Lots of work towards a new Resource Pack system, but not finished yet. Currently still compatible with texture packs.
Yes! I saw that and was wondering what it was.
I was rather hoping it was more to do with the existing 'resource folder' in the .minecraft folder...so more to do with sound than graphics, but re-reading the snapshot description the "...Currently still compatible with texture packs..." part fills me with a little dread. I'm really hoping Mojang aren't going to be radically changing the texture pack setup again! I suppose if these things are necessary to improve performance and allow for more exciting options then it would be a good thing.
It would have been far more useful to have an easy to use system (without the need for mods) which allowed for sounds and music to be more easily edited...something like 'sound packs'. Not that I'm looking for extra work like that, but I'd certainly feel more inclined to have a go if it was part of the official game.
Welcome to the forum by the way...at risk of repeating myself.
Just saw something wacky - it was a texture pack which included a "Language" file. You go to the localization menu and choose this new "language", and the language is English - but it replaces certain terminology to match the new graphics.
For example, a Glimmar's Steampunk version could change "flint and steel" to "lighter" and "bow" to "crossbow", or "Netherrack" to "Netherplate" or somesuch.
I've only ever seen the one texture pack that does this, and the reasons are obvious: beyond the extra work, it would also be extremely confusing to new players - given how much of one's early Minecraft days is spent looking things up on the wiki.
Still, for a player familiar with Minecraft and the pack, it could be a cool bonus, especially for RP servers. Looking up how to add a localization now!
Just saw something wacky - it was a texture pack which included a "Language" file. You go to the localization menu and choose this new "language", and the language is English - but it replaces certain terminology to match the new graphics.
For example, a Glimmar's Steampunk version could change "flint and steel" to "lighter" and "bow" to "crossbow", or "Netherrack" to "Netherplate" or somesuch.
I've only ever seen the one texture pack that does this, and the reasons are obvious: beyond the extra work, it would also be extremely confusing to new players - given how much of one's early Minecraft days is spent looking things up on the wiki.
Still, for a player familiar with Minecraft and the pack, it could be a cool bonus, especially for RP servers. Looking up how to add a localization now!
Asikar has a language pack for Glimmar's Steampunk...it's one of those things pending for inclusion in the OP as a link, if it's still available, and someone else (apologies to that person for not remembering the name) was also contemplating making another language pack.
As you say, it would be confusing to newcomers, yet useful for others, but one person's terminology might not be someone else's cup of tea, hence why I won't be including a language pack as standard in the pack (unless I set-to myself and build it up using my vague Glimmar lore), but I think I'd still go for making it optional and including it in this 'extras/alts' download I keep meaning to put together.
If you get the urge after looking into it, feel free to upload your version. The more options there are to choose from, the better for everyone. I'll include them in a 'Language Packs' section perhaps.
Who knows what this new 'resource pack' mystery is that Mojang have hinted at for 1.6, perhaps it's an adventure pack doodah that will also include greater options for sounds and language.
*********************************************
I've just put together about 10 different variations on the steampunk 'undead' horse...there might be more by update time. I've also included a little animation on it, but for some reason MC Patcher isn't animating anything to do with the horses...probably something to do with the fact that horses have layer markings, or kahr just hasn't got round to including horse mobs for animation.
Not sure if everyone realizes that the interior of the diving helm is also animated, but again it's something that MC Patcher doesn't animate, and I've quadruple checked this and the horses and still no luck. If anyone else has managed to do it, please let me know, then I know it's worth persisting.
So I wanted to try out your texture pack and it looks great and seems to run fine except it crashes in the video settings option window. I have optifine installed. It did seem to crash on the Drzhark options menu but that could have been an outdated GUIAPI mod as I was having trouble getting the latest copy. So I generally play with optifine because 15 - 20 mods tend to lag out my system otherwise. So I read that you require mcpatcher to use the texture pack. My questions are Can you use mcpatcher with optifine? and will you ever have your texture pack able to run with optifine as well as mcpatcher?
Otherwise the pack looks good. Keep doing great work like this!!!!
So I wanted to try out your texture pack and it looks great and seems to run fine except it crashes in the video settings option window. I have optifine installed. It did seem to crash on the Drzhark options menu but that could have been an outdated GUIAPI mod as I was having trouble getting the latest copy. So I generally play with optifine because 15 - 20 mods tend to lag out my system otherwise. So I read that you require mcpatcher to use the texture pack. My questions are Can you use mcpatcher with optifine? and will you ever have your texture pack able to run with optifine as well as mcpatcher?
Otherwise the pack looks good. Keep doing great work like this!!!!
From the sound of it, this problem has nothing to do with the texturepack. Check your mods
also Optifine is exactly the same as MCpatcher but has more control. Optifine isn't the problem.
one of your mods possibly reacts poorly to the higher-res textures
Hi Glimmar, I was wondering, how do you make your carved stone pillars have a smooth stone texture on the top when that texture isnt included in the Glimmarchiseledcolumn ctm folder? There are 4 textures included in that file, but the pillars use 5. I have a custom texture pack that I have cannibalized from all my favorite textures from my favorite texture packs, and I recently found your texture pack and I LOVE your pillars, but I cant make it work right in my pack. I always get 3.png showing on the top of my pillars, rather than the smooth stone texture that you have. Id greatly appreciate any help you can give me
This is a pretty awesome TP. I saw it spotlighted by Sacheverell awhile back. I did notice though that you changed the Iron Golem and Bed. The bed looks better.
Rollback Post to RevisionRollBack
Link RemovedWIP 128x 64x, SEUS support, Mod support in the pipeline TEKKIT, FTB, the more support the more mods!
So I wanted to try out your texture pack and it looks great and seems to run fine except it crashes in the video settings option window. I have optifine installed. It did seem to crash on the Drzhark options menu but that could have been an outdated GUIAPI mod as I was having trouble getting the latest copy. So I generally play with optifine because 15 - 20 mods tend to lag out my system otherwise. So I read that you require mcpatcher to use the texture pack. My questions are Can you use mcpatcher with optifine? and will you ever have your texture pack able to run with optifine as well as mcpatcher?
Otherwise the pack looks good. Keep doing great work like this!!!!
Glad you like GS.
As kitsy says, this is more likely to be a problem with some mod incompatibility rather than either of the Patchers. I don't use Optifine myself, so any extra graphical textures like animations, sky, colors etc. are only tested with MC Patcher. There will be some differences in how things are presented in Optifine and I don't think it will be visually as I intended as ItsHunter says, but GS shouldn't normally crash with Optifine.
Hi Glimmar, I was wondering, how do you make your carved stone pillars have a smooth stone texture on the top when that texture isnt included in the Glimmarchiseledcolumn ctm folder? There are 4 textures included in that file, but the pillars use 5. I have a custom texture pack that I have cannibalized from all my favorite textures from my favorite texture packs, and I recently found your texture pack and I LOVE your pillars, but I cant make it work right in my pack. I always get 3.png showing on the top of my pillars, rather than the smooth stone texture that you have. Id greatly appreciate any help you can give me
From what I can remember, so without thoroughly checking, you also need to include another ctm folder I made which creates random stone slabs and it's these that are used for the tops of the heads. It's called 'Glimchiseledslab'.
Don't forget, I don't give permission for any of my textures to be used in other publicly available texture packs. However, for personal use have fun mixing and matching stuff to your heart's content.
This is a pretty awesome TP. I saw it spotlighted by Sacheverell awhile back. I did notice though that you changed the Iron Golem and Bed. The bed looks better.
Glad you like...and many thanks for saying.
Ooo, lots has changed since Sacheverell reviewed it and you'll probably only notice most of the changes using MC Patcher with TMI and playing in Creative. Have fun!
Lots more coming in the next update v12, well...certainly lots of horsey stuff...Oh, and a daytime Better Sky with moving, roiling clouds and sunset.
From what I can remember, so without thoroughly checking, you also need to include another ctm folder I made which creates random stone slabs and it's these that are used for the tops of the heads. It's called 'Glimchiseledslab'.
Don't forget, I don't give permission for any of my textures to be used in other publicly available texture packs. However, for personal use have fun mixing and matching stuff to your heart's content.
Other than the 4 png files, all that is in that particular folder is a txt file called stonebricksmooth_carved.properties. Inside that file it says "# Converted from /ctm/terrain213.properties and /ctm/Glimmarchiseledcolumn.png
# Individual tiles are in /ctm/Glimmarchiseledcolumn
#Tue Jan 29 16:45:09 GMT 2013
tiles=0-3
method=vertical"
Does this somehow point to the stone slab files? I am also using your stone slabs, so I guess I need to figure out how to make the pillar file point to the slab file... But I have no idea how to do that...
My daughter is an artist and I know how hard she works on her stuff, so I would NEVER redistribute someone elses art without their permission. My cannibalized texture pack is for my own use only. I used to switch back and forth between texture packs alot because I liked this part of that one, and that part of this one, etc, and couldnt decide which was my favorite. So I learned how to edit them, and now have a texture pack with all the blocks that I love. Your carved stone stuff has now taken over the favorite in that area. Im loving alot of your other ctm blocks too. I gotta figure out how to work a bunch of them into my pack. Im not really a fan of steam punk, but all of your different types of stone are awesome
Other than the 4 png files, all that is in that particular folder is a txt file called stonebricksmooth_carved.properties. Inside that file it says "# Converted from /ctm/terrain213.properties and /ctm/Glimmarchiseledcolumn.png
# Individual tiles are in /ctm/Glimmarchiseledcolumn
#Tue Jan 29 16:45:09 GMT 2013
tiles=0-3
method=vertical"
Does this somehow point to the stone slab files? I am also using your stone slabs, so I guess I need to figure out how to make the pillar file point to the slab file... But I have no idea how to do that...
My daughter is an artist and I know how hard she works on her stuff, so I would NEVER redistribute someone elses art without their permission. My cannibalized texture pack is for my own use only. I used to switch back and forth between texture packs alot because I liked this part of that one, and that part of this one, etc, and couldnt decide which was my favorite. So I learned how to edit them, and now have a texture pack with all the blocks that I love. Your carved stone stuff has now taken over the favorite in that area. Im loving alot of your other ctm blocks too. I gotta figure out how to work a bunch of them into my pack. Im not really a fan of steam punk, but all of your different types of stone are awesome
Ah! Glad you like the stone work.
I may not have been clear enough with my info above, sorry.
My ctm'd stone slab tops are in a separate folder (but still in the general 'ctm' folder) called 'Glimchiseledslab'. If you include this folder with it's contents untouched (which include 32 random stone slab textures and a .properties file called 'stonebricksmooth_carved') in your ctm folder, it should do the trick. Be careful not to have a folder from another pack in your ctm folder which also ctm's the top of the 'stonebricksmooth_carved' block.
So to put it another way, you need the following two folders from my ctm folder in your ctm folder to get my stone columns complete with random stone slab tops:
'Glimmarchiseledcolumn'
'Glimchiseledslab'
The .properties file in the Glimchiseledslab folder tells Minecraft to randomly display one of my 32 cracked stone slabs on the top and bottom of the stonebricksmooth_carved block (or block 98 metadata 3, as it's referred to on the wiki 'DataValues' sheet)
It's been a while since I worked on them, so lets hope I'm not barking up the wrong tree and sending you on a wild goose chase.
I may not have been clear enough with my info above, sorry.
My ctm'd stone slab tops are in a separate folder (but still in the general 'ctm' folder) called 'Glimchiseledslab'. If you include this folder with it's contents untouched (which include 32 random stone slab textures and a .properties file called 'stonebricksmooth_carved') in your ctm folder, it should do the trick. Be careful not to have a folder from another pack in your ctm folder which also ctm's the top of the 'stonebricksmooth_carved' block.
So to put it another way, you need the following two folders from my ctm folder in your ctm folder to get my stone columns complete with random stone slab tops:
'Glimmarchiseledcolumn'
'Glimchiseledslab'
The .properties file in the Glimchiseledslab folder tells Minecraft to randomly display one of my 32 cracked stone slabs on the top and bottom of the stonebricksmooth_carved block (or block 98 metadata 3, as it's referred to on the wiki 'DataValues' sheet)
It's been a while since I worked on them, so lets hope I'm not barking up the wrong tree and sending you on a wild goose chase.
Ah, I see. I will try that and see how it works. Thanks!
On the topic of resource packs, it appears that this is primatial lay for modding purposes, making it easier to make mods. However, they are phasing out texture packs as they are now and incorporating them into the resource pack system. The downside is that the format will be changing again (although they are working on an un-stitcher-like app to help), but the upside is it will be much easier to change other aspects if the game, including sounds (if you wanted to create a set of custom sounds for the pack).
However, they are phasing out texture packs as they are now and incorporating them into the resource pack system.
So, what does that mean exactly? The only part of that I understood was "phasing out" and that doesn't sit well with me. Are we gonna lose TPs, cause if we are, then I won't be upgrading my MC beyond the current version.
On the topic of resource packs, it appears that this is primatial lay for modding purposes, making it easier to make mods. However, they are phasing out texture packs as they are now and incorporating them into the resource pack system. The downside is that the format will be changing again (although they are working on an un-stitcher-like app to help), but the upside is it will be much easier to change other aspects if the game, including sounds (if you wanted to create a set of custom sounds for the pack).
Lol! I was just reading this over on the MC Patcher thread too.
Oh dear! How many users are still discovering that 1.5 broke their favorite texture packs! All in the name of progress I suppose. I just hope kahr has the patience to make a another conversion tool. I liked the MC Patcher tool better than the official Mojang one. Moving over to a mod api was never going to be just like flipping a switch.
I wonder how long all this is going to take and how sweeping the changes will be? However well it goes, I can only imagine the confusion and ire it's going to cause.
So, what does that mean exactly? The only part of that I understood was "phasing out" and that doesn't sit well with me. Are we gonna lose TPs, cause if we are, then I won't be upgrading my MC beyond the current version.
We will still be able to use TPs, they are just changing the format. (again)
So, what does that mean exactly? The only part of that I understood was "phasing out" and that doesn't sit well with me. Are we gonna lose TPs, cause if we are, then I won't be upgrading my MC beyond the current version.
Nah! Texture packs are still going to be there, but it looks like they're going to be part of a bigger resource pack folder, which as ksheep says, will have sound, font and mod aspects to it as well...all on the way to a full 'mod api'...something that won't break your favorite mods every time Mojang updates MC.
I actually forgot to post the short Adventure map LP I used this pack on lol
(And I've got to say your pack looks fantastic with both Naelego's Cel Shaders and Chocopic's Shaders)
part 1:
part 2:
part 3:
Yes! I saw that and was wondering what it was.
I was rather hoping it was more to do with the existing 'resource folder' in the .minecraft folder...so more to do with sound than graphics, but re-reading the snapshot description the "...Currently still compatible with texture packs..." part fills me with a little dread. I'm really hoping Mojang aren't going to be radically changing the texture pack setup again! I suppose if these things are necessary to improve performance and allow for more exciting options then it would be a good thing.
It would have been far more useful to have an easy to use system (without the need for mods) which allowed for sounds and music to be more easily edited...something like 'sound packs'. Not that I'm looking for extra work like that, but I'd certainly feel more inclined to have a go if it was part of the official game.
Welcome to the forum by the way...at risk of repeating myself.
For example, a Glimmar's Steampunk version could change "flint and steel" to "lighter" and "bow" to "crossbow", or "Netherrack" to "Netherplate" or somesuch.
I've only ever seen the one texture pack that does this, and the reasons are obvious: beyond the extra work, it would also be extremely confusing to new players - given how much of one's early Minecraft days is spent looking things up on the wiki.
Still, for a player familiar with Minecraft and the pack, it could be a cool bonus, especially for RP servers. Looking up how to add a localization now!
Asikar has a language pack for Glimmar's Steampunk...it's one of those things pending for inclusion in the OP as a link, if it's still available, and someone else (apologies to that person for not remembering the name) was also contemplating making another language pack.
As you say, it would be confusing to newcomers, yet useful for others, but one person's terminology might not be someone else's cup of tea, hence why I won't be including a language pack as standard in the pack (unless I set-to myself and build it up using my vague Glimmar lore), but I think I'd still go for making it optional and including it in this 'extras/alts' download I keep meaning to put together.
If you get the urge after looking into it, feel free to upload your version. The more options there are to choose from, the better for everyone. I'll include them in a 'Language Packs' section perhaps.
Who knows what this new 'resource pack' mystery is that Mojang have hinted at for 1.6, perhaps it's an adventure pack doodah that will also include greater options for sounds and language.
*********************************************
I've just put together about 10 different variations on the steampunk 'undead' horse...there might be more by update time. I've also included a little animation on it, but for some reason MC Patcher isn't animating anything to do with the horses...probably something to do with the fact that horses have layer markings, or kahr just hasn't got round to including horse mobs for animation.
Not sure if everyone realizes that the interior of the diving helm is also animated, but again it's something that MC Patcher doesn't animate, and I've quadruple checked this and the horses and still no luck. If anyone else has managed to do it, please let me know, then I know it's worth persisting.
Otherwise the pack looks good. Keep doing great work like this!!!!
From the sound of it, this problem has nothing to do with the texturepack. Check your mods
also Optifine is exactly the same as MCpatcher but has more control. Optifine isn't the problem.
one of your mods possibly reacts poorly to the higher-res textures
Link RemovedWIP 128x 64x, SEUS support, Mod support in the pipeline TEKKIT, FTB, the more support the more mods!
Glad you like GS.
As kitsy says, this is more likely to be a problem with some mod incompatibility rather than either of the Patchers. I don't use Optifine myself, so any extra graphical textures like animations, sky, colors etc. are only tested with MC Patcher. There will be some differences in how things are presented in Optifine and I don't think it will be visually as I intended as ItsHunter says, but GS shouldn't normally crash with Optifine.
From what I can remember, so without thoroughly checking, you also need to include another ctm folder I made which creates random stone slabs and it's these that are used for the tops of the heads. It's called 'Glimchiseledslab'.
Don't forget, I don't give permission for any of my textures to be used in other publicly available texture packs. However, for personal use have fun mixing and matching stuff to your heart's content.
Glad you like...and many thanks for saying.
Ooo, lots has changed since Sacheverell reviewed it and you'll probably only notice most of the changes using MC Patcher with TMI and playing in Creative. Have fun!
Lots more coming in the next update v12, well...certainly lots of horsey stuff...Oh, and a daytime Better Sky with moving, roiling clouds and sunset.
Other than the 4 png files, all that is in that particular folder is a txt file called stonebricksmooth_carved.properties. Inside that file it says "# Converted from /ctm/terrain213.properties and /ctm/Glimmarchiseledcolumn.png
# Individual tiles are in /ctm/Glimmarchiseledcolumn
#Tue Jan 29 16:45:09 GMT 2013
tiles=0-3
method=vertical"
Does this somehow point to the stone slab files? I am also using your stone slabs, so I guess I need to figure out how to make the pillar file point to the slab file... But I have no idea how to do that...
My daughter is an artist and I know how hard she works on her stuff, so I would NEVER redistribute someone elses art without their permission. My cannibalized texture pack is for my own use only. I used to switch back and forth between texture packs alot because I liked this part of that one, and that part of this one, etc, and couldnt decide which was my favorite. So I learned how to edit them, and now have a texture pack with all the blocks that I love. Your carved stone stuff has now taken over the favorite in that area. Im loving alot of your other ctm blocks too. I gotta figure out how to work a bunch of them into my pack. Im not really a fan of steam punk, but all of your different types of stone are awesome
Ah! Glad you like the stone work.
I may not have been clear enough with my info above, sorry.
My ctm'd stone slab tops are in a separate folder (but still in the general 'ctm' folder) called 'Glimchiseledslab'. If you include this folder with it's contents untouched (which include 32 random stone slab textures and a .properties file called 'stonebricksmooth_carved') in your ctm folder, it should do the trick. Be careful not to have a folder from another pack in your ctm folder which also ctm's the top of the 'stonebricksmooth_carved' block.
So to put it another way, you need the following two folders from my ctm folder in your ctm folder to get my stone columns complete with random stone slab tops:
'Glimmarchiseledcolumn'
'Glimchiseledslab'
The .properties file in the Glimchiseledslab folder tells Minecraft to randomly display one of my 32 cracked stone slabs on the top and bottom of the stonebricksmooth_carved block (or block 98 metadata 3, as it's referred to on the wiki 'DataValues' sheet)
It's been a while since I worked on them, so lets hope I'm not barking up the wrong tree and sending you on a wild goose chase.
Ah, I see. I will try that and see how it works. Thanks!
So, what does that mean exactly? The only part of that I understood was "phasing out" and that doesn't sit well with me. Are we gonna lose TPs, cause if we are, then I won't be upgrading my MC beyond the current version.
Link RemovedWIP 128x 64x, SEUS support, Mod support in the pipeline TEKKIT, FTB, the more support the more mods!
Lol! I was just reading this over on the MC Patcher thread too.
Oh dear! How many users are still discovering that 1.5 broke their favorite texture packs! All in the name of progress I suppose. I just hope kahr has the patience to make a another conversion tool. I liked the MC Patcher tool better than the official Mojang one. Moving over to a mod api was never going to be just like flipping a switch.
I wonder how long all this is going to take and how sweeping the changes will be? However well it goes, I can only imagine the confusion and ire it's going to cause.
We will still be able to use TPs, they are just changing the format. (again)
Nah! Texture packs are still going to be there, but it looks like they're going to be part of a bigger resource pack folder, which as ksheep says, will have sound, font and mod aspects to it as well...all on the way to a full 'mod api'...something that won't break your favorite mods every time Mojang updates MC.
All up in the air at the mo' though.
Haha! Is that a hint of vexation I note in that bracketed 'again'?
Also, I may have posted here once or twice, but I don't think I've ever really said how much I love the pack! The horses look great btw
(And I've got to say your pack looks fantastic with both Naelego's Cel Shaders and Chocopic's Shaders)
part 1:
part 2:
part 3: