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.
The flowers are gorgeous. Now I'm wondering what you'll do for the blue cornflowers in 1.14.
Thanks, Giam. Glad you like.
Haha, I'm not good at planning for the future. I'll probably just re-arrange all the blue flowers I've done to match the dyes you expect to get from a flower...I guess. I've probably already got something in amongst all these flowers that already look like cornflowers so there's at least that going for me.
...you are soooooo crazy...but they are so beautiful to fall in love with....
Haha! For sure I'm crazy!
Probably way more than I need, but I had all these flower textures laying around in files after starting to texture for the Plant Mega Pack mod that sadly stopped with 1.7.10 I think, that it seemed sad not to use them like this. However, I think I went over the top by just re-coloring quite a few of them. My main concern was whether so many would cause any lag, but I haven't been able to discern any change whatsoever.
Glim. How on earth did you create this resource pack? Did you use some kind of program? Did you code? Was making this painstaking and difficult? - it looks tedious to produce; Are there any videos, websites or something you could refer me to that instruct how make a pack? Was it time-consuming?
I always wanted to create my own resource-pack and wanted to update it and edit it in my way. Please help.
Glim. How on earth did you create this resource pack? Did you use some kind of program? Did you code? Was making this painstaking and difficult? - it looks tedious to produce; Are there any videos, websites or something you could refer me to that instruct how make a pack? Was it time-consuming?
I always wanted to create my own resource-pack and wanted to update it and edit it in my way. Please help.
The link Norzeteus gave is the best at explaining what is involved.
I must say I was fortunate to start making the pack right back near the beginning of Minecraft when things were a lot, lot simpler. To be honest I doubt I would have the courage to start from scratch today, there is just so much to do. I am also painstakingly slow and easily get hung up on little details and then 'real life' gets in the way too. Also I am far from finished and the finishing line gets further away every Minecraft update!
In addition to the guide in the link I will add that you really just need to look in any texture pack and compare it's contents (textures to begin with) with what you see in the game. Just try altering some of the textures in Gimp (free) or Photoshop, etc. and save your edited texture in the .png format in place of what was there before...then see what it looks like in game. If you like what you see, or think you can make it more to your liking, or just get a buzz out of seeing the changes and the possibilities, then you're on the road to making your very own texture/resource pack. Just a warning though...it can be very, very addictive and very, very time consuming!
...lol...so many do not even occur in the real world, I think..... , I pale with envy
Haha! I'm just nuts really!
I'm definitely going to break the the GS pack with this many, but I don't know how to stop!
Actually I think I've finished the extra plants now. Messing with some new atmospheric soundscapes, if I can get them to work, then I can hopefully upload GSv22 before Christmas. Then at least it will feel like I'm giving everyone a little pressy for the festive season.
There is way more to be envious about your resource pack and skills my good fellow.
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.
.....More Blue Orchids...Now 'Pale Blue Wild Flowers'
55 new blue_orchid random textures, to be precise. 60 in total.
Click on the spoiler below for some more pics:
More flowers to go yet before wrapping up for the festive season!
The flowers are gorgeous. Now I'm wondering what you'll do for the blue cornflowers in 1.14.
Pretty
...you are soooooo crazy...but they are so beautiful to fall in love with....
Thanks, Giam.
Glad you like.
I've probably already got something in amongst all these flowers that already look like cornflowers so there's at least that going for me. 
Haha, I'm not good at planning for the future. I'll probably just re-arrange all the blue flowers I've done to match the dyes you expect to get from a flower...I guess.
Thank you.
Haha! For sure I'm crazy!
Probably way more than I need, but I had all these flower textures laying around in files after starting to texture for the Plant Mega Pack mod that sadly stopped with 1.7.10 I think, that it seemed sad not to use them like this. However, I think I went over the top by just re-coloring quite a few of them. My main concern was whether so many would cause any lag, but I haven't been able to discern any change whatsoever.
Thanks, Norz.
Glim. How on earth did you create this resource pack? Did you use some kind of program? Did you code? Was making this painstaking and difficult? - it looks tedious to produce; Are there any videos, websites or something you could refer me to that instruct how make a pack? Was it time-consuming?
I always wanted to create my own resource-pack and wanted to update it and edit it in my way. Please help.
@manleto
I think this could help befor beginning, but you have to realize that this is a lot of work and you need a lot of patience and perseverance
to finish it and it takes years to get as far as Glimmar.....
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/resource-packs/resource-pack-discussion/1256366-the-all-inclusive-updated-guide-to-texturing
The link Norzeteus gave is the best at explaining what is involved.
I must say I was fortunate to start making the pack right back near the beginning of Minecraft when things were a lot, lot simpler. To be honest I doubt I would have the courage to start from scratch today, there is just so much to do. I am also painstakingly slow and easily get hung up on little details and then 'real life' gets in the way too. Also I am far from finished and the finishing line gets further away every Minecraft update!
In addition to the guide in the link I will add that you really just need to look in any texture pack and compare it's contents (textures to begin with) with what you see in the game. Just try altering some of the textures in Gimp (free) or Photoshop, etc. and save your edited texture in the .png format in place of what was there before...then see what it looks like in game. If you like what you see, or think you can make it more to your liking, or just get a buzz out of seeing the changes and the possibilities, then you're on the road to making your very own texture/resource pack. Just a warning though...it can be very, very addictive and very, very time consuming!
Many thanks for that link, Norz. I've long since lost a lot of my old links or they got buried away, so you saved me a lot of searching.
My heart warmed when I saw those cute flowers! This is art, Glimmar, keep doing it, and thank you!
You are very welcome, Overjay. Working on a magenta set now. Thank you for the encouragement.
.....More Allium Flowers...Now 'Magenta Wild Flowers'
58 new allium flower textures making up a total of 63 magenta wildflowers.
This is a screenshot of just a few:
...lol...so many do not even occur in the real world, I think.....
, I pale with envy 
Haha! I'm just nuts really!
I'm definitely going to break the the GS pack with this many, but I don't know how to stop!
Actually I think I've finished the extra plants now. Messing with some new atmospheric soundscapes, if I can get them to work, then I can hopefully upload GSv22 before Christmas. Then at least it will feel like I'm giving everyone a little pressy for the festive season.
There is way more to be envious about your resource pack and skills my good fellow.