I am responsible for editing the various samples together to make appropriate Minecraft 'soundscape' record files and these new files are my work. You may not use my 'soundscape' record files in any other Minecraft Texture Pack or redistribute by any other means.
.....Glimmar's Steampunk v19 - It's Alive! With Sounds
I love the idea of having the music discs playing atmospheric sounds; it really works well with everything you've made. I also like the new beds as well
It's an honour to have you stop by and look at things. Also reassuring to know that there are still some familiar folk knocking around after so many years.
We must all be mad though...well, I know I am after wading through all the 1.13 changes!
I can only repeat myself, I am fascinated by your textures and the whole Steampunk atmosphere, it is a pleasure to immerse yourself in this world, great, as always!
I can only repeat myself, I am fascinated by your textures and the whole Steampunk atmosphere, it is a pleasure to immerse yourself in this world, great, as always!
Same goes for your work, my friend. Thanks so much!
In my long stint away from updating Glimmar's Steampunk, and playing around with lots of different MC1.7 modpacks, I was rather hooked on the additional mod that I always added, called 'PlantMegaPack'. I have a fair few 64x textures for those plants. I was wondering if anyone would object to me injecting these into a later update than GSv.19 as random variations of plants currently in the pack?
So for example, instead of just red poppy plants there might be other types of flowering plant that are red/reddish in colour and the dandelion slot would have a variety of yellow/yellowish flowers. This would be similar to the way that I currently have many types of desert plants in the deadbush slot I could make other biomes a little more interesting without specifically having to load up another plant mod.
I'm currently just trying to add into GSv19 some of the random tall grass and other plants so that they can be seen without the need for Optifine. I have already done a lot more random additions of blocks so far that no longer require Optifine.
I expect more Updates from this pack, but as you say, it's already very old.
In fact today you turn 8 years in the forum, and it is perhaps boring to be 8 years doing the same, but I hope that in future versions you can update the pack.
I expect more Updates from this pack, but as you say, it's already very old.
In fact today you turn 8 years in the forum, and it is perhaps boring to be 8 years doing the same, but I hope that in future versions you can update the pack.
See previous page for update GSv19 video. Update should be out soon.
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Curse PremiumSo 1.13 has changed all the horse textures!
Oh...Mojang why you do this to us.
I spent so much time on my horse textures. So sad!
This will mean a lot of work, even aside from new 1.10 through to 1.13 stuff I have yet to do. [groan]
Havent played MC for quite a while, went in ,and noticed that lot of textures are off in blue square boxes. Was worried that you quit suporting the texture pack, feel so happy that you are still here for us. As for me, i don't think i can play MC with anything else but these textures, everything else just feels wrong
And take as much time you need, i think everyone is fine with that, as i rather wait longer but receive the quality you always deliver, then rushed work
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Curse PremiumThank you for taking the time and trouble to sign up and leave an encouraging comment. It really does give me a push.
I'm currently revising all the broken textures so they'll work again and listing everything that needs major re-editing; like the horses! Also a massive amount of new stuff from previous MC updates, not just 1.13. As you can see from the pics above I'd started on all the new beds and then got carried away with other RL work, etc.
Oh dear! I'm dissatisfied with so many of my existing textures, let alone the work needed on the huge number of new ones!
As my better half often says, "Stop looking at everything, just one thing at a time."
So my intention is to get the pack back up and running to start with, minus new textures (other than those I've done in the meantime), ready for Optifine to be updated and hope there isn't even more work renaming all those extra connected textures!
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Curse PremiumI'm having to take all my horse textures out of the game for extensive re-editing. Also haven't been able to fix a problem with my randomised bookcase block, so that will just now be the default filing cabinet texture until I can figure things. Mojang...why?
Will be finishing all the new beds up as quick as I can. Also having to check all textures in and out of the game for name changes, texture format edits, particles, etc, not just blocks and items. Mojang seems to have had a lovely time changing everything around for the Aquatic update. This next GSv19 update for MC1.13 will definitely not be backwards compatible with earlier versions of MC...sorry, but not really my fault.
I am working as fast as I can now to get a working version of Glimmar's Steampunk back up and running for MC1.13, but don't expect much in the way of new textures, except beds, beetroot and some quick fix things.
Thanks for your patience.
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Curse Premium... I feel with you ... have the most changes already behind me .... good luck
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Curse PremiumJust thought I'd give you an update on how things are going so far with my next emergency update for the MC1.13 update.
Click on the spoiler below for my current changelog file, which will probably change between now and release:
Glimmar's Steampunk WIP v.19 for Minecraft 1.13.x
-----------------------------------------------------------
Changes and additions listed in no particular logical order :
------------------------------------------------------------------------------
This update is not backwards compatible due to the huge changes that Mojang introduced in the MC 1.13 update.
This update is mostly just a quick fix as the MC 1.13 update broke so many textures with Mojang renaming so many things!
Fixed all blocks not displaying properly due to Mojang changing most of the texture and blockstate file names. A huge task even with the help of a python script program I still ended up checking everything manually inside and outside the game...repeatedly finding things I'd missed!
My apologies if I've made any mistakes in renaming blocks especially terracotta blocks. They are the bane of my MC life and some day I will have to re-do the lot if I am to make the pack more compatible with modpacks and adventuring. Having relied on MCPatcher/Optifine for years to give me block editing super powers, it's made me make some rather confusing decisions that some like, some put up with and some folk just plain hate!
Fixed all items not displaying, again due to Mojang changing most of the texture and blockstate file names. Another huge task!
Had to go through all models and entities checking name changes and fixing.
My horse textures have had to be removed while they receive extensive alterations due to Mojang completely changing the format of the textures, including all the armor! This will be a lot of work!
Lots of additions and alterations had to be made to the particles.png file. New textures added and positions of old textures changed. Just fiddly stuff!
Increased the brightness of spawn egg illuminated interiors, but very dark eggs are still difficult to achieve any detail without making other eggs way too bright. Just another Mojang setting I can't edit without Optifine.
Edited still and flowing water textures to make it less 'washed out' (no pun intended). It's perhaps too richly coloured for now, but I'll keep playing with it.
We're stuck with redstone dust over copper and brass pipes for the short term again while I try to figure some alternative. My add-on redstone pipes I've been promising for the past year are now broken with all the name changes in 1.13 and I can't figure out how to fix them. I think I might try for some alternative neon tube like variation when i get time.
A new set of HD highly detailed beds...16 in all. 8 of the beds although HD textures are edited copies of the first 8 I made. If I ever get the chance to return to these I will make them all more uniquely different, including some variety for the bed frames. Plenty to bounce around on for now!
4 new Beetroot growth stages, but not item textures yet.
Temporarily using a variation of the wood plank textures for the 'stripped log' blocks so some use can be gleaned from being able to place normally horizontal or vertical planks in the opposite orientation.
I hadn't realized the 'bow' sound is not only used for the bow and the fishing rod, but it is also used for throwing potions and it really doesn't sound right for that either, therefore I've decided at the moment to drop back to the default MC bow sound again. I wish Mojang wouldn't keep re-using this same sound for different actions.
THIS IS A BIGGY!
In addition to the changes above, I've decided to release/include a ginormous new atmospheric sounds collection for the in game records. Not all the records are finished yet though. This still represents a huge collection of sounds and music arranged as soundscape files for the in-game jukebox records. When played the atmosphere of the game is greatly enhanced IMHO. I've decided to include this in the pack now as I'm not using adfly (all the sound clips are open source and properly credited in the pack in the sounds folder) and after extensive testing there doesn't seem to be any problems with MC 1.13 use.
For more info on this huge addition click on the spoiler below:
Glimmar's Steampunk Sounds
-------------------------------------------
NOT FOR USE IN ANY OTHER MINECRAFT TEXTURE PACK. NOT FOR REDISTRIBUTION. FOR PERSONAL USE ONLY.
Compiled and extensively edited by Glimmar for use with 'Glimmar's Steampunk Resource Pack' only.
Compilation editing and sundry non-listed sound effects are protected by the following licence:
Creative Commons Copyright Licence CC Attribution-Non-Commercial:
http://creativecommons.org/licenses/by-nc/3.0/
A large number of Creative Commons and Open Source sound clips have been used by kind permission of those who have supplied openly available online sound recordings. Each 'jukebox' music disc is listed below (after the 'introduction') with links to source and copyright information for each individual sample (please check out the source links and respect the wishes of those who have made the individual recordings). If you are interested in using any of the sounds in this pack for your own projects, then use the official links provided. Please do not use anything from within this compilation...thank you.
Introduction:
------------------
I've now accumulated going on for nearly a thousand sound effects and period music tracks, all on a Victorian/Steampunk theme. The reason for such an extensive collection of sounds/music? I'm trying to make each of the 12 Minecraft music disks ('cylinders' in my steampunk world) be a lot more than just one single music track. With this sound resource pack, each cylinder now contains a set of ambient background sounds and/or music, covering the following themes:
13 - sea open area - ship creaking, waves, engines, rigging, horns, bells, harbor noises, etc.
cat - small interior machines - mechanical noises, individual small machines, engines, valves, steam hiss, etc.
blocks - small interior music player - cylindars, gramaphone records, live musicians, etc.
chirp - large interior machines - factory interior, ship hold, hangers, clanks, furnaces, hammering, engines, etc.
far - large interior music - churches/concert halls - organs, choirs, grand piano, orchestra, etc.
mall - exterior public space - organ grinder, fairground, violinist, singer/s, bands, whistles, etc.
mellohi - steam engine station - station noises, passengers, passing trains, loudspeaker
stal - undersea interior - submarine creaks, machine hum, footsteps, etc.
strad - air open space - airship/ship creaking, wind, radio, footsteps, engines, props, bells, etc.
ward - electrical - hum, generator, beeps, sparks, etc.
11 - small interior mechanical music - music boxes, mechanical music players, etc.
wait - laboratory - bubbling, pouring, drips, experiments, etc.
From the above you can see the themes are not specific, but rather general in nature, providing you with an ambient background set of sounds for different areas in a Victorian/Steampunk world. This allows for use of multiple jukebox placement and playback according to your needs. For example, the 'Mellohi' disk (steam engine station sounds) would obviously be placed in a large railway station, while at the same time in an adjoining workshop area one could place a second jukebox playing the 'chirp' disk (large interior machines). As you move between the two areas the sounds would overlap and create ever-changing background 'soundscapes' unique to your design of world build. Introducing more jukebox players into the location (I think the limit is 4 before the first disk ceases to play) would create even more ambient atmosphere.
On my own reasonably powerful PC setup Minecraft seems to handle large jukebox sound files without problems. On a less than ideal setup your experience might be different. I also wish there was a way to trigger jukeboxes into playing their contents automatically or even on a repeat cycle, but from what I've googled this is not possible - at present disks can only be triggered by manually inserting one into the jukebox. If this is now different or you know of a way to do this by using ingame commands then please let me know.
As you might imagine, trying to find all the noises and ambient sounds needed for each of the 12 sound 'scenarios', then edit them on multiple tracks to sound natural and evocative, all whilst trying to keep a proper record of copyright conditions, links and such for each sample used, has proved to be a complete and total nightmare representing months of my 'freetime'. No...I don't get paid for this, but I still need to work to live!
Well I hope you enjoy the final product, bearing in mind the limitations outlined above I think it turned out to be as good as I hoped for in complimenting my Victorian Steampunk resource pack.
~Glimmar
I'm prompted to release this sooner than later now due to some awesome patrons who have generously donated gifts within the past few days. I have a new 'Awesome Patrons' section on the front page of this thread, so please go check it out. These folk have blown me away with their generosity and kindness. Thank you so much for the encouragement, whether by gift or comment, it means a lot after all these years!
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Curse PremiumHaha! Many thanks, mate.:D
At least you understand the inner workings of Minecraft better than I. As soon as I look in the 'blockstates' and 'models' folder now I come out in a cold sweat!
I long for the simpler days when all I had to do was make textures, not figure out Rosetta Stones . 
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Curse PremiumJust to keep you posted...
I’ve been 'full-time’ on the pack now for the past two weeks, fixing texture name changes and trying to finish off work I’d started previously like beds and such. I've also got totally bogged down with ‘blockstates’ and ’model’ .json files that control how textures are displayed on blocks. Some find this sort of thing very easy, but I’m too long in the tooth now and definitely not gifted with the ability to understand even simple scripts or programs.
However, I have managed to get random bookcases to work again...all 40 odd of them! I've also ported over random cobble and grass tops so far, along with stone buttons, lever bases, comparator and repeater sides and nether brick fences that all have their black cast iron textures displaying properly... all of these textures no longer require Optifine. This means that over time I can introduce more random textures for blocks that don’t always have to rely on Optifine being updated for effect. I am certainly not fast at delving into Minecraft’s .JSON innards though!
Here's the latest Glimmer's Steampunk v.19 changelog (click the spoiler):
Glimmar's Steampunk WIP v.19 for Minecraft 1.13.x
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Changes and additions listed in no particular logical order :
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Ginormous new atmospheric sounds collection for the in game records. Not all the records are finished yet. This still represents a huge collection of sounds and music arranged as soundscape files for the in-game jukebox records. When played the atmosphere of the game is greatly enhanced IMHO. I've decided to include this in the pack now as I'm not using adfly (all the sound clips are open source and properly credited in the pack in the sounds folder) and after extensive testing there doesn't seem to be any problems with MC 1.13 use.
This update is not backwards compatible due to the huge changes that Mojang introduced in the MC 1.13 update.
This update is mostly just a quick fix as the MC 1.13 update broke so many textures with Mojang renaming so many things!
Fixed all blocks not displaying properly due to Mojang changing most of the texture and blockstate file names. A huge task even with the help of a python script program I still ended up checking everything manually inside and outside the game...repeatedly finding things I'd missed!
My apologies if I've made any mistakes in renaming blocks especially terracotta blocks. They are the bane of my MC life and some day I will have to re-do the lot if I am to make the pack more compatible with modpacks and adventuring. Having relied on MCPatcher/Optifine for years to give me block editing super powers, it's made me make some rather confusing decisions that some like, some put up with and some folk just plain hate!
We're stuck with redstone dust instead of copper and brass pipes for the again while I try to figure some alternative. My add-on redstone pipes I've been promising for the past year are now broken with all the name changes in 1.13 and I can't figure out how to fix them. I think I might try for some alternative glowing neon tube like variation when I get time.
Fixed random bookcase blocks not appearing. These should appear without the use of Optifine. I find blockstates and models extremely confusing so this took me an age to re-familiarise myself with the processes involved. Simple for some, but not for me!
Fixed 28 random cobble blocks to work without Optifine.
Fixed 31 random grass_top textures to work without Optifine.
Fixed custom GS cast iron lever base texture to work without Optifine.
Fixed custom stone button to work without Optifine. Now showing the black cast-iron look. Some day, now that we have more button types it might be better to use one of the wood buttons for this texture and return the stone button to something that can blend back in with stone.
Fixed custom comparator and repeater sides so they're back to being lovely rivetted black cast iron. Only took me nearly a day to figure out how to do this using 'model' .json script files! Now no longer dependent on Optifine...woo hoo!
Fixed nether brick fence black and gilt cast iron texture to work without Optifine.
Fixed all items not displaying, again due to Mojang changing most of the texture and blockstate file names. Another huge task!
Had to go through all models and entities checking name changes and fixing where I could.
My horse textures have had to be removed while they receive extensive alterations due to Mojang completely changing the format of the textures, including all the armor! This will be a lot of work!
Lots of additions and alterations had to be made to the particles.png file. New textures added and positions of old textures changed. Just fiddly stuff!
Changed the bouncing raindrops particles from neon blue to a more realistic darker greyish blue that looks less neon and more natural.
Increased the brightness of spawn egg illuminated interiors, but very dark egg interiors are still difficult to achieve any detail without making other eggs way too bright. Just another Mojang setting I can't edit without Optifine.
Edited still and flowing water textures to make it less 'washed out' (no pun intended). It's perhaps too richly coloured for now, but I'll keep playing with it.
A new set of hi-res GS nighttime panorama screens for the rotating opening Minecraft screen...depicting my city of Newglim.
A new set of HD highly detailed beds...16 in all. 8 of the beds although HD textures are edited copies of the first 8 I made. If I ever get the chance to return to these I will make them all more uniquely different, including some variety for the bed frames. Plenty to bounce around on for now!
4 new Beetroot growth stages, but not item textures yet.
Decided to use a variation of the wood plank textures for the new 'stripped log' blocks, so greater versatility in design can be achieved from being able to place normally horizontal or vertical planks in the opposite orientation and switch between north/south and east/west direction...with additional features. May change in the future as and when I use this range of blocks over time, but I've personally had a lot of fun building with these. I might be barking up the wrong tree though!
Changed the spruce plank texture.
Changed the acacia door to better match the colour of the acacia planks.
Changed the acacia_door item texture to match the acacia_door block.
New 64x acacia trapdoor.
New 64x birch trapdoor.
New 64x dark oak trapdoor.
New 64x jungle wood trapdoor.
New 64x oak trapdoor.
New 64x spruce trapdoor.
New 64x obsidian texture edited from my MCPatcher connected textures.
Edited the inventory gui and added in new 1.13 icons.
Edited the crafting_table gui and added in new 1.13 icons.
Edited the icons.png sheet and added in new 1.13 icons.
New recipe_button.png sheet.
Added some realms widgets to the title screen.
I hadn't realized the 'bow' sound is not only used for the bow and the fishing rod, but it is also used for throwing potions and it really doesn't sound right for that either, therefore I've decided at the moment to drop back to the default MC bow sound again. I wish Mojang wouldn't keep re-using this same sound for different actions.
In addition to what's in the spoiler, I'm close to finishing up on the GSv.19 taster video which will illustrate and explain the changes and the 'soundscape' set of record cylinders. This will be uploaded soon.

Hopefully The GSv.19 fix and 'soundscape' pack will be uploaded pretty soon after.
Glimmar
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Curse Premium.....Glimmar's Steampunk v19 - It's Alive! With Sounds
Glimmar's Steampunk v19 - A Quick Fix for MC 1.13 with some new additions and including a massive 'soundscape' set of record cylinders.
Please remember the new GS v19 upload will not be a complete update right up to MC 1.13, meaning no new 'aquatic' stuff yet. I'm busy this very minute trying to add as many new random textures into the pack that will no longer require Optifine.
After the GS v19 update I intend to release a new video and an update after each chunk of completed work. If you've kept up with my previous posts, my work/home/leisure time balance has changed dramatically over the past two years, but I still enjoy making new textures for and building in Minecraft, so I don't intend giving up, just progressing slowly and at my own pace.
The pack has grown to over 200Mb with all the new soundscape record cylinders, so here's hoping Curse/Forge will allow me to upload a resource pack that big and more importantly that you lot can still use it. If not then I'll have to separate the sound folder off and release it as a support pack. It works fine for me though.
I'll let this video speak for the GSv.19 update itself.
Checkout my previous posts above for more information as to what exactly is in this update. I will still be adding more random textures right up to when I upload sometime in the next few days.
Thanks for your patience.
Please note:
Music and sound sample credits and links are at the end of the video and will also be included in the resource pack along with further information and instructions:
Open-source sound samples included in this video have been made available online by individual sound 'engineers' and were not created by me.
I am responsible for editing the various samples together to make appropriate Minecraft 'soundscape' record files and these new files are my work. You may not use my 'soundscape' record files in any other Minecraft Texture Pack or redistribute by any other means.
I love the idea of having the music discs playing atmospheric sounds; it really works well with everything you've made. I also like the new beds as well
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Curse PremiumHaha! Many thanks, Dan.
It's an honour to have you stop by and look at things. Also reassuring to know that there are still some familiar folk knocking around after so many years.
We must all be mad though...well, I know I am after wading through all the 1.13 changes!
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Curse PremiumI can only repeat myself, I am fascinated by your textures and the whole Steampunk atmosphere, it is a pleasure to immerse yourself in this world, great, as always!
Amazing. These sounds breathe a life into a Minecraft world. You, Glimmar, never cease to deliver unexpected gems. Thank you.
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Curse PremiumSame goes for your work, my friend. Thanks so much!
Many thanks, Overjay.
I just hope this all works out for everyone. The pack is now huge at over 200Mb, 100Mb of soundscape edits!
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Curse PremiumIn my long stint away from updating Glimmar's Steampunk, and playing around with lots of different MC1.7 modpacks, I was rather hooked on the additional mod that I always added, called 'PlantMegaPack'. I have a fair few 64x textures for those plants. I was wondering if anyone would object to me injecting these into a later update than GSv.19 as random variations of plants currently in the pack?
So for example, instead of just red poppy plants there might be other types of flowering plant that are red/reddish in colour and the dandelion slot would have a variety of yellow/yellowish flowers. This would be similar to the way that I currently have many types of desert plants in the deadbush slot I could make other biomes a little more interesting without specifically having to load up another plant mod.
I'm currently just trying to add into GSv19 some of the random tall grass and other plants so that they can be seen without the need for Optifine. I have already done a lot more random additions of blocks so far that no longer require Optifine.
Just a thought...
more plant variations sound nice:)
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Curse PremiumRight. So be it!
I expect more Updates from this pack, but as you say, it's already very old.
In fact today you turn 8 years in the forum, and it is perhaps boring to be 8 years doing the same, but I hope that in future versions you can update the pack.
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Curse PremiumSee previous page for update GSv19 video. Update should be out soon.
Dude,
I've followed you for years. You are the most impressive artist in Minecraft ever.
Everyone, please donate a few dollars/pounds/lira/yin to this guy! I did!
BattyBird