"wildflowers"? I might just have to steal that idea.
It was a good catch-all name for colored flowers from rosestorm for sure.
Haha! Go for it! I'm wanting to have a go at a new random grass_path to accompany all the new flowers and that means I'll be studying what you did with your excellent grass_path overlay!
I love this texture pack, but do you think you could create a .mcpack version for us Windows 10 MC users? I've tried converting it, but only a few textures work. D:
It's kind of got a bit out of hand really, because I'm getting greedy re-colouring some textures from flower to flower (most flowers I have as separate stem leaf and flower layers so I can easily re-color, but it can get a bit confusing at times!). Glad you like and thanks again for the input.
I love this texture pack, but do you think you could create a .mcpack version for us Windows 10 MC users? I've tried converting it, but only a few textures work. D:
Oh, thank you, Unorthodork and welcome to the MC forums.
Although I do have the Windows 10 version on my aging laptop I have only briefly dallied with it a couple of years back, so I wouldn't know where to begin. As there is soooo much still to do on this version, it's unlikely I would even attempt to do this for the foreseeable future. Really sorry, mate.
Those flowers are amazing. I always loved your take on photo-realism, Glimmar. It blends in around the player, creating a cohesive world.
Even though I don't play lately, my heart is with these textures.
Having just spent a marathon 2 days creating a new random grass_path set of textures, supposedly as a little break from editing more flowers, those are extremely welcome, encouraging words, Overjay. Thank you.
.....GSv22 Random Grass Path...Except It's Gravelly and Weedy!
With all the new wildflowers popping up it seemed appropriate to change my awful rushed, stand-in grass_path texture to something more suitable. The new grass_path texture has 48 random top textures including gravel, dirt and the odd weed and flower, plus there are also 16 random side textures to indicate the path is made up primarily of a layer of gravel on top of dirt.
The whole effect is topped off with a new 'grass overlay' Optifine effect that spills grass over the edge of the grass path, sand, gravel, dirt and coarse_dirt....not red sand yet until I properly randomize that for non-Optifine use.
As you might imagine, I had a lot of fun making grass paths everywhere bordered with wildflowers!
Honestly...that comment means a lot! Also, without your examples and Norzeteus, I wouldn't have understood how to do the properties file for the grass overlay, so credit to you guys.
Glad to have got it done. Using quick make-do textures as I did isn't always the best way of doing things. It feels a bit more worthy to call a path now.
I get inferiority complexes when I look at your beautiful textures, just great.....I'm just speechless...
Oh, wow! Like Giammodified, I count you guys as the professionals around here. I'm way behind both your understanding of Minecraft and Optifine...haha...well behind in all the textures too...lol!
However, I am very grateful for that comment, Norz and it means a lot, especially for those times when we all work in isolation for hours on end trying to get something to look right!
To see what will be in Glimmar's Steampunk v22 (at this point in time) click on the spoiler below:
Glimmar's Steampunk WIP v.22 for Minecraft 1.13.x
------------------------------------------------------------------------------
Changes and additions listed in no particular logical order :
------------------------------------------------------------------------------
17 new 'grass_overlay' textures in the optifine/ctm folder. This enables grass edges to spill naturally over an appropriate adjoining texture. This currently works with grass_path, coarse_dirt, dirt, gravel, sand, red_sand and clay. It looks at it's best with my new random grass_path textures, but it does mean you can make other types of path too!
108 truly random red_sand textures have been newly converted from Optifine control to normal Minecraft Json. This also allows for Optifine to correctly use my new 'grass overlay' set of textures with red_sand.
Removed ctm red_sand from the optifine folder.
Random 'junk' textures on sand and red_sand now only randomly appear on the 'top' surfaces of these blocks to avoid the unsightly repetition of the texture on multiple surfaces of the same block.
16 new random grass_path_side textures which work without Optifine.
48 new random grass_path_top textures which work without Optifine.
36 truly random clay textures have been newly converted from Optifine to normal Minecraft Json control. This also allows for Optifine to spill grass over the edge of clay.
Removed ctm clay from optifine/ctm folder.
28 new additional azure_bluet 'pale blue' wildflower textures to work without Optifine.
12 new additional dandelion 'yellow' wildflower textures to work without Optifine.
26 additional new oxeye_daisy 'white' wildflower textures to work without Optifine.
15 new additional poppy 'red' wildflower textures to work without Optifine.
Now back to more random wildflowers and perhaps more ctm texture conversions before updating.
Did have a question. Along with other blocks being textured from 1.13, do you plan on texturing old blocks like the observer block which is vanilla or redoing the furnace which seems to have a lower pixel count than the rest of the pack? Just asking because I noticed it today while working on a huge dome project.
Did have a question. Along with other blocks being textured from 1.13, do you plan on texturing old blocks like the observer block which is vanilla or redoing the furnace which seems to have a lower pixel count than the rest of the pack? Just asking because I noticed it today while working on a huge dome project.
Yes, absolutely!
All vanilla textures and all old 32x32 pixel textures are in the firing line for upgrade. It just depends on what grabs my attention as to what gets worked on and if I've been working in one particular area and fancy a change. A bit hit and miss, but whatever it takes to keep me inspired.
.....More Oxeye Daisies...Now 'White Wild Flowers'
Here's an extra 26 white wild flowers to be added into GSv22.
"wildflowers"? I might just have to steal that idea.
It was a good catch-all name for colored flowers from rosestorm for sure.
Haha! Go for it! I'm wanting to have a go at a new random grass_path to accompany all the new flowers and that means I'll be studying what you did with your excellent grass_path overlay!
.....More Azure Bluets...Now 'Pale Blue/Gray Wild Flowers'
Here's an extra 28 pale blue/gray wild flowers to be added into GSv22.
Impressive flower variety
I love this texture pack, but do you think you could create a .mcpack version for us Windows 10 MC users? I've tried converting it, but only a few textures work. D:
It's kind of got a bit out of hand really, because I'm getting greedy re-colouring some textures from flower to flower (most flowers I have as separate stem leaf and flower layers so I can easily re-color, but it can get a bit confusing at times!). Glad you like and thanks again for the input.
Oh, thank you, Unorthodork and welcome to the MC forums.
Although I do have the Windows 10 version on my aging laptop I have only briefly dallied with it a couple of years back, so I wouldn't know where to begin. As there is soooo much still to do on this version, it's unlikely I would even attempt to do this for the foreseeable future. Really sorry, mate.
Those flowers are amazing. I always loved your take on photo-realism, Glimmar. It blends in around the player, creating a cohesive world.
Even though I don't play lately, my heart is with these textures.
Having just spent a marathon 2 days creating a new random grass_path set of textures, supposedly as a little break from editing more flowers, those are extremely welcome, encouraging words, Overjay. Thank you.
.....GSv22 Random Grass Path...Except It's Gravelly and Weedy!
With all the new wildflowers popping up it seemed appropriate to change my awful rushed, stand-in grass_path texture to something more suitable. The new grass_path texture has 48 random top textures including gravel, dirt and the odd weed and flower, plus there are also 16 random side textures to indicate the path is made up primarily of a layer of gravel on top of dirt.
The whole effect is topped off with a new 'grass overlay' Optifine effect that spills grass over the edge of the grass path, sand, gravel, dirt and coarse_dirt....not red sand yet until I properly randomize that for non-Optifine use.
As you might imagine, I had a lot of fun making grass paths everywhere bordered with wildflowers!
Dayum!! that looks amazing!!!
Honestly...that comment means a lot! Also, without your examples and Norzeteus, I wouldn't have understood how to do the properties file for the grass overlay, so credit to you guys.
Ooh, the new paths look good. Maybe I'll actually start using them, rather than the old gravel paths I'm used to. The wildflowers look great too!
"That is not dead which can eternal lie...and with strange aeons, even death may die"
that goes so well with the new flowers.
Glad you like! Thank you.
Glad to have got it done. Using quick make-do textures as I did isn't always the best way of doing things. It feels a bit more worthy to call a path now.
Thank you!
Hi Glim!
I get inferiority complexes when I look at your beautiful textures, just great.....I'm just speechless...
Oh, wow! Like Giammodified, I count you guys as the professionals around here. I'm way behind both your understanding of Minecraft and Optifine...haha...well behind in all the textures too...lol!
However, I am very grateful for that comment, Norz and it means a lot, especially for those times when we all work in isolation for hours on end trying to get something to look right!
......GSv22 CHANGELOG 20th Nov. 2018
To see what will be in Glimmar's Steampunk v22 (at this point in time) click on the spoiler below:
Glimmar's Steampunk WIP v.22 for Minecraft 1.13.x
------------------------------------------------------------------------------
Changes and additions listed in no particular logical order :
------------------------------------------------------------------------------
17 new 'grass_overlay' textures in the optifine/ctm folder. This enables grass edges to spill naturally over an appropriate adjoining texture. This currently works with grass_path, coarse_dirt, dirt, gravel, sand, red_sand and clay. It looks at it's best with my new random grass_path textures, but it does mean you can make other types of path too!
108 truly random red_sand textures have been newly converted from Optifine control to normal Minecraft Json. This also allows for Optifine to correctly use my new 'grass overlay' set of textures with red_sand.
Removed ctm red_sand from the optifine folder.
Random 'junk' textures on sand and red_sand now only randomly appear on the 'top' surfaces of these blocks to avoid the unsightly repetition of the texture on multiple surfaces of the same block.
16 new random grass_path_side textures which work without Optifine.
48 new random grass_path_top textures which work without Optifine.
36 truly random clay textures have been newly converted from Optifine to normal Minecraft Json control. This also allows for Optifine to spill grass over the edge of clay.
Removed ctm clay from optifine/ctm folder.
28 new additional azure_bluet 'pale blue' wildflower textures to work without Optifine.
12 new additional dandelion 'yellow' wildflower textures to work without Optifine.
26 additional new oxeye_daisy 'white' wildflower textures to work without Optifine.
15 new additional poppy 'red' wildflower textures to work without Optifine.
Now back to more random wildflowers and perhaps more ctm texture conversions before updating.
Did have a question. Along with other blocks being textured from 1.13, do you plan on texturing old blocks like the observer block which is vanilla or redoing the furnace which seems to have a lower pixel count than the rest of the pack? Just asking because I noticed it today while working on a huge dome project.
Yes, absolutely!
All vanilla textures and all old 32x32 pixel textures are in the firing line for upgrade. It just depends on what grabs my attention as to what gets worked on and if I've been working in one particular area and fancy a change. A bit hit and miss, but whatever it takes to keep me inspired.
Thanks for looking in, Doctor_SteamPunk.