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.
Don't give up! Glimmar isa working on the update as I write this. If more of his fans donated to him, he'd have more time to work on updates. We all have to make a living to support our art so give an give generously!
Again..just to keep you all in the loop, here's the latest changelog of things I'm currently working through to fix things in GSv.19 for MC 1.13. Please click on the spoiler below.
GSv.19 for MC1.13 current Changelog
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 primarily a big repair job 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 time being 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!
Converted many CTM textures to work without Optifine. This involved retexturing many of the 'repeat' CTM texture patterns to work as individual 'random' textures that would seemlessly combine against any other block of it's type (eg. stone and ore textures). Very careful and laborious work for each texture! As follows:-
Fixed 32 random stone blocks to work without Optifine.
Fixed 6 random coal_ore blocks to work without Optifine.
Fixed 28 random iron_ore blocks to work without Optifine.
Fixed 12 random lapis_ore blocks to work without Optifine.
Fixed 16 random gold_ore blocks to work without Optifine.
Fixed 6 random redstone_ore blocks to work without Optifine.
Fixed 10 random diamond_ore blocks to work without Optifine.
Fixed 10 random emerald_ore blocks to work without Optifine.
Fixed 32 random cobble blocks to work without Optifine.
Fixed 31 random grass_block_top textures to work without Optifine.
Fixed 31 random grass_block_side textures to work without Optifine.
Fixed 31 random grass_block_side_overlay textures to work without Optifine.
(Unfortunately .json files alone don't properly randomise the grass_block_side_overlay independantly of the grass_block_side. So Optifine does a much better job of making the grass sides truly randomly different.)
Fixed 55 random fern textures to work without Optifine.
Fixed 27 random grass textures to work without Optifine.
Fixed 20 random brown_mushroom textures to work without Optifine.
Fixed 4 random birch_leaves textures to work without Optifine.
Fixed 16 random oak_leaves textures to work without Optifine.
Fixed 16 random acacia_leaves textures to work without Optifine.
Fixed 16 random spruce_leaves textures to work without Optifine.
Fixed 16 random jungle_leaves textures to work without Optifine.
Fixed 31 random dark_oak_leaves textures to work without Optifine.
Fixed 24 random mossy_cobble blocks to work without Optifine.
Fixed 4 random yellow_terracotta textures to work without Optifine.
Fixed 4 random orange_terracotta textures to work without Optifine - only the side brick textures.
Fixed 5 random light_gray_terracotta textures to work without Optifine.
Fixed 5 random pink_terracotta textures to work without Optifine.
Fixed 4 random terracotta textures to work without Optifine.
Fixed 12 random nether_quartz_ore textures to work without Optifine.
Fixed 16 random bricks textures to work without Optifine.
Fixed 16 random nether_bricks textures to work without Optifine.
Fixed 7 random lapis_blocks textures to work without Optifine.
Fixed 9 random stone_bricks textures to work without Optifine.
Fixed 16 random cracked_stone_bricks textures to work without Optifine.
Fixed 15 random stone_bricks textures to work without Optifine.
fixed 82 random dead_bush (desert type) textures to work without Optifine.
fixed 4 random cobweb textures to work without Optifine.
Fixed custom GS cast iron lever base texture to work without Optifine.
Even though I've converted lots of textures to work randomly without the use of Optifine I've only been able to remove some of those textures from the MCPatcher/CTM folder. There are too many connected textures that would not work when using Optifine if I removed certain textures that I've randomised with 'blockstate' and 'model' .json files. It will have to stay like this until Mojang come up with something that allows for MCPatcher-like connected textures. It also makes the pack larger than it should be.
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 grayish 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 '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 with this idea 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.
.....Glimmar's Steampunk v19 - Will Be Alive Again Soon!
Right...I've done enough for the pack to work without being a total embarrassment...hopefully!
It totally works fine for me, but as you'll see from the final changelog below, I have made huge changes and edits to everything to make the pack less Optifine dependent for all the vast number of random textures that make the world a more believable place to explore, build and dream.
To do this has required the creation of so many blockstate and model .json files and, seemingly, uncountable numbers of edits to textures like dirt, stone, sand, etc, etc, so as to make each random block type seamlessly match up against any other random block of the same type. Each random texture edge has to match up on all four sides with any other random texture edge of the same type and this has taken an age and a day to do!
CTM repeat patterns were a lot easier to do, but consequently not truly random, unless you added in random texture overlays. As mentioned all this has had to be replaced now with random textures and countless .json blockstate and model files to do the same as the more elegant MCPatcher/Optifine scripts. I'm not sure how efficient the .json method of randomising things is. I may end up having to decrease the number of random textures throughout...and that also will be another huge task.
For me everything works smooth and fine. How it works for you will depend on your computer set-up. Add in the huge record sound files that total around 100Mb and the pack lumbers around at about 200MB total. I don't even know if Curse/Forge will allow me to upload a pack of that size, but I will be trying soon!
GSv.19 for MC1.13 final Changelog before upload.
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!
Converted many CTM textures to work without Optifine. This involved retexturing many of the 'repeat' CTM texture patterns to work as individual 'random' textures. Very careful and laborious work to make each random block on all four edges seemlessly match up against any other random block of it's type for each texture! As follows:-
Fixed 32 random stone blocks to work without Optifine (formerly a CTM repeat pattern).
Fixed 16 random andesite blocks to work without Optifine (formerly a CTM repeat pattern).
Fixed 6 random polished_andesite blocks to work without Optifine.
Fixed 16 random diorite blocks to work without Optifine (formerly a CTM repeat pattern).
Fixed 16 random granite blocks to work without Optifine (formerly a CTM repeat pattern).
Fixed 16 random obsidian blocks to work without Optifine (formerly a CTM repeat pattern).
Fixed 80 random gravel blocks to work without Optifine. (formerly a CTM repeat pattern).
Fixed 6 random coal_ore blocks to work without Optifine.
Fixed 28 random iron_ore blocks to work without Optifine.
Fixed 12 random lapis_ore blocks to work without Optifine.
Fixed 16 random gold_ore blocks to work without Optifine.
Fixed 6 random redstone_ore blocks to work without Optifine.
Fixed 10 random diamond_ore blocks to work without Optifine.
Fixed 10 random emerald_ore blocks to work without Optifine.
Fixed 32 random cobble blocks to work without Optifine.
Fixed 32 random ice blocks to work without Optifine.
Fixed 64 random packed_ice blocks to work without Optifine. No succesfull blending of edges with these textures due to the large cracked ice features, but I think it is still worth using the CTM 'repeat' pattern texture in a random way here rather than just one perfectly blended but rather boring single texture...and still more atmospheric. With all the huge vertical cracks it still kind of works well enough, but not as well as the true Optifine connected texture method.
Took out redundant one block high random paeonia flowers.
Fixed 107 random dirt blocks to work without Optifine.
Fixed 107 random coarse_dirt blocks to work without Optifine.
Fixed 31 random grass_block_top textures to work without Optifine.
Fixed 31 random grass_block_side textures to work without Optifine.
Fixed 31 random grass_block_side_overlay textures to work without Optifine.
Unfortunately .json files alone don't properly randomise the grass_block_side_overlay independantly of the grass_block_side. At least not the way I've been able to employ .json block and model scripts. So Optifine does a much better job of making the grass sides truly randomly different.
Despite my best efforts I couldn't understand .json scripts well enough to randomise dirt_block_snow sides. So only one texture for this...sorry.
Fixed 107 random sand blocks to work without Optifine.
fixed 82 random dead_bush (desert type) textures to work without Optifine.
Fixed 55 random fern textures to work without Optifine.
Fixed 27 random grass textures to work without Optifine.
Fixed 5 random allium textures to work without Optifine.
Fixed 5 random blue_orchid textures to work without Optifine.
Fixed 7 random azure_bluet textures to work without Optifine.
Fixed 6 random oxeye_daisy textures to work without Optifine.
Fixed 12 random dandelion textures to work without Optifine.
Fixed 20 random brown_mushroom textures to work without Optifine.
Fixed 20 random red_mushroom textures to work without Optifine.
Fixed 4 random birch_leaves textures to work without Optifine.
Fixed 16 random oak_leaves textures to work without Optifine.
Fixed 16 random acacia_leaves textures to work without Optifine.
Fixed 16 random spruce_leaves textures to work without Optifine.
Fixed 16 random jungle_leaves textures to work without Optifine.
Fixed 31 random dark_oak_leaves textures to work without Optifine.
Fixed 24 random mossy_cobble blocks to work without Optifine.
Fixed 4 random terracotta 'adobe brick' sides, 8 'roman_mosaic' tops and 'roman_mural' bottom textures to work without Optifine.
Fixed 4 random yellow_terracotta textures to work without Optifine.
Fixed 4 random orange_terracotta brick sides, top star_tile, and bottom gold_circle tile textures to work without Optifine.
Fixed 54 random cyan_terracotta rough plaster sides, top diamond_square_tile, and bottom opulent_snowflake_tile textures to work without Optifine.
Fixed white_terracotta to have white glazed brick sides and single Victorian checkerboard_tiles top. Sorry...no CTM with vanilla Minecraft.
Fixed purple_terracotta to have 7 random marble freeze textures and 7 random marble slab textures on the top.
Fixed 10 random gray_terracotta carved stone textures to work without Optifine.
Fixed 13 random light_gray_terracotta textures to work without Optifine.
Fixed 13 random pink_terracotta red industrial brick sides, 6 random quarry tile tops and 1 square leaf tile textures to work without Optifine.
Fixed 7 random light_blue_terracotta textures to work without Optifine.
Fixed 12 random nether_quartz_ore textures to work without Optifine.
Fixed 16 random bricks textures to work without Optifine.
Fixed 16 random nether_bricks textures to work without Optifine.
Fixed 7 random lapis_blocks textures to work without Optifine.
Fixed 9 random stone_bricks textures to work without Optifine.
Fixed 16 random cracked_stone_bricks textures to work without Optifine.
Fixed 15 random mossy_stone_bricks textures to work without Optifine.
Fixed chiselled_stone_bricks with 22 random slab tops and 1 chiselled side texture to work without Optifine.
Fixed 4 random cobweb textures to work without Optifine.
Fixed end_stone to have cross girder sides, decorative ironwork bottom and walkway mesh top without Optifine. Sorry, no CTM with vanilla Minecraft, so Optifine required for fancy girders and struts.
New end_stone_bricks using some of the spare end_stone CTM textures. This block goes some way to making viable horizontal and vertical box girders. This block includes plain riveted sides, sturdy riveted top and a framed box girder bottom.
Fixed custom GS cast iron lever base texture to work without Optifine.
Even though I've converted lots of textures to work randomly without the use of Optifine I've only been able to remove some of those textures from the MCPatcher/CTM folder. There are too many connected textures that would not work when using Optifine if I removed certain textures that I've randomised with 'blockstate' and 'model' .json files. Still others work better under Optifine. Sadly this work makes the pack larger than it should be.
Fixed chiseled_stone_bricks to show old CTM column top/bottom texture for the sides and a different stone slab texture for top and bottom.
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 '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 with this idea 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.
I have by no means finished fixing everything for using the pack without Optifine, eg, clay, podzel, mycelium, etc, etc, all repeat pattern textures need lots of editing to now work randomly similar to how dirt, stone, etc now work...plus much more. These will come, along with all the new textures from previous updates MC 1.9 onwards, in small more manageable updates.
I'm pretty exhausted now and need to get back to harvesting stuff soon in RL.
I will be attempting to upload GSv.19 this weekend sometime. Hopefully.
Meanwhile enjoy all the new things in Glimmar's Steampunk WIP v19. You don't absolutely need Optifine to enjoy nearly a thousand newly edited random textures and some amazing new 'Soundscape' records...see the 'It's Alive' video above!
Please Note: As regards Optifine, I got so carried away with trying to get the best out of the pack without using Optifine, that I forgot to warn everyone that I hadn't done anything to update the pack for Minecraft 1.13 use with Optifine! Therefore, until the next update please DO NOT attempt to use GSv.19 with beta versions of Optifine.
Please see my 'Changelog' post just above this post detailing the huge task of updating the pack to work with Minecraft 1.13> especially all the improvements to random extra textures that no longer require Optifine. Still much work to be done and of course all the new MC 1.10-1.13 additions will be added in small regular updates to come. Watch this space. Pink and Black blocks...Begone!!
As always lots to do, but lots to play with.
I am very grateful to everyone who has continued to pop in with encouraging comments over the past few years. As any artist will tell you, it really does make a difference to get a nice word or two, especially when the work gets tedious or the 'muse' decides to leave you stranded!
I am very grateful to my patrons TBestIG and chiprek (Ign) and in particular BattyBird for their extremely generous donations. Hugely inspiring for someone to support the work in this way after so many years.
Apparently my update has been rejected at Curse/Forge!!
I can only assume this is due to the size of the file at 201Mb. I'm not sure what the rules are for upload...I'm looking into it.
I don't really want to break the pack up into two separate downloads or use alternative download sources if at all possible.
edit: I've submitted a ticket to admin over at Curse/Forge. So I'm at their mercy at the moment I'm afraid. Sorry for the delay.
edit1: The rejection turned out to be because my zip file contained windows 'thumbs.db' files. I usually safeguard against those quite successfully, but this time not so. Found at least 6 floating around. Deleted them all, re-zipped and now uploading a second time. A kind person at Curse Support informed me that my pack size is well within limits, so that's a relief.
edit2: Currently flagged as 'Under Review'. Everyone's probably gone to bed at Curse now...like I want to do (2:15am here in the UK)! I'll probably wake up in the morning to find it's been rejected again!
Just 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
-----------------------------------------------------------
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
.....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
Haha! 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!
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!
Amazing. These sounds breathe a life into a Minecraft world. You, Glimmar, never cease to deliver unexpected gems. Thank you.
Same 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!
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.
Just a thought...
more plant variations sound nice:)
Right. 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.
See 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
Mancu32,
Don't give up! Glimmar isa working on the update as I write this. If more of his fans donated to him, he'd have more time to work on updates. We all have to make a living to support our art so give an give generously!
BattyBird
Again..just to keep you all in the loop, here's the latest changelog of things I'm currently working through to fix things in GSv.19 for MC 1.13. Please click on the spoiler below.
GSv.19 for MC1.13 current Changelog
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 primarily a big repair job 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 time being 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!
Converted many CTM textures to work without Optifine. This involved retexturing many of the 'repeat' CTM texture patterns to work as individual 'random' textures that would seemlessly combine against any other block of it's type (eg. stone and ore textures). Very careful and laborious work for each texture! As follows:-
Fixed 32 random stone blocks to work without Optifine.
Fixed 6 random coal_ore blocks to work without Optifine.
Fixed 28 random iron_ore blocks to work without Optifine.
Fixed 12 random lapis_ore blocks to work without Optifine.
Fixed 16 random gold_ore blocks to work without Optifine.
Fixed 6 random redstone_ore blocks to work without Optifine.
Fixed 10 random diamond_ore blocks to work without Optifine.
Fixed 10 random emerald_ore blocks to work without Optifine.
Fixed 32 random cobble blocks to work without Optifine.
Fixed 31 random grass_block_top textures to work without Optifine.
Fixed 31 random grass_block_side textures to work without Optifine.
Fixed 31 random grass_block_side_overlay textures to work without Optifine.
(Unfortunately .json files alone don't properly randomise the grass_block_side_overlay independantly of the grass_block_side. So Optifine does a much better job of making the grass sides truly randomly different.)
Fixed 55 random fern textures to work without Optifine.
Fixed 27 random grass textures to work without Optifine.
Fixed 20 random brown_mushroom textures to work without Optifine.
Fixed 4 random birch_leaves textures to work without Optifine.
Fixed 16 random oak_leaves textures to work without Optifine.
Fixed 16 random acacia_leaves textures to work without Optifine.
Fixed 16 random spruce_leaves textures to work without Optifine.
Fixed 16 random jungle_leaves textures to work without Optifine.
Fixed 31 random dark_oak_leaves textures to work without Optifine.
Fixed 24 random mossy_cobble blocks to work without Optifine.
Fixed 4 random yellow_terracotta textures to work without Optifine.
Fixed 4 random orange_terracotta textures to work without Optifine - only the side brick textures.
Fixed 5 random light_gray_terracotta textures to work without Optifine.
Fixed 5 random pink_terracotta textures to work without Optifine.
Fixed 4 random terracotta textures to work without Optifine.
Fixed 12 random nether_quartz_ore textures to work without Optifine.
Fixed 16 random bricks textures to work without Optifine.
Fixed 16 random nether_bricks textures to work without Optifine.
Fixed 7 random lapis_blocks textures to work without Optifine.
Fixed 9 random stone_bricks textures to work without Optifine.
Fixed 16 random cracked_stone_bricks textures to work without Optifine.
Fixed 15 random stone_bricks textures to work without Optifine.
fixed 82 random dead_bush (desert type) textures to work without Optifine.
fixed 4 random cobweb textures to work without Optifine.
Fixed custom GS cast iron lever base texture to work without Optifine.
Even though I've converted lots of textures to work randomly without the use of Optifine I've only been able to remove some of those textures from the MCPatcher/CTM folder. There are too many connected textures that would not work when using Optifine if I removed certain textures that I've randomised with 'blockstate' and 'model' .json files. It will have to stay like this until Mojang come up with something that allows for MCPatcher-like connected textures. It also makes the pack larger than it should be.
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 grayish 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 '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 with this idea 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.
.....Glimmar's Steampunk v19 - Will Be Alive Again Soon!
Right...I've done enough for the pack to work without being a total embarrassment...hopefully!
It totally works fine for me, but as you'll see from the final changelog below, I have made huge changes and edits to everything to make the pack less Optifine dependent for all the vast number of random textures that make the world a more believable place to explore, build and dream.
To do this has required the creation of so many blockstate and model .json files and, seemingly, uncountable numbers of edits to textures like dirt, stone, sand, etc, etc, so as to make each random block type seamlessly match up against any other random block of the same type. Each random texture edge has to match up on all four sides with any other random texture edge of the same type and this has taken an age and a day to do!
CTM repeat patterns were a lot easier to do, but consequently not truly random, unless you added in random texture overlays. As mentioned all this has had to be replaced now with random textures and countless .json blockstate and model files to do the same as the more elegant MCPatcher/Optifine scripts. I'm not sure how efficient the .json method of randomising things is. I may end up having to decrease the number of random textures throughout...and that also will be another huge task.
For me everything works smooth and fine. How it works for you will depend on your computer set-up. Add in the huge record sound files that total around 100Mb and the pack lumbers around at about 200MB total. I don't even know if Curse/Forge will allow me to upload a pack of that size, but I will be trying soon!
GSv.19 for MC1.13 final Changelog before upload.
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!
Converted many CTM textures to work without Optifine. This involved retexturing many of the 'repeat' CTM texture patterns to work as individual 'random' textures. Very careful and laborious work to make each random block on all four edges seemlessly match up against any other random block of it's type for each texture! As follows:-
Fixed 32 random stone blocks to work without Optifine (formerly a CTM repeat pattern).
Fixed 16 random andesite blocks to work without Optifine (formerly a CTM repeat pattern).
Fixed 6 random polished_andesite blocks to work without Optifine.
Fixed 16 random diorite blocks to work without Optifine (formerly a CTM repeat pattern).
Fixed 16 random granite blocks to work without Optifine (formerly a CTM repeat pattern).
Fixed 16 random obsidian blocks to work without Optifine (formerly a CTM repeat pattern).
Fixed 80 random gravel blocks to work without Optifine. (formerly a CTM repeat pattern).
Fixed 6 random coal_ore blocks to work without Optifine.
Fixed 28 random iron_ore blocks to work without Optifine.
Fixed 12 random lapis_ore blocks to work without Optifine.
Fixed 16 random gold_ore blocks to work without Optifine.
Fixed 6 random redstone_ore blocks to work without Optifine.
Fixed 10 random diamond_ore blocks to work without Optifine.
Fixed 10 random emerald_ore blocks to work without Optifine.
Fixed 32 random cobble blocks to work without Optifine.
Fixed 32 random ice blocks to work without Optifine.
Fixed 64 random packed_ice blocks to work without Optifine. No succesfull blending of edges with these textures due to the large cracked ice features, but I think it is still worth using the CTM 'repeat' pattern texture in a random way here rather than just one perfectly blended but rather boring single texture...and still more atmospheric. With all the huge vertical cracks it still kind of works well enough, but not as well as the true Optifine connected texture method.
Took out redundant one block high random paeonia flowers.
Fixed 107 random dirt blocks to work without Optifine.
Fixed 107 random coarse_dirt blocks to work without Optifine.
Fixed 31 random grass_block_top textures to work without Optifine.
Fixed 31 random grass_block_side textures to work without Optifine.
Fixed 31 random grass_block_side_overlay textures to work without Optifine.
Unfortunately .json files alone don't properly randomise the grass_block_side_overlay independantly of the grass_block_side. At least not the way I've been able to employ .json block and model scripts. So Optifine does a much better job of making the grass sides truly randomly different.
Despite my best efforts I couldn't understand .json scripts well enough to randomise dirt_block_snow sides. So only one texture for this...sorry.
Fixed 107 random sand blocks to work without Optifine.
fixed 82 random dead_bush (desert type) textures to work without Optifine.
Fixed 55 random fern textures to work without Optifine.
Fixed 27 random grass textures to work without Optifine.
Fixed 5 random allium textures to work without Optifine.
Fixed 5 random blue_orchid textures to work without Optifine.
Fixed 7 random azure_bluet textures to work without Optifine.
Fixed 6 random oxeye_daisy textures to work without Optifine.
Fixed 12 random dandelion textures to work without Optifine.
Fixed 20 random brown_mushroom textures to work without Optifine.
Fixed 20 random red_mushroom textures to work without Optifine.
Fixed 4 random birch_leaves textures to work without Optifine.
Fixed 16 random oak_leaves textures to work without Optifine.
Fixed 16 random acacia_leaves textures to work without Optifine.
Fixed 16 random spruce_leaves textures to work without Optifine.
Fixed 16 random jungle_leaves textures to work without Optifine.
Fixed 31 random dark_oak_leaves textures to work without Optifine.
Fixed 24 random mossy_cobble blocks to work without Optifine.
Fixed 4 random terracotta 'adobe brick' sides, 8 'roman_mosaic' tops and 'roman_mural' bottom textures to work without Optifine.
Fixed 4 random yellow_terracotta textures to work without Optifine.
Fixed 4 random orange_terracotta brick sides, top star_tile, and bottom gold_circle tile textures to work without Optifine.
Fixed 54 random cyan_terracotta rough plaster sides, top diamond_square_tile, and bottom opulent_snowflake_tile textures to work without Optifine.
Fixed white_terracotta to have white glazed brick sides and single Victorian checkerboard_tiles top. Sorry...no CTM with vanilla Minecraft.
Fixed purple_terracotta to have 7 random marble freeze textures and 7 random marble slab textures on the top.
Fixed 10 random gray_terracotta carved stone textures to work without Optifine.
Fixed 13 random light_gray_terracotta textures to work without Optifine.
Fixed 13 random pink_terracotta red industrial brick sides, 6 random quarry tile tops and 1 square leaf tile textures to work without Optifine.
Fixed 7 random light_blue_terracotta textures to work without Optifine.
Fixed 12 random nether_quartz_ore textures to work without Optifine.
Fixed 16 random bricks textures to work without Optifine.
Fixed 16 random nether_bricks textures to work without Optifine.
Fixed 7 random lapis_blocks textures to work without Optifine.
Fixed 9 random stone_bricks textures to work without Optifine.
Fixed 16 random cracked_stone_bricks textures to work without Optifine.
Fixed 15 random mossy_stone_bricks textures to work without Optifine.
Fixed chiselled_stone_bricks with 22 random slab tops and 1 chiselled side texture to work without Optifine.
Fixed 4 random cobweb textures to work without Optifine.
Fixed end_stone to have cross girder sides, decorative ironwork bottom and walkway mesh top without Optifine. Sorry, no CTM with vanilla Minecraft, so Optifine required for fancy girders and struts.
New end_stone_bricks using some of the spare end_stone CTM textures. This block goes some way to making viable horizontal and vertical box girders. This block includes plain riveted sides, sturdy riveted top and a framed box girder bottom.
Fixed custom GS cast iron lever base texture to work without Optifine.
Even though I've converted lots of textures to work randomly without the use of Optifine I've only been able to remove some of those textures from the MCPatcher/CTM folder. There are too many connected textures that would not work when using Optifine if I removed certain textures that I've randomised with 'blockstate' and 'model' .json files. Still others work better under Optifine. Sadly this work makes the pack larger than it should be.
Fixed chiseled_stone_bricks to show old CTM column top/bottom texture for the sides and a different stone slab texture for top and bottom.
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 '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 with this idea 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.
I have by no means finished fixing everything for using the pack without Optifine, eg, clay, podzel, mycelium, etc, etc, all repeat pattern textures need lots of editing to now work randomly similar to how dirt, stone, etc now work...plus much more. These will come, along with all the new textures from previous updates MC 1.9 onwards, in small more manageable updates.
I'm pretty exhausted now and need to get back to harvesting stuff soon in RL.
I will be attempting to upload GSv.19 this weekend sometime. Hopefully.
Yay!!
Haha! Nearly ready! Just trying to upload now.
.....Glimmar's Steampunk WIP v19 ***RELEASED***
After nearly a year and half wait, it's finally uploaded over at my Curse/Forge page! Check it out! Click on the link in my OP on page 1.
Here's a reminder in video form of all the work I've put into it:
.....Glimmar's Imgur Picture Album Archive
If you're new to Glimmar's Steampunk have a look at my Imgur Albums here: http://glimmar42.imgur.com/
Meanwhile enjoy all the new things in Glimmar's Steampunk WIP v19. You don't absolutely need Optifine to enjoy nearly a thousand newly edited random textures and some amazing new 'Soundscape' records...see the 'It's Alive' video above!
Please Note: As regards Optifine, I got so carried away with trying to get the best out of the pack without using Optifine, that I forgot to warn everyone that I hadn't done anything to update the pack for Minecraft 1.13 use with Optifine! Therefore, until the next update please DO NOT attempt to use GSv.19 with beta versions of Optifine.
Please see my 'Changelog' post just above this post detailing the huge task of updating the pack to work with Minecraft 1.13> especially all the improvements to random extra textures that no longer require Optifine. Still much work to be done and of course all the new MC 1.10-1.13 additions will be added in small regular updates to come. Watch this space. Pink and Black blocks...Begone!!
As always lots to do, but lots to play with.
I am very grateful to everyone who has continued to pop in with encouraging comments over the past few years. As any artist will tell you, it really does make a difference to get a nice word or two, especially when the work gets tedious or the 'muse' decides to leave you stranded!
I am very grateful to my patrons TBestIG and chiprek (Ign) and in particular BattyBird for their extremely generous donations. Hugely inspiring for someone to support the work in this way after so many years.
Thank you to all!
Apparently my update has been rejected at Curse/Forge!!
I can only assume this is due to the size of the file at 201Mb. I'm not sure what the rules are for upload...I'm looking into it.
I don't really want to break the pack up into two separate downloads or use alternative download sources if at all possible.
edit: I've submitted a ticket to admin over at Curse/Forge. So I'm at their mercy at the moment I'm afraid. Sorry for the delay.
edit1: The rejection turned out to be because my zip file contained windows 'thumbs.db' files. I usually safeguard against those quite successfully, but this time not so. Found at least 6 floating around. Deleted them all, re-zipped and now uploading a second time. A kind person at Curse Support informed me that my pack size is well within limits, so that's a relief.
edit2: Currently flagged as 'Under Review'. Everyone's probably gone to bed at Curse now...like I want to do (2:15am here in the UK)! I'll probably wake up in the morning to find it's been rejected again!