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    posted a message on [64x] GLIMMAR'S STEAMPUNK v.22 NOW RELEASED! + Latest Newglim City Download! + GS Redstone Pipes Add-On Pack!
    Quote from 13thMurder



    Mine probably won't even be plants. They'll probably be some sort of metal thing. Maybe wind turbines, or solar panels, or maybe i'll make them some sort of fungi.

    They most definitely have lots of scope for imagination. :)
    Posted in: Resource Packs
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    posted a message on [64x] GLIMMAR'S STEAMPUNK v.22 NOW RELEASED! + Latest Newglim City Download! + GS Redstone Pipes Add-On Pack!
    Quote from 13thMurder

    Those are terrifying, like a crowd of short people dressed up as lions, all just staring at me...

    Haha! ...and now the sun has gone down, they turn to the viewer in search of sustenance for the dark night to come. :/

    There is something kinda 'triffid-like' about sunflowers! Would have been even creepier if Mojang had made them slowly turn towards the player. :)

    I bet you'll have fun with your sunflowers, if you haven't already. I'm not sure I dare come and see, especially if you think mine look terrifying! :D
    Posted in: Resource Packs
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    posted a message on [64x] GLIMMAR'S STEAMPUNK v.22 NOW RELEASED! + Latest Newglim City Download! + GS Redstone Pipes Add-On Pack!

    .....GS v14 Sunflower CTM!

    A real pain to do!



    Rest of the pics? Click the spoiler button.







    By the nature of it's design it's difficult to get a lot of variation in the flower head, due to the back being an exact flipped mirror of the front. The centre circle and the petal color are the only things that can be randomised about the head. I could do the back too, but at this late stage it's not worth the time and effort.

    The bottom and top sections of the stem along with the leaves have also received a good bit of random ctm magic...just enough to stop those unsatisfactory infinite ranks of the same shapes. I heartily agree with those who have said you can never have enough random ctm. However, this is tempered by the fact you can never have enough time either.

    Must press on...
    Posted in: Resource Packs
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Quote from Alvoria

    Oh really? I've never noticed it in any of the packs I've used so I assumed this was the old problem that got fixed. Thanks for pointing that out to me Glimmar. :)

    No probs! :)

    Usually if I spot a glitch, I wait for someone else to confirm here that they've got it too, as I mostly assume it's probably something I've done incorrectly or not done. This is a very minor problem, but the sort of thing I'm likely to get posts in my thread about and I wouldn't have had an answer, so I'm pleased I'm not the only one. :)

    Quote from luckyhouston

    From what I know it seems to do that to any pack with a background that isn't 16x and any font size (I had this happen to me in my custom packs). But I would ignore it, because it doesn't really effect anything but at that moment.

    This problem started for me during the first 1.7 snapshots. Glad to know I wasn't imagining it. :D
    Posted in: Resource Packs
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Quote from sin_twin

    ...The text on the loading screen looks terrible as well.

    Quote from Alvoria

    That's an issue with your pack's custom font not being properly set up. You can delete the font folders (one under \textures\ and possibly another under \mcpatcher\) as a quick fix. Better to let your pack's artist know you're having this issue, though, so he or she can correct it. I'm reasonably sure that the issues with custom font have been fixed in MCPatcher, so now it's really up to the artist to utilized the fixed system.

    Actually, I get that too, if I'm understanding sin-twin correctly, but only on the briefly visible loading map screen. Every other screen, whether it be options menus, or in-game gui has the font perfectly displayed. It only ever happens for me on that one loading screen just before a world loads up and the text seems to be a garbled vanilla font. Strange, but I couldn't take a screenshot just now to show an example. Have I missed something about fonts between 1.5, 1.6 and 1.7? Highly likely I have, knowing my attention to detail! :P
    Posted in: Resource Packs
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Quote from Kahr

    You could possibly do it with the divisor trickery above. Or, assuming I make the new behavior optional, by chaining two random CTMs together:

    double_plant_top1.properties:
    method=random
    matchTiles=double_plant_grass_top
    tiles=rare_top1 rare_top2 dummy_top
    weights=1 1 98
    useSameSeedForMultiblockObjects=true (* name TBD)
    
    double_plant_bottom1.properties:
    method=random
    matchTiles=double_plant_grass_bottom
    tiles=rare_bottom1 rare_bottom2 dummy_bottom
    weights=1 1 98
    useSameSeedForMultiblockObjects=true (* name TBD)


    dummy_top and dummy_bottom aren't real textures. Their only purpose is to get matched by the next set of rules:

    double_plant_top2.properties:
    method=random
    matchTiles=~/ctm/double_plant/dummy_top.png
    tiles=random_top1 random_top2 random_top3 random_top4
    
    double_plant_bottom2.properties:
    method=random
    matchTiles=~/ctm/double_plant/dummy_bottom.png
    tiles=random_bottom1 random_bottom2 random_bottom3 random_bottom4


    Now you're scaring me! :o

    I'll have to wait and see how someone else applies this. In the meantime I'll be more than happy with the original random method of joining the top and bottom textures, by having the middle strip the same.

    Thanks, kahr. :)
    Posted in: Resource Packs
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    posted a message on [64x] GLIMMAR'S STEAMPUNK v.22 NOW RELEASED! + Latest Newglim City Download! + GS Redstone Pipes Add-On Pack!
    Quote from juliusand1



    If that's the reason you have a high volume of downloads then reading comprehension fail on our part. ;)

    I'm the only comprehension failure round here...it's what I do best! :D
    Posted in: Resource Packs
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    posted a message on [64x] GLIMMAR'S STEAMPUNK v.22 NOW RELEASED! + Latest Newglim City Download! + GS Redstone Pipes Add-On Pack!
    Quote from BrokenEye

    I've discovered an odd bug with the CTM tiling on your quartz blocks.

    When I have a horizontal row of them, the horizontal tiling connects properly on the North and West faces like this:
    But on the South and East faces, the connection is inverted like this:

    I'm not sure if this bug is specific to your pack, or endemic of CTM textures as a whole, but I've only ever seen it on your quartz blocks so far.

    Quote from ksheep

    I believe this is a CTM bug caused by a bug in the 1.7.2 update. You may notice that similar glitches of swapped textures appears with doors and the sides of beds. I'm fairly sure that Mojang is aware of the issue and will hopefully have it fixed by 1.7.3.

    ksheep is right, BrokenEye. I've seen those glitches all over the place with 1.7.2. so it was a Mojang problem as far as I know. I haven't checked that specific quartz block problem (still wandering around in forests planting bluebells!), but the 'reverse side flip' issue has been fixed in the latest 1.7.3 snapshot.

    Quote from 13thMurder

    I believe your texture pack may now have more different kinds of plants than exist in the real world.

    And no worries, you have *at least* six followers, possibly even seven-ty thousand.

    I'll never cope with the pressure of seven! I'll stick at seven as a max as that's supposed to be a holy number. :D

    As regards plants, and the making of them, I think Rayvolution probably holds the record for most plants (indeed, most of everything!). I do get a lot of fun out of making random plants though, which seems strange given the theme. I guess it's an indication I don't get out enough in the real world. I also need to curb the fun and get on with finishing up on the update. :(

    A set of bluebells have just been added to ferns, but I need to sort out all the plant variations so they appear according to biome, ie. more bluebells and ferns, etc. in forests and that sort of thing. For this next update it'll just be a mish-mosh.

    Quote from BrokenEye


    Aye, its often hard to tell how many you've got because the greater part of 'em never say anything. The silent majority, if you will.

    I'm down to maybe one person who actually talks on mine. But people keep downloading, so there's got to be at least bit more than that.

    On a semi-unrelated note: Why isn't "silent majority" a euphemism for dead people?
    I'd rather have the silent majority than the 'restless dead'. :D

    I reckon that the same 6 people who regularly visit just keep redownloading my pack in the vain hope that I might have updated, or that something's been fixed! ;)
    Posted in: Resource Packs
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Quote from Rayvolution

    I've used weight in a few places, but seldom do I need it. I made some "rare" textures mostly for fun, they have lower weight ratings than the other random textures so they don't pop up very often. My pumpkins for example, I have a creeper-face pumpkin that hardly ever shows up. :D

    I also hid a creeper face in my web CTM with the same method hehe.

    It was just the double plants I so no sense in applying weight to, but that was before they got matched up with ctm.

    I've just done a mass of random flora for my next update (mostly for desert, fern and grass plants), but I've tended to weight things by just having less of the slightly rarer ones and more variations of the common. I'll chuck in a few very rare things later, when there's more time. Hah! that's a laugh...when do we ever get that!

    Random ctm is the thing I have the most fun with though (especially as it's possible to hide little surprises in there that even delight the creator by some of the unusual places they pop up)...the rest of ctm is hard work for a dunderhead like me! :D
    Posted in: Resource Packs
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Quote from Rayvolution

    I don't have one yet, I'm still using the non-beta version. :/

    my configs for top/bottom on all my doubleplants just look like this at the moment:
    tiles=0-8
    weights=1 1 1 1 1 1 1 1 1
    method=random


    The weight= part isn't needed either, it's redundant since I haven't changed the weight on anything anyway.

    That's what I've already got for mine too. I don't use weight to control things either...the random part worked fine for mixing the top/bottom variations I have.

    Oh well. I'd appreciate an example sometime from yourself or anyone who has it figured. I haven't fired up the new update yet either, I'll just motor on with more variations for now and hope someone posts something. Thanks anyway. :)
    Posted in: Resource Packs
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Quote from Rayvolution



    I was thinking that too, it should effectively scramble the pattern. Honestly you wouldn't even have to draw any more variations, just duplicate one.

    Or, if you wanted to keep all the randomness totally equal, duplicate all of them so there's still the same chance of any 1 of them popping up, since there's twice as many but 2 of each.

    Ray, could I ask you or Alvoria to give me an example .properties file for this new double plant ctm, for both matching and variation type. At the moment I can't get my head around kahr's example. Much thanks in advance. :)
    Posted in: Resource Packs
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    posted a message on [64x] GLIMMAR'S STEAMPUNK v.22 NOW RELEASED! + Latest Newglim City Download! + GS Redstone Pipes Add-On Pack!
    Quote from Droideka30

    I'm back! How long has it been since I last posted in this thread? Don't worry, Glimmar, I'm still a huge fan of your creation. RL has been getting in the way of me having time even to post on forums, lately. Honestly, I don't know how you manage it...

    Hiya, mate. :)

    I'm not sure how I manage it too! I guess it's a combination of never sleeping, because with work occupying daylight hours and evenings and weekends taken up by family matters, to be honest I'm not sure where the little time I have for MC comes from! It's a complete mystery. :/

    Anyways, I appreciate those kind words.

    Quote from Diggah

    Greetings Glimmar fans o/

    :Diamond: :Diamond: :Diamond: :Diamond: For you Glimmar! Just wanted to reaffirm my thanks for the massive amount of work you do in keeping this totally amazing pack going. It's a stalwart for me that keeps me playing Minecraft!
    I may sometimes dabble with mods and other texpacks but my main world that's been going since I bought Minecraft in Beta is Vanilla survival with your texture pack and it's the one I always go back to time and again. Thank you for providing me with so much enjoyment! Keep up the good work! Kudos as well the the people that help with the mod support! :D

    Many thanks, Diggah! Glad to know the old pack has continued to provide some extra pleasure from Minecraft. :)

    It's also nice to have the company of a pre-release Minecrafter. Oh! I remember those days, when we had to use all of our imagination...these days these young 'ens don't know they're born with ctm this and ctm that! :D
    Posted in: Resource Packs
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Quote from Alvoria

    If you make one extra variation for either the top or bottom, or delete an existing one, that should effectively throw off the matching thing and make it random again.

    At least, that's my understanding of Kahr's post. <_<

    Oh! Flip! That means I've got to understand another bit of ctm to get the double plant randomness back in. :(

    Actually, how possible would it be to have both the original randomness and the matching ctm type at the same time? Meaning with some unique double plants you might want the top and bottom to match up, whereas with some similar types of double plants you might desire the extra, but limited randomness that we got from pre- 4.3.1-beta1 update.

    [edit] Actually, from what you say, and to answer my own question, wouldn't that already be possible? My brain not working...nothing new there then! I see you'd already answered that in your post! :D
    Posted in: Resource Packs
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Quote from Rayvolution

    Odd request, but could you add a flag that disables this feature? I know it sounds strange, but all of my double tall plants are actually designed to be totally random tops/bottoms (I made sure their middle points all line up). So the new change actually decreases the amount of random variations I have. Now there's only 9 total variations of my double plants (9 tops and 9 bottoms) where as without this new feature I have 81 variations because the 9 tops and 9 bottoms are all interchangeable. :D

    EDIT: Doh! Ninja'ed by the update post!

    Oh! Good point...I didn't realize the significance of that particular feature! I do it the same way as you, so yes I would be keen to be able to disable this....at least for the foreseeable future.

    by "Doh! Ninja'ed by the update post!" Do you mean that what you and I want is or isn't possible with kahr's latest update? I ask this, because I'm remote from my usual MC PC and can't check for a while. It'd be a pain if I have to change stuff to get back some randomness lost. :(
    Posted in: Resource Packs
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Quote from Kahr

    I've changed random CTM so that the top and bottom halves of double plants use the same seed value. If you have the same number of tiles and weights, it should behave consistently.

    Thanks, kahr! :)
    Posted in: Resource Packs
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