.....Glimmar's Steampunk v20 - Will Be Available Soon!
As mentioned in previous posts, I intend to update the pack more frequently with the latest things I've been working on.
This next update will work with Optifine (beta5 onwards confirmed) albeit limited as I reassemble the mcpatcher folder, but you will have all my random mobs back in, color changes and BetterSkies. There will also be extra goodies too!
Check out the current Changelog for GSv20:
Glimmar's Steampunk WIP v.20 for Minecraft 1.13.x
-----------------------------------------------------------
Changes and additions listed in no particular logical order :
-------------------------------------------------------------
Fixed leather_chestplate & leather_chestplate_overlay was incorrectly saved as 65x65 texture instead of 64x64. Also Fixed leather_leggings & leather_leggings_overlay incorrectly saved as 65x65 now set to 64x64. Thanks to Norzeteus for spotting this.
Added a new lang\en_us.json file to the minecraft folder that changes the names of the music discs to cylinders and more informative useful titles for my new 'soundscape' music files. 'en_us.json file very kindly supplied by Giammodified on the Minecraft Forums. Please check out his work on the Misa Community Resource Pack, Minecraft Forums.
New hi-res slime skin especially for those giant slimes that end up looking too pixelated with low pixel count textures. This replaces all the old low res slimes kindly supplied by Greenleaf and Gestankfaust in lieu of my own work.
New 128x128 slime to match new slimes.
All new more natural steampunk pumpkin. Basically looks more like a pumpkin for growing, whilst still usable as a directional looking lantern....and can still be used as an immersive (no pun intended!) diving helmet that matches up with my hi-res 'pumpkinblur' interior helmet hud for those exciting excursions underwater....especially for the new MC Aquatic Update and my atmospheric 'soundscape' music cylinders.
Changed the orientation of golden shovel, iron shovel, stone shovel and wooden shovel.
Edited the wither_skeleton making it a rusty red with glowing red eyes to help differentiate from the new 'stray' skeleton. Also added new features.
Edited the skeleton to make it more brass-like with GS green glowing eyes to help differentiate from the the wither and stray skeletons. Also added new features.
New icy 'stray' skeleton with glowing blue eyes.
Optifine work due to vast MC 1.13 changes:
Starting from the bottom up the mcpatcher folder has been completely emptied apart from the colormap, font, lightmap and sky folders and color.properties file. With only these folders and files included, Optifine & GS don't cause an MC crash. Following begins the task of adding other folders, files and textures back in and noting what causes crashes. This is just my hamfisted 'spring-clean' way of dealing with problems!
Changed water.png colormap for Optifine use. Making water slightly darker, more saturated towards the blue part of the spectrum.
Changed the brightness of bubbles for Optifine use.
25 new random hi-res slime mobs
Added extra mobs back into the mcpatcher folder:
creeper2
enderman2
pig2
skeleton2 & skeleton3
New slimes 2,3,4,5,6,7,8,9...26!
24 different endermites.
Spiders 2,3 and 4.
Villagers: 4 butchers, 8 farmers, 7 librarians, 8 priests, 8 smiths.
wolf2
9 random zombies.
chicken2,3,4
iron_golem2,3,4,5
mooshroom2
I'll keep you posted and upload pics and video as soon as possible.
I've tested this in the latest version of optifine using both Misa's pack and yours and I don't have this problem with either. Each profile saves their own in-game settings, check that you don't have music boxes muted in your optifine game. If nothing else, try devoting a power-of-2 amount of memory to your profile(2,4,8,16,32,etc) instead of 10, that shouldn't matter but I've got no other ideas(I use 8, myself).
I ended up going as far as re-installing minecraft (I've been using the old launcher for various reasons and decided now was as good a time as any to try out the new MC launcher) along with Optifine beta5 andtaking your advice of trying 8GB of memory devoted to MC (so not really a true test, with three factors changing!), but it worked!
Music playback is fine and Optifine beta5 is running newly added back-in mobs and connected textures really well...albeit with some transparency problems with water (way too transparent for me at moment even after checking Optifine settings related to water transparency).
I have just uploaded my first ever poll on the front page of this thread regarding my useful, but unnatural looking terracotta blocks. Please have a look and vote if you have an opinion. Thanks.
The reason for the poll? Click on the following spoiler:-
I am ever striving to make my Minecraft overworld look more natural, despite GS being a Steampunk/Victorian themed resource pack, as you can see from my work on dirt, sand, gravel, rock, etc. but this is constantly at odds with my desire to make each block as useful as I can for building with.
Back when wool and stained clays came along they were a gift as a source of extra building blocks, hence why I made them into bricks, tiles and marble textures. Some liked my ideas, whilst others politely disagreed and yearned for something more natural for those excursions into Mesa biomes. Doing something about this has always been at the back of my mind, but my own city world of 'Newglim' was dependent on these unusual stained clay blocks, so they've remained to this day. It would be possible to have an entirely separate pack with normal'ish' terracotta textures, but I don't want to have two separate packs.
Now that I've decided to upload my City of Newglim for everyone to have a look around in...with the intention of starting a new world...I'm no longer as concerned about Newglim breaking. So after having a conversation with Queglar recently, over on my Curse thread, I thought it might be useful to have a simple poll to see if I would be wasting my time.
I'm currently thinking that the best approach would be to make an 'add-on' pack of existing terracotta to preserve old world builds for the future, but when I can, to convert terracotta block textures to something more natural in the main GS pack, transferring existing terracotta designs to new concrete powder, concrete and glazed terracotta...all of which I still have to update anyway. I think this way would also be more useful for any newcomers to the pack, not used to my weird desire for variety in vanilla Minecraft.
So please have a look at the poll if you have time.
The poll outlined in the above post, even after just one day, is showing you guys clearly want the terracotta to be more natural looking.
I will let it run for a couple of weeks to give everyone a good chance to vote before making changes and in that time I might have already uploaded my GSv20 update for Optifine use. So that might be the last time to visit the Mesa biome in all it's weird and glorious state!
I am toying with the idea that the new 'natural' terracotta textures will be along the lines of coloured dirt, stone, sand and clay, as some of the current terracotta textures under Optifine already are. We'll see.
Many thanks to those who have already looked in and voted, it really helps.
Keeping you posted for the next update. Check out the list of new and edited things to be found in GS v20.
Click the spoiler for latest GSv20 Changelog:
Glimmar's Steampunk WIP v.20 for Minecraft 1.13.x
-----------------------------------------------------------
Changes and additions listed in no particular logical order :
-------------------------------------------------------------
Fixed leather_chestplate & leather_chestplate_overlay was incorrectly saved as 65x65 texture instead of 64x64. Also Fixed leather_leggings & leather_leggings_overlay incorrectly saved as 65x65 now set to 64x64. Thanks to Norzeteus for spotting this.
Added a new lang\en_us.json file to the minecraft folder that changes the names of the music discs to cylinders and more informative useful titles for my new 'soundscape' music files. 'en_us.json file very kindly supplied by Giammodified on the Minecraft Forums.
New hi-res slime skin especially for those giant slimes that end up looking too pixelated with low pixel count textures. This replaces all the old low res slimes kindly supplied by Greenleaf and Gestankfaust in lieu of my own work. 20 odd more new slimes in my Optifine random mobs folder!
New 128x128 slime to match new slimes.
All new more natural steampunk pumpkin. Basically looks more like a pumpkin for growing, whilst still usable as a directional looking lantern....and can still be used as an immersive (no pun intended!) diving helmet that matches up with my hi-res 'pumpkinblur' interior helmet HUD for those exciting excursions underwater....especially for the new MC Aquatic Update.
Deleted the old boat entity.
Renamed snowman entity to snow_golem. Sorry for missing this in GSv19.
Changed the orientation of golden shovel, iron shovel, stone shovel and wooden shovel.
Edited the wither_skeleton making it a rusty red with glowing red eyes to help differentiate from the new 'stray' skeleton. Also added new features.
Edited the skeleton to make it more brass-like with GS green glowing eyes to help differentiate from the the wither and stray skeletons. Also added new features.
New icy 'stray' skeleton with glowing blue eyes.
Added 'plaster_ceiling' texture to the bottom of the white_terracotta block.
Fixed 7 random emerald_block textures to work without Optifine.
Fixed 8 random cut_sandstone block textures to work without Optifine.
Fixed 8 random cut_red_sandstone block textures to work without Optifine.
New quartz_block top texture.
New quartz_slab textures with varying textures kicking in dependent on whether you lay a slab, top_slab or double slab, eg. different bottom and side designs. All without Optifine.
New chiseled_quartz top 'floor mesh' and different bottom 'ceiling' textures. Side texture remains the same, unless changed by my Optifine horizontally connected textures (see below).
New single blue_terracotta block. More like marble.
New farmland and farmland_moist textures. Smoother tiling, more refined dirt and better differentiation between dry and moist versions.
------------------------------------------
Optifine work due to vast MC 1.13 changes:
------------------------------------------
Starting from the bottom up the mcpatcher folder has been completely emptied apart from the colormap, font, lightmap and sky folders and color.properties file. With only these folders and files included, Optifine & GS don't cause an MC crash. Following begins the task of adding other folders, files and textures back in and noting what causes crashes...just my ham-fisted way of dealing with problems!
Changed water.png colormap for Optifine use. Making water slightly darker, more saturated towards the blue part of the spectrum.
Changed the brightness of bubbles for Optifine use.
25 new random hi-res slime mobs.
------------------------------------------------
Added existed random mobs back into the mcpatcher folder:
------------------------------------------------
creeper2
enderman2
pig2
skeleton2 & skeleton3
New slime2,3,4,5,6,7,8,9...26!
24 different endermites.
Spiders 2,3 and 4.
Villagers: 4 butchers, 8 farmers, 7 librarians, 8 priests, 8 smiths.
wolf2
9 random zombies.
chicken2,3,4
iron_golem2,3,4,5
mooshroom2
silverfish2,3
snow_golem2,3,4
squid2,3,4,5,6,7
witch2
15 random pigmen.
----------------------------------------------------------
Added certain connected textures back into the ctm folder:
----------------------------------------------------------
connected blue_carpet - woven checkerboard style with border.
connected brown_carpet - opulent Persian style with decorative border.
10 vertically connected chiseled_sandstone textures with randomly carved middle block textures, random slab tops and 8 random carved bottoms.
36 connected repeat sandstone, sandstone_slab, double_slab and stairs textures - these are formal slab building bricks only seen when building with the sandstone slab.
16 connected repeat sandstone block 'rock' textures. These are rough sandstone random rock blocks.
10 vertically connected chiseled_red_sandstone textures with randomly carved middle block textures, random slab tops and 8 random carved bottoms.
36 connected repeat red_sandstone, red_sandstone_slab, double_slab and stairs textures - these are formal slab building bricks only seen when building with the red_sandstone_slab.
16 connected repeat red_sandstone block 'rock' textures. These are rough sandstone random rock blocks.
14 connected 'girder' end_stone textures capable of all sorts of constructional magic. Along with my new end_stone_bricks 'girder' block, making epic ironwork towers ala Eiffel Tower, etc will be more than possible.
16 random connected dark_oak_log textures.
8 random dark_oak_log_top textures.
23 random connected dark_oak_plank textures.
19 random connected spruce_log textures.
1 spruce_log_top texture.
6 random connected birch_log textures.
1 birch_log_top texture.
4 vertically connected quartz_pillar textures.
4 horizontally connected chiseled_quartz_block side textures.
4 horizontally connected quartz_block_side side textures.
64 repeat connected packed_ice textures. Better tiling when using Optifine.
26 random connected grass_block_snow side textures. Included these as I still can't figure how to randomize these using .json files.
Still chugging along, but pictures and video to follow and then update GSv20 soon after.
"connected grass_block_snow side textures. Included these as I still can't figure how to randomize these using .json files."
Need help?
I have all the random textures for grass_block_snow complete and working again with Optifine in my next GSv20 update, but I'd like them to work without Optifine with .json blockstate and model files, like my random grass tops and sides do at present.
My normal grass_block_sides were about my first attempt at understanding the .json side of things and although they are randomly working ok at present, looking at the files again I'm beginning to wonder how I got them working at all, because my blockstate file 'grass_block_side' doesn't seem to be addressing appropriate model .json files, yet it seems to still be acting on the side command in my 'grass_block' model .json file. Not sure now why I did it that way, but in my haste as soon as it looked like it was working I moved onto other things!
Randomising standard blocks and faces, including slab variations, stairs, plants, etc. I can understand and implement. My limited intelligence quickly gets thrown when something is more complicated. MCPatcher and Optifine makes the process a lot quicker and easier, but I'd like to get a good majority of the pack to work without Optifine for those times like now when Optifine hasn't been updated and for those users who don't or can't use Optifine, so the pack looks it's best.
I haven't found any other grass side examples anywhere else, so any example files you could mock-up would be gratefully received - bearing in mind If you look in my GSv19 pack I have 32 random grass_block_sides, 32 random grass_block_overlays, 32 random grass_block_tops and 32 random grass_block_snow textures (these side grass snow textures are currently working ok with Optifine beta7, but weren't included in the GSv19 pack).
Don't waste a lot of time on this, but any examples of how to get all those textures working randomly together with .json blockstate and model files would be very gratefully received.
where you have 5 models in ~/models/block/grass_block and ~/models/grass_block_snow named 1.json, 2.json, etc.
each model should have a unique top and side (you can have as many variations as you're willing to make. also the grass_block_snow top texture is irrelevant as it is covered by snow. Unfortunately you'll have to make a model for every possibility(grassTop×grassSide×grassoverlay) based on v19 that seems to be (32×32×32 or 3,317,888){LOL}. Or you could just make a select few variations and use optifine to give it even more variety. lastly as an extreme measure I can make you a multipart block. so you'd only need variations of each side.
any model in any blockstate file can be put into an array denoted by the square braces:
3,317,888 models! Lol indeed! I nearly fell off my swivel chair!
At the moment I've got 32 random grass tops working along with 32 random grass sides and overlays using .json method and 32 random snow sides working through Optifine. It looks and works ok though. If it had been simpler I would have pressed forth with .json for snow sides, but it sounds a lot more complicated than I anticipated.
Haha! I think I'll leave it at that for now, but I will have a tinker with that example code you've kindly supplied. I'll let you know how I get on, but I'll keep on track with the other things I'm working on now to get GSv20 up and running as soon as possible.
Have you not considered starting a resource pack of your own? Seeing what you've done with supporting Misa's pack I would think it would be a breeze from a coding and artistic point of view. You've got the talent and skills, but a huge task these days to start from scratch!
Still keeping you posted for the next update....sorry I still haven't posted pics or a video...I've just had my head down updating all the Optifine ctm stuff and transferring as much to the Json side of things.
Check out the list of new and edited things to be found in GS v20 as of 13th Sept. 2018.
Click the spoiler for the latest GSv20 Changelog:
Glimmar's Steampunk WIP v.20 for Minecraft 1.13.x
-----------------------------------------------------------
Changes and additions listed in no particular logical order :
-------------------------------------------------------------
Got my old Redstone Pipes working as a separate GS add-on pack with the help of Norzeteus of 'Norzeteus Space' fame. His clever Json coding saved the day...my sincere thanks to him. Please check out the 'Norzeteus Space' resource pack on the Minecraft Forums, CurseForge and Planet Minecraft.
Fixed leather_chestplate & leather_chestplate_overlay was incorrectly saved as 65x65 texture instead of 64x64. Also Fixed leather_leggings & leather_leggings_overlay incorrectly saved as 65x65 now set to 64x64. Thanks to Norzeteus for spotting this.
Added a new lang\en_us.json file to the minecraft folder that changes the names of the music discs to cylinders and more informative useful titles for my new 'soundscape' music files. 'en_us.json file very kindly supplied by Giammodified on the Minecraft Forums. Please check out his work on the Misa Community Resource Pack, Minecraft Forums.
New hi-res slime skin especially for those giant slimes that end up looking too pixelated with low pixel count textures. This replaces all the old low res slimes kindly supplied by Greenleaf and Gestankfaust in lieu of my own work.
Lowered the opacity of flowing and still water to a level compromise between vanilla MC GS and Optifine use.
New 128x128 slime to match new slimes.
All new more natural steampunk pumpkin. Basically looks more like a pumpkin for growing, whilst still useable as a directional looking lantern....and can still be used as an immersive (no pun intended!) diving helmet that matches up with my hi-res 'pumpkinblur' interior helmet hud for those exciting excursions underwater....especially for the new MC Aquatic Update.
Deleted the old boat entity.
Renamed snowman entity to snow_golem. Sorry for missing this in GSv19.
Changed the orientation of golden shovel, iron shovel, stone shovel and wooden shovel.
Edited the wither_skeleton making it a rusty red with glowing red eyes to help differentiate from the new 'stray' skeleton. Also added new features.
Edited the skeleton to make it more brass-like with GS green glowing eyes to help differentiate from the the wither and stray skeletons. Also added new features.
New icy 'stray' skeleton with glowing blue eyes.
Added 32 random grass_block_snow side and 32 random grass_block_snow dirt bottoms. Sincere thanks and credit to Giammodified on the Minecraft Forums for his boundless patience in explaining how to do this.
Added 32 random dirt textures to the bottom of grass_blocks.
Added 'plaster_ceiling' texture to the bottom of the white_terracotta block to work without Optifine.
Fixed 7 random emerald_block blocks to work without Optifine.
Fixed 8 random cut_sandstone block textures to work without Optifine.
Fixed 8 random cut_red_sandstone block textures to work without Optifine.
New quartz_block top texture to work without OPtifine.
New quartz_slab textures with varying textures kicking in dependent on whether you lay a slab, top_slab or double slab, eg. different bottom and side designs. All without Optifine.
New chiseled_quartz top 'floor mesh' and different bottom 'ceiling' textures. Side texture remains the same, unless changed by my Optifine horizontally connected textures (see below).
New single blue_terracotta block. More like marble. Vanilla Minecraft.
New farmland and farmland_moist textures. Smoother tiling, more refined dirt and better differentiation between dry and moist versions.
15 random brick_slab textures to work without Optifine.
15 random brick_slab_top (upper brick slab) textures to work without Optifine.
15 random mossy brick_slab_double textures to work without Optifine.
8 new random top textures to sugar_cane and changed the first growth stage texture.
5 random dark_oak_sapling textures to work without Optifine.
6 random acacia_sapling textures to work without Optifine.
7 new random jungle_sapling textures to work without Optifine.
11 random poppy textures to work without Optifine.
10 new special brown_mushrooms to bring the total to 30. When Optifine is installed then these ten brown mushrooms glow in the dark! 5 green and 5 amber.
Special thanks to Norzeteus who told me about the new Optifine 'emissive' function and Giammodified who gave me more information on how to apply it to mobs, blocks and items. Many thanks guys!
10 new special red_mushrooms to bring the total to 30. When Optifine is installed these ten red_mushrooms glow in the dark! 5 red and 5 blue.
6 random polished_diorite textures to work without Optifine.
6 random polished_andesite textures to work without Optifine.
6 random polished_granite textures to work without Optifine.
7 random orange_tulip textures to work without Optifine.
7 random pink_tulip textures to work without Optifine.
7 random red_tulip textures to work without Optifine.
7 random white_tulip textures to work without Optifine.
Converting most plants to Json versions also meant I've fixed all incorrect use of 'symmetry' when previously used in Optifine.
------------------------------------------
Optifine work due to vast MC 1.13 changes:
------------------------------------------
Starting from the bottom up the mcpatcher folder has been completely emptied apart from the colormap, font, lightmap and sky folders and color.properties file. With only these folders and files included, Optifine & GS don't cause an MC crash. Following begins the task of adding other folders, files and textures back in and noting what causes crashes. My hamfisted way of dealing with problems!
Changed water.png colormap for Optifine use. Making water slightly darker, more saturated towards the blue part of the spectrum.
Changed the brightness of bubbles for Optifine use.
25 new random hi-res slime mobs
------------------------------------------------
Added extra mobs back into the mcpatcher folder:
------------------------------------------------
creeper2
enderman2
pig2
skeleton2 & skeleton3
New slime2,3,4,5,6,7,8,9...26!
24 different endermites.
Spiders 2,3 and 4.
Villagers: 4 butchers, 8 farmers, 7 librarians, 8 priests, 8 smiths.
wolf2
9 random zombies.
chicken2,3,4
iron_golem2,3,4,5
mooshroom2
silverfish2,3
snow_golem2,3,4
squid2,3,4,5,6,7
witch2
15 random pigmen.
----------------------------------------------------------
Added certain connected textures back into the ctm folder:
----------------------------------------------------------
connected blue_carpet - woven checkerboard style with border.
connected brown_carpet - opulent Persian style with decorative border.
10 vertically connected chiseled_sandstone textures with randomly carved middle block textures, random slab tops and 8 random carved bottoms.
36 connected repeat sandstone, sandstone_slab, double_slab and stairs textures - these are formal slab building bricks only seen when building with the sandstone slab.
16 connected repeat sandstone block 'rock' textures. These are rough sandstone random rock blocks.
10 vertically connected chiseled_red_sandstone textures with randomly carved middle block textures, random slab tops and 8 random carved bottoms.
36 connected repeat red_sandstone, red_sandstone_slab, double_slab and stairs textures - these are formal slab building bricks only seen when building with the red_sandstone_slab.
16 connected repeat red_sandstone block 'rock' textures. These are rough sandstone random rock blocks.
14 connected 'girder' end_stone textures capable of alsorts of constructional magic. Along with my new end_stone_bricks 'girder' block, making epic ironwork towers ala Eiffel Tower, etc will be more than possible.
16 random connected dark_oak_log textures.
8 random dark_oak_log_top textures.
23 random connected dark_oak_plank textures.
19 random connected spruce_log textures.
1 spruce_log_top texture.
6 random connected birch_log textures.
1 birch_log_top texture.
4 vertically connected quartz_pillar textures.
4 horizontally connected chiseled_quartz_block side textures.
4 horizontally connected quartz_block_side side textures.
64 repeat connected packed_ice textures. Better tiling when using Optifine.
17 random connected brick_stairs textures.
4 random iron door textures.
8 random large_fern_bottom textures and 8 random large_fern_top textures.
3 random tall_grass_bottom textures and 3 random tall_grass_top textures.
5 random peony_bottom textures and 6 random peony_top textures.
5 random rose_bush_bottom textures and 4 random rose_bush_top textures.
4 random sunflower_bottom textures, 3 random sunflower_top textures, 11 random sunflower_front textures and 1 sunflower_back texture.
5 random lilac_bottom textures and 4 random lilac_bottom textures.
Removed all incorrectly used 'symmetry' instructions on large and tall plants.
Currently fixing horses and let me tell you, even though I have old pre-existing textures to work from, things are so frustratingly different I might as well have started from scratch. Mojang stretched and squeezed everything to fit the new format, but nothing properly fits together, so everything needs so much re-editing!!
Haven't even looked at all the marking overlays and armor yet. [groan!] Horse tackle and saddle all needed a complete overhaul, adding to more late nights than I should be having.
Got 2 horses and the donkey done now for two 3am in the morning sessions, so at least I've got something better to go on to finish other horses.
Sorry for the delay on the next big Optifine ready update, but I really wanted to get the horses sorted.
I feel what you are talking about. The horses were so beautiful with the animated mouths before and now they are just dumb beings ....
and the templates have totally changed....a lot of work....
I feel what you are talking about. The horses were so beautiful with the animated mouths before and now they are just dumb beings ....
and the templates have totally changed....a lot of work....
Good luck
Norze
Haha! Many thanks, Norze. It's good to let off steam sometimes.
Finally finished them! Closeted myself away all weekend, but finally got all the horses, mule, donkey, zombie horse, skeleton horse, markings and armor completely reworked. Quite happy with the results considering the horse is much simpler than before, but I'm glad they're all done!
.....Glimmar's Steampunk v20 vid 1 - Optifine and MC1.13 Fixes - Plus...New Horses!
This short video is a showcase for my new MC1.13 horses. There will be more videos to come to show all the new and fixed things to come in GSv20..
Please bear in mind the new GS v20 upload is still about fixing things for Minecraft 1.13. GSv20 also fixes many things for Optifine, even though at time of publication of this video Optifine is still in 'pre1' state as a download.
MC1.13 not only changed hundreds of file names and messed up much to do with Optifine, rendering pre-1.13 resource packs redundant, it also completely changed and simplified the shape of all the horses. It has taken as much effort to redo the horse textures as when I first created them...and that took nearly two weeks!
I have done much work besides to fix many Optifine extras I've always included in the pack, including ctm, better skies and extra mobs, as well as switching many random GS ctm textures to work without needing Optifine at all, these will be in the GSv20 update. However, Optifine is still unstable with animations, so I have not worked on updating those and probably won't until my next update GSv21.
Oooh I like the horses, the skeletal horse is especially cool.
Many thanks, Giam. Haha! Yeah, the GS brass mechanical skeleton horse works really well with the standard Minecraft sound effects.
If Mojang decide to change the horses again, something that isn't a major deal at 16x16 scale (no offence to those who make or like resource packs at that size, including myself) I'll probably end up looking like a skeleton horse!
To get the horses to fit the new format I just worked through meal times and into the wee small hours right over the weekend. I figured if I did it all in one go it would be quicker in the long run, and it did get easier and faster by the end of the marathon session, but at this level of detail it's a different kettle of fish entirely to remember where everything is supposed to fit (I don't use 3D modelling programs or skin editors, just GIMP). Not that it's going to bother Mojang...why should it!?
In actual fact, after repeatedly working on different horse textures, I can understand the sense of the changes made, certainly from a skin layout point of view...[just being the devil's advocate though].
.....Glimmar's Steampunk v20 - Will Be Available Soon!
As mentioned in previous posts, I intend to update the pack more frequently with the latest things I've been working on.
This next update will work with Optifine (beta5 onwards confirmed) albeit limited as I reassemble the mcpatcher folder, but you will have all my random mobs back in, color changes and BetterSkies. There will also be extra goodies too!
Check out the current Changelog for GSv20:
Glimmar's Steampunk WIP v.20 for Minecraft 1.13.x
-----------------------------------------------------------
Changes and additions listed in no particular logical order :
-------------------------------------------------------------
Fixed leather_chestplate & leather_chestplate_overlay was incorrectly saved as 65x65 texture instead of 64x64. Also Fixed leather_leggings & leather_leggings_overlay incorrectly saved as 65x65 now set to 64x64. Thanks to Norzeteus for spotting this.
Added a new lang\en_us.json file to the minecraft folder that changes the names of the music discs to cylinders and more informative useful titles for my new 'soundscape' music files. 'en_us.json file very kindly supplied by Giammodified on the Minecraft Forums. Please check out his work on the Misa Community Resource Pack, Minecraft Forums.
New hi-res slime skin especially for those giant slimes that end up looking too pixelated with low pixel count textures. This replaces all the old low res slimes kindly supplied by Greenleaf and Gestankfaust in lieu of my own work.
New 128x128 slime to match new slimes.
All new more natural steampunk pumpkin. Basically looks more like a pumpkin for growing, whilst still usable as a directional looking lantern....and can still be used as an immersive (no pun intended!) diving helmet that matches up with my hi-res 'pumpkinblur' interior helmet hud for those exciting excursions underwater....especially for the new MC Aquatic Update and my atmospheric 'soundscape' music cylinders.
Changed the orientation of golden shovel, iron shovel, stone shovel and wooden shovel.
Edited the wither_skeleton making it a rusty red with glowing red eyes to help differentiate from the new 'stray' skeleton. Also added new features.
Edited the skeleton to make it more brass-like with GS green glowing eyes to help differentiate from the the wither and stray skeletons. Also added new features.
New icy 'stray' skeleton with glowing blue eyes.
Optifine work due to vast MC 1.13 changes:
Starting from the bottom up the mcpatcher folder has been completely emptied apart from the colormap, font, lightmap and sky folders and color.properties file. With only these folders and files included, Optifine & GS don't cause an MC crash. Following begins the task of adding other folders, files and textures back in and noting what causes crashes. This is just my hamfisted 'spring-clean' way of dealing with problems!
Changed water.png colormap for Optifine use. Making water slightly darker, more saturated towards the blue part of the spectrum.
Changed the brightness of bubbles for Optifine use.
25 new random hi-res slime mobs
Added extra mobs back into the mcpatcher folder:
creeper2
enderman2
pig2
skeleton2 & skeleton3
New slimes 2,3,4,5,6,7,8,9...26!
24 different endermites.
Spiders 2,3 and 4.
Villagers: 4 butchers, 8 farmers, 7 librarians, 8 priests, 8 smiths.
wolf2
9 random zombies.
chicken2,3,4
iron_golem2,3,4,5
mooshroom2
I'll keep you posted and upload pics and video as soon as possible.
If you read this...thanks!
I ended up going as far as re-installing minecraft (I've been using the old launcher for various reasons and decided now was as good a time as any to try out the new MC launcher) along with Optifine beta5 and taking your advice of trying 8GB of memory devoted to MC (so not really a true test, with three factors changing!), but it worked!
Music playback is fine and Optifine beta5 is running newly added back-in mobs and connected textures really well...albeit with some transparency problems with water (way too transparent for me at moment even after checking Optifine settings related to water transparency).
But stuff is getting there.
Thanks for helping!
As long as it's working. the soundscape stuff is so incredible and immersive.
I have just uploaded my first ever poll on the front page of this thread regarding my useful, but unnatural looking terracotta blocks. Please have a look and vote if you have an opinion. Thanks.
The reason for the poll? Click on the following spoiler:-
I am ever striving to make my Minecraft overworld look more natural, despite GS being a Steampunk/Victorian themed resource pack, as you can see from my work on dirt, sand, gravel, rock, etc. but this is constantly at odds with my desire to make each block as useful as I can for building with.
Back when wool and stained clays came along they were a gift as a source of extra building blocks, hence why I made them into bricks, tiles and marble textures. Some liked my ideas, whilst others politely disagreed and yearned for something more natural for those excursions into Mesa biomes. Doing something about this has always been at the back of my mind, but my own city world of 'Newglim' was dependent on these unusual stained clay blocks, so they've remained to this day. It would be possible to have an entirely separate pack with normal'ish' terracotta textures, but I don't want to have two separate packs.
Now that I've decided to upload my City of Newglim for everyone to have a look around in...with the intention of starting a new world...I'm no longer as concerned about Newglim breaking. So after having a conversation with Queglar recently, over on my Curse thread, I thought it might be useful to have a simple poll to see if I would be wasting my time.
I'm currently thinking that the best approach would be to make an 'add-on' pack of existing terracotta to preserve old world builds for the future, but when I can, to convert terracotta block textures to something more natural in the main GS pack, transferring existing terracotta designs to new concrete powder, concrete and glazed terracotta...all of which I still have to update anyway. I think this way would also be more useful for any newcomers to the pack, not used to my weird desire for variety in vanilla Minecraft.
So please have a look at the poll if you have time.
Thanks again.
The poll outlined in the above post, even after just one day, is showing you guys clearly want the terracotta to be more natural looking.
I will let it run for a couple of weeks to give everyone a good chance to vote before making changes and in that time I might have already uploaded my GSv20 update for Optifine use. So that might be the last time to visit the Mesa biome in all it's weird and glorious state!
I am toying with the idea that the new 'natural' terracotta textures will be along the lines of coloured dirt, stone, sand and clay, as some of the current terracotta textures under Optifine already are. We'll see.
Many thanks to those who have already looked in and voted, it really helps.
.....Glimmar's Steampunk v20 - Latest Changelog!
Keeping you posted for the next update. Check out the list of new and edited things to be found in GS v20.
Click the spoiler for latest GSv20 Changelog:
Glimmar's Steampunk WIP v.20 for Minecraft 1.13.x
-----------------------------------------------------------
Changes and additions listed in no particular logical order :
-------------------------------------------------------------
Fixed leather_chestplate & leather_chestplate_overlay was incorrectly saved as 65x65 texture instead of 64x64. Also Fixed leather_leggings & leather_leggings_overlay incorrectly saved as 65x65 now set to 64x64. Thanks to Norzeteus for spotting this.
Added a new lang\en_us.json file to the minecraft folder that changes the names of the music discs to cylinders and more informative useful titles for my new 'soundscape' music files. 'en_us.json file very kindly supplied by Giammodified on the Minecraft Forums.
New hi-res slime skin especially for those giant slimes that end up looking too pixelated with low pixel count textures. This replaces all the old low res slimes kindly supplied by Greenleaf and Gestankfaust in lieu of my own work. 20 odd more new slimes in my Optifine random mobs folder!
New 128x128 slime to match new slimes.
All new more natural steampunk pumpkin. Basically looks more like a pumpkin for growing, whilst still usable as a directional looking lantern....and can still be used as an immersive (no pun intended!) diving helmet that matches up with my hi-res 'pumpkinblur' interior helmet HUD for those exciting excursions underwater....especially for the new MC Aquatic Update.
Deleted the old boat entity.
Renamed snowman entity to snow_golem. Sorry for missing this in GSv19.
Changed the orientation of golden shovel, iron shovel, stone shovel and wooden shovel.
Edited the wither_skeleton making it a rusty red with glowing red eyes to help differentiate from the new 'stray' skeleton. Also added new features.
Edited the skeleton to make it more brass-like with GS green glowing eyes to help differentiate from the the wither and stray skeletons. Also added new features.
New icy 'stray' skeleton with glowing blue eyes.
Added 'plaster_ceiling' texture to the bottom of the white_terracotta block.
Fixed 7 random emerald_block textures to work without Optifine.
Fixed 8 random cut_sandstone block textures to work without Optifine.
Fixed 8 random cut_red_sandstone block textures to work without Optifine.
New quartz_block top texture.
New quartz_slab textures with varying textures kicking in dependent on whether you lay a slab, top_slab or double slab, eg. different bottom and side designs. All without Optifine.
New chiseled_quartz top 'floor mesh' and different bottom 'ceiling' textures. Side texture remains the same, unless changed by my Optifine horizontally connected textures (see below).
New single blue_terracotta block. More like marble.
New farmland and farmland_moist textures. Smoother tiling, more refined dirt and better differentiation between dry and moist versions.
------------------------------------------
Optifine work due to vast MC 1.13 changes:
------------------------------------------
Starting from the bottom up the mcpatcher folder has been completely emptied apart from the colormap, font, lightmap and sky folders and color.properties file. With only these folders and files included, Optifine & GS don't cause an MC crash. Following begins the task of adding other folders, files and textures back in and noting what causes crashes...just my ham-fisted way of dealing with problems!
Changed water.png colormap for Optifine use. Making water slightly darker, more saturated towards the blue part of the spectrum.
Changed the brightness of bubbles for Optifine use.
25 new random hi-res slime mobs.
------------------------------------------------
Added existed random mobs back into the mcpatcher folder:
------------------------------------------------
creeper2
enderman2
pig2
skeleton2 & skeleton3
New slime2,3,4,5,6,7,8,9...26!
24 different endermites.
Spiders 2,3 and 4.
Villagers: 4 butchers, 8 farmers, 7 librarians, 8 priests, 8 smiths.
wolf2
9 random zombies.
chicken2,3,4
iron_golem2,3,4,5
mooshroom2
silverfish2,3
snow_golem2,3,4
squid2,3,4,5,6,7
witch2
15 random pigmen.
----------------------------------------------------------
Added certain connected textures back into the ctm folder:
----------------------------------------------------------
connected blue_carpet - woven checkerboard style with border.
connected brown_carpet - opulent Persian style with decorative border.
connected white_terracotta - black/white Victorian checkerboard patterned tiles.
connected brown_terracotta - brown/tan Victorian checkerboard patterned tiles.
36 repeat connected clay textures.
36 repeat connected black_terracotta textures. Similar to black marble.
36 repeat connected blue_terracotta textures. Similar to black marble.
4 vertically connected ladder textures.
8 subtle random lever designs.
32 random netherrack textures.
4 random vine textures.
12 random lily_pad textures. Still 32x32 I'm afraid.
4 vertically connected stone_slab_side textures.
4 vertically connected chiseled_stone_bricks textures.
10 vertically connected chiseled_sandstone textures with randomly carved middle block textures, random slab tops and 8 random carved bottoms.
36 connected repeat sandstone, sandstone_slab, double_slab and stairs textures - these are formal slab building bricks only seen when building with the sandstone slab.
16 connected repeat sandstone block 'rock' textures. These are rough sandstone random rock blocks.
10 vertically connected chiseled_red_sandstone textures with randomly carved middle block textures, random slab tops and 8 random carved bottoms.
36 connected repeat red_sandstone, red_sandstone_slab, double_slab and stairs textures - these are formal slab building bricks only seen when building with the red_sandstone_slab.
16 connected repeat red_sandstone block 'rock' textures. These are rough sandstone random rock blocks.
14 connected 'girder' end_stone textures capable of all sorts of constructional magic. Along with my new end_stone_bricks 'girder' block, making epic ironwork towers ala Eiffel Tower, etc will be more than possible.
16 random connected dark_oak_log textures.
8 random dark_oak_log_top textures.
23 random connected dark_oak_plank textures.
19 random connected spruce_log textures.
1 spruce_log_top texture.
6 random connected birch_log textures.
1 birch_log_top texture.
4 vertically connected quartz_pillar textures.
4 horizontally connected chiseled_quartz_block side textures.
4 horizontally connected quartz_block_side side textures.
64 repeat connected packed_ice textures. Better tiling when using Optifine.
26 random connected grass_block_snow side textures. Included these as I still can't figure how to randomize these using .json files.
Still chugging along, but pictures and video to follow and then update GSv20 soon after.
"connected grass_block_snow side textures. Included these as I still can't figure how to randomize these using .json files."
Need help?
I have all the random textures for grass_block_snow complete and working again with Optifine in my next GSv20 update, but I'd like them to work without Optifine with .json blockstate and model files, like my random grass tops and sides do at present.
My normal grass_block_sides were about my first attempt at understanding the .json side of things and although they are randomly working ok at present, looking at the files again I'm beginning to wonder how I got them working at all, because my blockstate file 'grass_block_side' doesn't seem to be addressing appropriate model .json files, yet it seems to still be acting on the side command in my 'grass_block' model .json file. Not sure now why I did it that way, but in my haste as soon as it looked like it was working I moved onto other things!
Randomising standard blocks and faces, including slab variations, stairs, plants, etc. I can understand and implement. My limited intelligence quickly gets thrown when something is more complicated. MCPatcher and Optifine makes the process a lot quicker and easier, but I'd like to get a good majority of the pack to work without Optifine for those times like now when Optifine hasn't been updated and for those users who don't or can't use Optifine, so the pack looks it's best.
I haven't found any other grass side examples anywhere else, so any example files you could mock-up would be gratefully received - bearing in mind If you look in my GSv19 pack I have 32 random grass_block_sides, 32 random grass_block_overlays, 32 random grass_block_tops and 32 random grass_block_snow textures (these side grass snow textures are currently working ok with Optifine beta7, but weren't included in the GSv19 pack).
Don't waste a lot of time on this, but any examples of how to get all those textures working randomly together with .json blockstate and model files would be very gratefully received.
Thanks again, Giam.
Try this for ~/blockstates/grass_block.json
where you have 5 models in ~/models/block/grass_block and ~/models/grass_block_snow named 1.json, 2.json, etc.
each model should have a unique top and side (you can have as many variations as you're willing to make. also the grass_block_snow top texture is irrelevant as it is covered by snow. Unfortunately you'll have to make a model for every possibility(grassTop×grassSide×grassoverlay) based on v19 that seems to be (32×32×32 or 3,317,888){LOL}. Or you could just make a select few variations and use optifine to give it even more variety. lastly as an extreme measure I can make you a multipart block. so you'd only need variations of each side.
any model in any blockstate file can be put into an array denoted by the square braces:
the "weight" property let's you determine the probability of any given model.
Let me know what you'd like to do.
3,317,888 models! Lol indeed! I nearly fell off my swivel chair!
At the moment I've got 32 random grass tops working along with 32 random grass sides and overlays using .json method and 32 random snow sides working through Optifine. It looks and works ok though. If it had been simpler I would have pressed forth with .json for snow sides, but it sounds a lot more complicated than I anticipated.
Haha! I think I'll leave it at that for now, but I will have a tinker with that example code you've kindly supplied. I'll let you know how I get on, but I'll keep on track with the other things I'm working on now to get GSv20 up and running as soon as possible.
Have you not considered starting a resource pack of your own? Seeing what you've done with supporting Misa's pack I would think it would be a breeze from a coding and artistic point of view. You've got the talent and skills, but a huge task these days to start from scratch!
Many thanks, Giam.
.....Glimmar's Steampunk v20 - Latest Changelog!
Still keeping you posted for the next update....sorry I still haven't posted pics or a video...I've just had my head down updating all the Optifine ctm stuff and transferring as much to the Json side of things.
Check out the list of new and edited things to be found in GS v20 as of 13th Sept. 2018.
Click the spoiler for the latest GSv20 Changelog:
Glimmar's Steampunk WIP v.20 for Minecraft 1.13.x
-----------------------------------------------------------
Changes and additions listed in no particular logical order :
-------------------------------------------------------------
Got my old Redstone Pipes working as a separate GS add-on pack with the help of Norzeteus of 'Norzeteus Space' fame. His clever Json coding saved the day...my sincere thanks to him. Please check out the 'Norzeteus Space' resource pack on the Minecraft Forums, CurseForge and Planet Minecraft.
Fixed leather_chestplate & leather_chestplate_overlay was incorrectly saved as 65x65 texture instead of 64x64. Also Fixed leather_leggings & leather_leggings_overlay incorrectly saved as 65x65 now set to 64x64. Thanks to Norzeteus for spotting this.
Added a new lang\en_us.json file to the minecraft folder that changes the names of the music discs to cylinders and more informative useful titles for my new 'soundscape' music files. 'en_us.json file very kindly supplied by Giammodified on the Minecraft Forums. Please check out his work on the Misa Community Resource Pack, Minecraft Forums.
New hi-res slime skin especially for those giant slimes that end up looking too pixelated with low pixel count textures. This replaces all the old low res slimes kindly supplied by Greenleaf and Gestankfaust in lieu of my own work.
Lowered the opacity of flowing and still water to a level compromise between vanilla MC GS and Optifine use.
New 128x128 slime to match new slimes.
All new more natural steampunk pumpkin. Basically looks more like a pumpkin for growing, whilst still useable as a directional looking lantern....and can still be used as an immersive (no pun intended!) diving helmet that matches up with my hi-res 'pumpkinblur' interior helmet hud for those exciting excursions underwater....especially for the new MC Aquatic Update.
Deleted the old boat entity.
Renamed snowman entity to snow_golem. Sorry for missing this in GSv19.
Changed the orientation of golden shovel, iron shovel, stone shovel and wooden shovel.
Edited the wither_skeleton making it a rusty red with glowing red eyes to help differentiate from the new 'stray' skeleton. Also added new features.
Edited the skeleton to make it more brass-like with GS green glowing eyes to help differentiate from the the wither and stray skeletons. Also added new features.
New icy 'stray' skeleton with glowing blue eyes.
Added 32 random grass_block_snow side and 32 random grass_block_snow dirt bottoms. Sincere thanks and credit to Giammodified on the Minecraft Forums for his boundless patience in explaining how to do this.
Added 32 random dirt textures to the bottom of grass_blocks.
Added 'plaster_ceiling' texture to the bottom of the white_terracotta block to work without Optifine.
Fixed 7 random emerald_block blocks to work without Optifine.
Fixed 8 random cut_sandstone block textures to work without Optifine.
Fixed 8 random cut_red_sandstone block textures to work without Optifine.
New quartz_block top texture to work without OPtifine.
New quartz_slab textures with varying textures kicking in dependent on whether you lay a slab, top_slab or double slab, eg. different bottom and side designs. All without Optifine.
New chiseled_quartz top 'floor mesh' and different bottom 'ceiling' textures. Side texture remains the same, unless changed by my Optifine horizontally connected textures (see below).
New single blue_terracotta block. More like marble. Vanilla Minecraft.
New farmland and farmland_moist textures. Smoother tiling, more refined dirt and better differentiation between dry and moist versions.
15 random brick_slab textures to work without Optifine.
15 random brick_slab_top (upper brick slab) textures to work without Optifine.
15 random mossy brick_slab_double textures to work without Optifine.
8 new random top textures to sugar_cane and changed the first growth stage texture.
5 random dark_oak_sapling textures to work without Optifine.
6 random acacia_sapling textures to work without Optifine.
7 new random jungle_sapling textures to work without Optifine.
11 random poppy textures to work without Optifine.
10 new special brown_mushrooms to bring the total to 30. When Optifine is installed then these ten brown mushrooms glow in the dark! 5 green and 5 amber.
Special thanks to Norzeteus who told me about the new Optifine 'emissive' function and Giammodified who gave me more information on how to apply it to mobs, blocks and items. Many thanks guys!
10 new special red_mushrooms to bring the total to 30. When Optifine is installed these ten red_mushrooms glow in the dark! 5 red and 5 blue.
6 random polished_diorite textures to work without Optifine.
6 random polished_andesite textures to work without Optifine.
6 random polished_granite textures to work without Optifine.
7 random orange_tulip textures to work without Optifine.
7 random pink_tulip textures to work without Optifine.
7 random red_tulip textures to work without Optifine.
7 random white_tulip textures to work without Optifine.
Converting most plants to Json versions also meant I've fixed all incorrect use of 'symmetry' when previously used in Optifine.
------------------------------------------
Optifine work due to vast MC 1.13 changes:
------------------------------------------
Starting from the bottom up the mcpatcher folder has been completely emptied apart from the colormap, font, lightmap and sky folders and color.properties file. With only these folders and files included, Optifine & GS don't cause an MC crash. Following begins the task of adding other folders, files and textures back in and noting what causes crashes. My hamfisted way of dealing with problems!
Changed water.png colormap for Optifine use. Making water slightly darker, more saturated towards the blue part of the spectrum.
Changed the brightness of bubbles for Optifine use.
25 new random hi-res slime mobs
------------------------------------------------
Added extra mobs back into the mcpatcher folder:
------------------------------------------------
creeper2
enderman2
pig2
skeleton2 & skeleton3
New slime2,3,4,5,6,7,8,9...26!
24 different endermites.
Spiders 2,3 and 4.
Villagers: 4 butchers, 8 farmers, 7 librarians, 8 priests, 8 smiths.
wolf2
9 random zombies.
chicken2,3,4
iron_golem2,3,4,5
mooshroom2
silverfish2,3
snow_golem2,3,4
squid2,3,4,5,6,7
witch2
15 random pigmen.
----------------------------------------------------------
Added certain connected textures back into the ctm folder:
----------------------------------------------------------
connected blue_carpet - woven checkerboard style with border.
connected brown_carpet - opulent Persian style with decorative border.
connected white_terracotta - black/white Victorian checkerboard patterned tiles.
connected brown_terracotta - brown/tan Victorian checkerboard patterned tiles. Fixed four incorrectly textured tiles.
36 repeat connected clay textures.
36 repeat connected black_terracotta textures. Similar to black marble.
36 repeat connected blue_terracotta textures. Similar to black marble.
36 repeat connected red_terracotta textures. Similar to red marble.
36 repeat connected green_terracotta textures. Similar to malachite green marble.
4 vertically connected ladder textures.
8 subtle random lever designs.
32 random netherrack textures.
4 random vine textures.
12 random lily_pad textures. Still 32x32 I'm afraid.
4 vertically connected stone_slab_side textures.
4 vertically connected chiseled_stone_bricks textures.
24 random mossy_cobblestone_wall textures.
10 vertically connected chiseled_sandstone textures with randomly carved middle block textures, random slab tops and 8 random carved bottoms.
36 connected repeat sandstone, sandstone_slab, double_slab and stairs textures - these are formal slab building bricks only seen when building with the sandstone slab.
16 connected repeat sandstone block 'rock' textures. These are rough sandstone random rock blocks.
10 vertically connected chiseled_red_sandstone textures with randomly carved middle block textures, random slab tops and 8 random carved bottoms.
36 connected repeat red_sandstone, red_sandstone_slab, double_slab and stairs textures - these are formal slab building bricks only seen when building with the red_sandstone_slab.
16 connected repeat red_sandstone block 'rock' textures. These are rough sandstone random rock blocks.
14 connected 'girder' end_stone textures capable of alsorts of constructional magic. Along with my new end_stone_bricks 'girder' block, making epic ironwork towers ala Eiffel Tower, etc will be more than possible.
16 random connected dark_oak_log textures.
8 random dark_oak_log_top textures.
23 random connected dark_oak_plank textures.
19 random connected spruce_log textures.
1 spruce_log_top texture.
6 random connected birch_log textures.
1 birch_log_top texture.
4 vertically connected quartz_pillar textures.
4 horizontally connected chiseled_quartz_block side textures.
4 horizontally connected quartz_block_side side textures.
64 repeat connected packed_ice textures. Better tiling when using Optifine.
17 random connected brick_stairs textures.
4 random iron door textures.
8 random large_fern_bottom textures and 8 random large_fern_top textures.
3 random tall_grass_bottom textures and 3 random tall_grass_top textures.
5 random peony_bottom textures and 6 random peony_top textures.
5 random rose_bush_bottom textures and 4 random rose_bush_top textures.
4 random sunflower_bottom textures, 3 random sunflower_top textures, 11 random sunflower_front textures and 1 sunflower_back texture.
5 random lilac_bottom textures and 4 random lilac_bottom textures.
Removed all incorrectly used 'symmetry' instructions on large and tall plants.
Currently fixing horses and let me tell you, even though I have old pre-existing textures to work from, things are so frustratingly different I might as well have started from scratch. Mojang stretched and squeezed everything to fit the new format, but nothing properly fits together, so everything needs so much re-editing!!
Haven't even looked at all the marking overlays and armor yet. [groan!] Horse tackle and saddle all needed a complete overhaul, adding to more late nights than I should be having.
Got 2 horses and the donkey done now for two 3am in the morning sessions, so at least I've got something better to go on to finish other horses.
Sorry for the delay on the next big Optifine ready update, but I really wanted to get the horses sorted.
Wish me luck.
Poor Glim!
I feel what you are talking about. The horses were so beautiful with the animated mouths before and now they are just dumb beings ....
and the templates have totally changed....a lot of work....
Good luck
Norze
Haha! Many thanks, Norze. It's good to let off steam sometimes.
Finally finished them! Closeted myself away all weekend, but finally got all the horses, mule, donkey, zombie horse, skeleton horse, markings and armor completely reworked. Quite happy with the results considering the horse is much simpler than before, but I'm glad they're all done!
Video of them to come shortly...
.....Glimmar's Steampunk v20 vid 1 - Optifine and MC1.13 Fixes - Plus...New Horses!
This short video is a showcase for my new MC1.13 horses. There will be more videos to come to show all the new and fixed things to come in GSv20..
Please bear in mind the new GS v20 upload is still about fixing things for Minecraft 1.13. GSv20 also fixes many things for Optifine, even though at time of publication of this video Optifine is still in 'pre1' state as a download.
MC1.13 not only changed hundreds of file names and messed up much to do with Optifine, rendering pre-1.13 resource packs redundant, it also completely changed and simplified the shape of all the horses. It has taken as much effort to redo the horse textures as when I first created them...and that took nearly two weeks!
I have done much work besides to fix many Optifine extras I've always included in the pack, including ctm, better skies and extra mobs, as well as switching many random GS ctm textures to work without needing Optifine at all, these will be in the GSv20 update. However, Optifine is still unstable with animations, so I have not worked on updating those and probably won't until my next update GSv21.
Look out for the next GSv20 taster video.
Thanks for your patience and thanks for watching.
Oooh I like the horses, the skeletal horse is especially cool.
Many thanks, Giam. Haha! Yeah, the GS brass mechanical skeleton horse works really well with the standard Minecraft sound effects.
If Mojang decide to change the horses again, something that isn't a major deal at 16x16 scale (no offence to those who make or like resource packs at that size, including myself) I'll probably end up looking like a skeleton horse!
To get the horses to fit the new format I just worked through meal times and into the wee small hours right over the weekend. I figured if I did it all in one go it would be quicker in the long run, and it did get easier and faster by the end of the marathon session, but at this level of detail it's a different kettle of fish entirely to remember where everything is supposed to fit (I don't use 3D modelling programs or skin editors, just GIMP). Not that it's going to bother Mojang...why should it!?
In actual fact, after repeatedly working on different horse textures, I can understand the sense of the changes made, certainly from a skin layout point of view...[just being the devil's advocate though].
.....Glimmar's Steampunk v20 vid 2 - New Random Slimes & Bioluminescent Mushrooms!
This short video is a showcase for my new GSv20 random slimes and bioluminescent mushrooms (now possible with Optifine).
Optifine is still unstable with animations, so I've not worked on updating those and probably won't until my next update GSv21.
Look out for the next GSv20 taster video.
Thanks for your patience and thanks for watching.
clever designs on those slimes, and the glowing mushrooms look great!
Many thanks, mate!