.....Glimmar's Steampunk v20 vid 3 - A Full Head of Steam!
Glimmar's Steampunk updated to support Optifine! (available soon!)
More random textures have been converted to run without Optifine, but a good number of 'connected' and 'repeat' textures still require it to be installed, as shown in this video. Also if you want BetterSkies, Random extra mobs, better colours, and certain effects not achievable by vanilla Minecraft, you will still require the services of Optifine.
Optifine, when making this video, was still at the pre1 stage and is currently still unstable with those extra animations Glimmar's Steampunk normally contains, such as animated mobs, paintings and gui menus, etc. Therefore I have not worked on updating those and probably won't until my next update, GSv21.
.....Glimmar's Steampunk v20 - Final Changelog Before Release!
Check out the list of new and edited things to be found in GS v20 as of 20th Sept. 2018.
Release imminent.
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.
Fixed grass_block_side_overlay12 that was mistakenly saved at 65x65 pixels. 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.
24 random bedrock 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.
New horse_markings overlay textures: blackdots, white, whitedots, whitefield.
New horse armor textures: horse_armor_iron, horse_armor_gold, horse_armor_diamond.
------------------------------------------
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 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 all 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:
----------------------------------------------------------
47 connected blue_carpet textures - woven checkerboard style with border.
47 connected brown_carpet textures - 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.
108 connected repeat & random red_sand textures. When I can these will be removed to random versions that work with Json without needing Optifine.
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.
16 random connected podzol_side textures.
64 repeat and random connected podzol_top textures.
138 repeat and random connected mycelium textures.
Sadly I can't re-introduce random rail track as Optifine is currently not rendering curved rail track at all!
Thank you to all who are still interested and sorry to keep you waiting.
looks great, just an FYI optfine pre2 is out and anims seem to be working in this version
Much thanks, mate.
Ooo! pre2 Optifine, eh. I'm hoping to upload GSv20 sometime today, so I'll still go ahead with that and begin work immediately on GSv21 with Optifine animations plus other surprises.
Next installment of Glimmar's Steampunk (Optifine enabled) is finally uploaded over at my Curse/Forge page! Check it out! Click on the link in my OP on page 1.
Check out the videos above to see some of the things I've been working on for GSv20.2.
Meanwhile enjoy all the new things in Glimmar's Steampunk WIP v20.2. You don't absolutely need Optifine to enjoy even more newly edited random textures and some amazing new 'Soundscape' records, however if you want to see beautiful daytime and nighttime skies, loads of random mobs, and more ctm that either can't be converted to random Json textures or I haven't yet had time to do so...you'll find this update makes all that possible.
To be clear...GSv20.2 is now compatible with the latest 'pre-versions' of Optifine and therefore no reason to assume it won't be compatible with the full release.
Please see my 'Changelog' in previous posts above or in the readme file supplied in the pack detailing the continuing task of updating the pack to work with Minecraft 1.13> including new horses and random slimes and especially all the improvements to random extra textures that no longer require Optifine. Still much work to be done on Optifine additional animations for guis, mobs, paintings and of course all the new MC 1.10-1.13 additions will be added in small regular updates to come. Watch this space!!
As always lots to do, but lots to play with.
Thank you to all, especially my awesome patrons
meanwhile...this has been on the back-burner for the past year and nearly ready for release as a separate GS add-on pack:
...but for now, enjoy Glimmar's Steampunk v20.1 and keep an eye out here for the GS Redstone Pipes add-on pack.
Whoops! Just found my ctm 'stone_slab' isn't working correctly (it's displaying the side faces on the top face...not as intended). Currently sorting this and will let you know when I've uploaded a fixed version.
edit: All fixed and GSv20.1 uploaded and ready to download.
there is a texture missing from Dark oak logs looking at the pack, the ctm is looking for textures 0-15 but you only have 0-14 in the folder.
Music discs "wait"(lab noises) and ward"(electrical noises) still use the default minecraft songs.
You have a ctm folder for birch_log_top with one fixed texture in it, is this a placeholder for future textures? because right now it's redundant since birch_log_top has a dedicated texture in the textures folder.
Edit:you must've posted that last message while I was making my post
there is a texture missing from Dark oak logs looking at the pack, the ctm is looking for textures 0-15 but you only have 0-14 in the folder.
Music discs "wait"(lab noises) and ward"(electrical noises) still use the default minecraft songs.
You have a ctm folder for birch_log_top with one fixed texture in it, is this a placeholder for future textures? because right now it's redundant since birch_log_top has a dedicated texture in the textures folder.
Edit:you must've posted that last message while I was making my post
Oh, flip! I spent ages travelling through dark_oak woods and didn't see any missing textures. Just my luck! However, I do remember now taking out a duplicate texture last minute and doing a quick count and check of the 'weights' and then moving on to other things. Ah! these things happen, but annoying nonetheless.
I posted ages ago that I was still working on three more music disc conversions to airship (wind noises, etc), lab effects and electrical noises. I really should have put up a more recent clear reminder about that. They take a long time to do and the pressure of getting the pack back in some sort of shape for 1.13 pushed everything back. I blame Mojang for everything.
I can't remember the exact reason for having the ctm fixed texture for birch_log_top other than some vague recollection that the random logs weren't displaying the log tops properly without it (I think it was displaying the side texture on top, but I probably need to check the log ctm instruction again!). These things have a habit of being passed over in the myriad of other things that require attention. lol!
Many thanks for checking things over and reporting. I will upload a GSv20.2 as fast as I can.
This fixes a missing random ctm dark_oak_log texture. Many thanks to Giammodified for alerting me on this.
Please also note that 3 music discs still need converting to immersive Soundscape steampunk cylinders for laboratory, electrical and wind noise (airship) use. This is not a fault.
About your birch logs you're using:"matchBlocks=minecraft:birch_log" this by default tells it to apply to all sides. Is you must use "matchBlocks" it should be paired with "faces=<sides><top><bottom><north><south><east><west><all(default)>" Although, "faces=sides" or "faces =<direction>" may not be working properly in the current version of optifine(if you'll notice in Misa the bricks ctm is being applied to the top and bottom despite optifine settings).
I'd suggest using "matchTiles=textures/block/birch_log" although just naming the file "birch_log" should have been enough. though in testing it seems it was not. however matchTiles seems to work.
About your birch logs you're using:"matchBlocks=minecraft:birch_log" this by default tells it to apply to all sides. Is you must use "matchBlocks" it should be paired with "faces=<sides><top><bottom><north><south><east><west><all(default)>" Although, "faces=sides" or "faces =<direction>" may not be working properly in the current version of optifine(if you'll notice in Misa the bricks ctm is being applied to the top and bottom despite optifine settings).
I'd suggest using "matchTiles=textures/block/birch_log" although just naming the file "birch_log" should have been enough. though in testing it seems it was not. however matchTiles seems to work.
Haha! Very good...I'm currently trying to get my Redstone Pipes add-on pack accepted by a moderator over at Curse/Forge so as it's working ok I will apply this at the next major update. I probs need to check all my ctm instructions for the block/tile difference. I tend to get a bit careless in the rush.
Many thanks, Giam. I appreciate you checking stuff.
I certainly don't intend dragging the wait out any longer than necessary, but I need to make up a project page for it over at Curse/Forge and that means yet more of the kind of work that feels like 'real' work, so I have to be in the right mood.
At the moment I'm experimenting with lots of interesting emission effects (an Optifine function that some of you will remember from my newly introduced glowing mushrooms) on zombies, zombie villagers, etc.
Also the realization that I can now have multiple extra paintings in the pack that can all be displayed in game simultaneously (not just by slowly animating one painting through a list of paintings as before) and these extra paintings can exist along with animated paintings. Therefore it's now possible for me to have many stationary and/or animated wheels, machinery, control panels, etc. along with a much greater choice of paintings, posters, decorative panels, etc.
Caveat no.1. I don't know how much extra pressure this puts on your PC's processor.
"Caveat no.1. I don't know how much extra pressure this puts on your PC's processor. "
Minimal, it's the RAM you need to worry about, there(but I still wouldn't worry it's more a function of how big your pack gets and how much memory someone gives their minecraft profile).
"slowly animating the painting"? I had no idea you did this, now, that puts strain on the processor.
"Caveat no.1. I don't know how much extra pressure this puts on your PC's processor. "
Minimal, it's the RAM you need to worry about, there(but I still wouldn't worry it's more a function of how big your pack gets and how much memory someone gives their minecraft profile).
"slowly animating the painting"? I had no idea you did this, now, that puts strain on the processor.
Haha! You'd have to look at my GSv18 pack with pre MC1.13 to see what i mean about slowly animated paintings. Lol!
It's too complicated for my tired brain to adequately explain, but it kind of worked back in the day to get a bit of extra variety with posters a paintings dotted around my city. Here's a vid I did at the time that better explains how it worked:
...but this 'more random paintings' malarkey from Optifine is giving me as much fun as the emission function. The next update will make for a good Halloween special I think!
edit: I just wish Mojang would provide a means of actually selecting a painting rather than having to take pot luck. Is this their idea of good fun? Nearly 10 years and we're still playing 'snap' to select a painting.
My City of Newglim map is a very old world that goes way back to Alpha. A primitive world without all the naturally occurring exciting things that have been added since Alpha: no naturally occurring clay, red sand, rock types, tree varieties, plants, mines, villages, undersea stuff, etc... all are absent in the large areas I've explored over the years, unless I spawned them in in creative for video demonstration making purposes.
Newglim City is nearly 9 years old, everything in it has been built by my own fair hand first in survival and then out of necessity in creative mode. Nothing has been borrowed from any other map, build, building editor or mod. I'm pretty painstaking when it comes to wanting to create my own architecture and most of, if not all, of this city was built with a purpose in mind.
Newglim is something of a 'cardboard', 'Hollywood movie set' kind of world. Lots of constructions have nothing inside or only exist has facades or were constructed by me to try out certain textures for my Glimmar's Steampunk resource pack and to make Youtube demonstration videos, but there's still lots to explore for those familiar with Glimmar's Steampunk and for those suffering from 'GS' nostalgia.
For those unfamiliar with Glimmar's Steampunk it is now one of the oldest Minecraft resource packs in existence still supported by it's original creator...Glimmar!
Please Note: Although the Newglim City file download is labelled as working for Minecraft 1.12 it should work for any version of Minecraft from 1.8-1.12 and will easily convert to MC 1.13. Please use the correct compatible version of Optifine with the correct versions of Minecraft and Glimmar's Steampunk resource pack.
Here's the link to my City of Newglim CurseForge page: Newglim City
Important Note: installing the Glimmar's Steampunk resource pack into your Resource Pack Folder is required to make sense of this world build. Glimmar's Steampunk fundamentally changes many block textures within Minecraft to reflect the theme of a Victorian/Steampunk world view. Using any other texture/resource pack will not break anything, but it will clearly not make sense. Installing Optifine is also strongly advised to get the best out of this world. Read on...
.....Please Respect my Work Chaps - LEGAL
Feel free to download and explore the City of Newglim. However, do not distribute or claim all or any part of Newglim City as your own work.You are free to edit this world for personal use, or to make videos and reviews using the Glimmar's Steampunk resource pack, show screens, etc. but only with full credit to Glimmar and links back to my Glimmar's Steampunk Minecraft Forums thread here.
Have fun exploring all the places I created for video-making purposes, texturing exercises, flights of fantasy and plain madness! Laugh at all the ridiculous half finished gazebos and monstrosities...and if it turns out my teenage kids, back in the day sneaked into Newglim City without me knowing and built or recorded something embarrassing...I am in no way liable!
.....Glimmar's Steampunk v20 vid 3 - A Full Head of Steam!
Glimmar's Steampunk updated to support Optifine! (available soon!)
More random textures have been converted to run without Optifine, but a good number of 'connected' and 'repeat' textures still require it to be installed, as shown in this video. Also if you want BetterSkies, Random extra mobs, better colours, and certain effects not achievable by vanilla Minecraft, you will still require the services of Optifine.
Optifine, when making this video, was still at the pre1 stage and is currently still unstable with those extra animations Glimmar's Steampunk normally contains, such as animated mobs, paintings and gui menus, etc. Therefore I have not worked on updating those and probably won't until my next update, GSv21.
Look out for the release of GSv20 soon!
Thanks for your patience and thanks for watching.
.....Glimmar's Steampunk v20 - Final Changelog Before Release!
Check out the list of new and edited things to be found in GS v20 as of 20th Sept. 2018.
Release imminent.
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.
Fixed grass_block_side_overlay12 that was mistakenly saved at 65x65 pixels. 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.
24 random bedrock 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.
New horse entity textures: donkey, mule, horse_black, horse_brown, horse_chestnut, horse_creamy, horse_darkbrown, horse_gray, horse_white, horse_zombie, horse_skeleton.
New horse_markings overlay textures: blackdots, white, whitedots, whitefield.
New horse armor textures: horse_armor_iron, horse_armor_gold, horse_armor_diamond.
------------------------------------------
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 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 all 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:
----------------------------------------------------------
47 connected blue_carpet textures - woven checkerboard style with border.
47 connected brown_carpet textures - opulent Persian style with decorative border.
47 connected white_terracotta textures - black/white Victorian checkerboard patterned tiles.
47 connected brown_terracotta textures - 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. (Post Optifine beta9 I have had to take these out of the ctm folder as they seem to conflict with the Json lever bases)
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.
108 connected repeat & random red_sand textures. When I can these will be removed to random versions that work with Json without needing Optifine.
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.
16 random connected podzol_side textures.
64 repeat and random connected podzol_top textures.
138 repeat and random connected mycelium textures.
Sadly I can't re-introduce random rail track as Optifine is currently not rendering curved rail track at all!
Thank you to all who are still interested and sorry to keep you waiting.
looks great, just an FYI optfine pre2 is out and anims seem to be working in this version
Much thanks, mate.
Ooo! pre2 Optifine, eh. I'm hoping to upload GSv20 sometime today, so I'll still go ahead with that and begin work immediately on GSv21 with Optifine animations plus other surprises.
.....Glimmar's Steampunk WIP v20.2 ***RELEASED***
Next installment of Glimmar's Steampunk (Optifine enabled) is finally uploaded over at my Curse/Forge page! Check it out! Click on the link in my OP on page 1.
Check out the videos above to see some of the things I've been working on for GSv20.2.
Meanwhile enjoy all the new things in Glimmar's Steampunk WIP v20.2. You don't absolutely need Optifine to enjoy even more newly edited random textures and some amazing new 'Soundscape' records, however if you want to see beautiful daytime and nighttime skies, loads of random mobs, and more ctm that either can't be converted to random Json textures or I haven't yet had time to do so...you'll find this update makes all that possible.
To be clear...GSv20.2 is now compatible with the latest 'pre-versions' of Optifine and therefore no reason to assume it won't be compatible with the full release.
Please see my 'Changelog' in previous posts above or in the readme file supplied in the pack detailing the continuing task of updating the pack to work with Minecraft 1.13> including new horses and random slimes and especially all the improvements to random extra textures that no longer require Optifine. Still much work to be done on Optifine additional animations for guis, mobs, paintings and of course all the new MC 1.10-1.13 additions will be added in small regular updates to come. Watch this space!!
As always lots to do, but lots to play with.
Thank you to all, especially my awesome patrons
meanwhile...this has been on the back-burner for the past year and nearly ready for release as a separate GS add-on pack:
...but for now, enjoy Glimmar's Steampunk v20.1 and keep an eye out here for the GS Redstone Pipes add-on pack.
For me? It's back to the grindstone and GSv21.
Whoops! Just found my ctm 'stone_slab' isn't working correctly (it's displaying the side faces on the top face...not as intended). Currently sorting this and will let you know when I've uploaded a fixed version.
edit: All fixed and GSv20.1 uploaded and ready to download.
Sorry for the inconvenience.
Amazing job, a bug I've found and critiques:
there is a texture missing from Dark oak logs looking at the pack, the ctm is looking for textures 0-15 but you only have 0-14 in the folder.
Music discs "wait"(lab noises) and ward"(electrical noises) still use the default minecraft songs.
You have a ctm folder for birch_log_top with one fixed texture in it, is this a placeholder for future textures? because right now it's redundant since birch_log_top has a dedicated texture in the textures folder.
Edit:you must've posted that last message while I was making my post
Oh, flip! I spent ages travelling through dark_oak woods and didn't see any missing textures. Just my luck! However, I do remember now taking out a duplicate texture last minute and doing a quick count and check of the 'weights' and then moving on to other things. Ah! these things happen, but annoying nonetheless.
I posted ages ago that I was still working on three more music disc conversions to airship (wind noises, etc), lab effects and electrical noises. I really should have put up a more recent clear reminder about that. They take a long time to do and the pressure of getting the pack back in some sort of shape for 1.13 pushed everything back. I blame Mojang for everything.
I can't remember the exact reason for having the ctm fixed texture for birch_log_top other than some vague recollection that the random logs weren't displaying the log tops properly without it (I think it was displaying the side texture on top, but I probably need to check the log ctm instruction again!). These things have a habit of being passed over in the myriad of other things that require attention. lol!
Many thanks for checking things over and reporting. I will upload a GSv20.2 as fast as I can.
Thanks, mate.
.....Glimmar's Steampunk WIP v20.2 ***RELEASED***
This fixes a missing random ctm dark_oak_log texture. Many thanks to Giammodified for alerting me on this.
Please also note that 3 music discs still need converting to immersive Soundscape steampunk cylinders for laboratory, electrical and wind noise (airship) use. This is not a fault.
About your birch logs you're using:"matchBlocks=minecraft:birch_log" this by default tells it to apply to all sides. Is you must use "matchBlocks" it should be paired with "faces=<sides><top><bottom><north><south><east><west><all(default)>" Although, "faces=sides" or "faces =<direction>" may not be working properly in the current version of optifine(if you'll notice in Misa the bricks ctm is being applied to the top and bottom despite optifine settings).
I'd suggest using "matchTiles=textures/block/birch_log" although just naming the file "birch_log" should have been enough. though in testing it seems it was not. however matchTiles seems to work.
Haha! Very good...I'm currently trying to get my Redstone Pipes add-on pack accepted by a moderator over at Curse/Forge so as it's working ok I will apply this at the next major update. I probs need to check all my ctm instructions for the block/tile difference. I tend to get a bit careless in the rush.
Many thanks, Giam. I appreciate you checking stuff.
I looked over the rest of your code and it looks okay to me.
Phew! That's a relief!
Joking aside, thank you for taking the time to check it over, Giam.
.....Redstone Pipes Add-On Pack - Released!
Download it now here: Redstone Pipes Add-on pack
Any word on when your releasing NewGlim?
I'm glad someone's still interested in NewGlim.
Can't give an exact date, but as soon as I can.
I certainly don't intend dragging the wait out any longer than necessary, but I need to make up a project page for it over at Curse/Forge and that means yet more of the kind of work that feels like 'real' work, so I have to be in the right mood.
At the moment I'm experimenting with lots of interesting emission effects (an Optifine function that some of you will remember from my newly introduced glowing mushrooms) on zombies, zombie villagers, etc.
Also the realization that I can now have multiple extra paintings in the pack that can all be displayed in game simultaneously (not just by slowly animating one painting through a list of paintings as before) and these extra paintings can exist along with animated paintings. Therefore it's now possible for me to have many stationary and/or animated wheels, machinery, control panels, etc. along with a much greater choice of paintings, posters, decorative panels, etc.
Caveat no.1. I don't know how much extra pressure this puts on your PC's processor.
Caveat no.2. This would take a lot of work!
"Caveat no.1. I don't know how much extra pressure this puts on your PC's processor. "
Minimal, it's the RAM you need to worry about, there(but I still wouldn't worry it's more a function of how big your pack gets and how much memory someone gives their minecraft profile).
"slowly animating the painting"? I had no idea you did this, now, that puts strain on the processor.
Haha! You'd have to look at my GSv18 pack with pre MC1.13 to see what i mean about slowly animated paintings. Lol!
It's too complicated for my tired brain to adequately explain, but it kind of worked back in the day to get a bit of extra variety with posters a paintings dotted around my city. Here's a vid I did at the time that better explains how it worked:
...but this 'more random paintings' malarkey from Optifine is giving me as much fun as the emission function. The next update will make for a good Halloween special I think!
edit: I just wish Mojang would provide a means of actually selecting a painting rather than having to take pot luck. Is this their idea of good fun? Nearly 10 years and we're still playing 'snap' to select a painting.
.....Newglim City Now Available for Download!
My City of Newglim map is a very old world that goes way back to Alpha. A primitive world without all the naturally occurring exciting things that have been added since Alpha: no naturally occurring clay, red sand, rock types, tree varieties, plants, mines, villages, undersea stuff, etc... all are absent in the large areas I've explored over the years, unless I spawned them in in creative for video demonstration making purposes.
Newglim City is nearly 9 years old, everything in it has been built by my own fair hand first in survival and then out of necessity in creative mode. Nothing has been borrowed from any other map, build, building editor or mod. I'm pretty painstaking when it comes to wanting to create my own architecture and most of, if not all, of this city was built with a purpose in mind.
Newglim is something of a 'cardboard', 'Hollywood movie set' kind of world. Lots of constructions have nothing inside or only exist has facades or were constructed by me to try out certain textures for my Glimmar's Steampunk resource pack and to make Youtube demonstration videos, but there's still lots to explore for those familiar with Glimmar's Steampunk and for those suffering from 'GS' nostalgia.
For those unfamiliar with Glimmar's Steampunk it is now one of the oldest Minecraft resource packs in existence still supported by it's original creator...Glimmar!
Please Note: Although the Newglim City file download is labelled as working for Minecraft 1.12 it should work for any version of Minecraft from 1.8-1.12 and will easily convert to MC 1.13. Please use the correct compatible version of Optifine with the correct versions of Minecraft and Glimmar's Steampunk resource pack.
Here's the link to my City of Newglim CurseForge page: Newglim City
Important Note: installing the Glimmar's Steampunk resource pack into your Resource Pack Folder is required to make sense of this world build. Glimmar's Steampunk fundamentally changes many block textures within Minecraft to reflect the theme of a Victorian/Steampunk world view. Using any other texture/resource pack will not break anything, but it will clearly not make sense. Installing Optifine is also strongly advised to get the best out of this world. Read on...
.....Please Respect my Work Chaps - LEGAL
Feel free to download and explore the City of Newglim. However, do not distribute or claim all or any part of Newglim City as your own work.You are free to edit this world for personal use, or to make videos and reviews using the Glimmar's Steampunk resource pack, show screens, etc. but only with full credit to Glimmar and links back to my Glimmar's Steampunk Minecraft Forums thread here.
------------------------------------------------------------------------
Have fun exploring all the places I created for video-making purposes, texturing exercises, flights of fantasy and plain madness! Laugh at all the ridiculous half finished gazebos and monstrosities...and if it turns out my teenage kids, back in the day sneaked into Newglim City without me knowing and built or recorded something embarrassing...I am in no way liable!