Did have a question. Along with other blocks being textured from 1.13, do you plan on texturing old blocks like the observer block which is vanilla or redoing the furnace which seems to have a lower pixel count than the rest of the pack? Just asking because I noticed it today while working on a huge dome project.
Did have a question. Along with other blocks being textured from 1.13, do you plan on texturing old blocks like the observer block which is vanilla or redoing the furnace which seems to have a lower pixel count than the rest of the pack? Just asking because I noticed it today while working on a huge dome project.
Yes, absolutely!
All vanilla textures and all old 32x32 pixel textures are in the firing line for upgrade. It just depends on what grabs my attention as to what gets worked on and if I've been working in one particular area and fancy a change. A bit hit and miss, but whatever it takes to keep me inspired.
The flowers are gorgeous. Now I'm wondering what you'll do for the blue cornflowers in 1.14.
Thanks, Giam. Glad you like.
Haha, I'm not good at planning for the future. I'll probably just re-arrange all the blue flowers I've done to match the dyes you expect to get from a flower...I guess. I've probably already got something in amongst all these flowers that already look like cornflowers so there's at least that going for me.
...you are soooooo crazy...but they are so beautiful to fall in love with....
Haha! For sure I'm crazy!
Probably way more than I need, but I had all these flower textures laying around in files after starting to texture for the Plant Mega Pack mod that sadly stopped with 1.7.10 I think, that it seemed sad not to use them like this. However, I think I went over the top by just re-coloring quite a few of them. My main concern was whether so many would cause any lag, but I haven't been able to discern any change whatsoever.
Glim. How on earth did you create this resource pack? Did you use some kind of program? Did you code? Was making this painstaking and difficult? - it looks tedious to produce; Are there any videos, websites or something you could refer me to that instruct how make a pack? Was it time-consuming?
I always wanted to create my own resource-pack and wanted to update it and edit it in my way. Please help.
Glim. How on earth did you create this resource pack? Did you use some kind of program? Did you code? Was making this painstaking and difficult? - it looks tedious to produce; Are there any videos, websites or something you could refer me to that instruct how make a pack? Was it time-consuming?
I always wanted to create my own resource-pack and wanted to update it and edit it in my way. Please help.
The link Norzeteus gave is the best at explaining what is involved.
I must say I was fortunate to start making the pack right back near the beginning of Minecraft when things were a lot, lot simpler. To be honest I doubt I would have the courage to start from scratch today, there is just so much to do. I am also painstakingly slow and easily get hung up on little details and then 'real life' gets in the way too. Also I am far from finished and the finishing line gets further away every Minecraft update!
In addition to the guide in the link I will add that you really just need to look in any texture pack and compare it's contents (textures to begin with) with what you see in the game. Just try altering some of the textures in Gimp (free) or Photoshop, etc. and save your edited texture in the .png format in place of what was there before...then see what it looks like in game. If you like what you see, or think you can make it more to your liking, or just get a buzz out of seeing the changes and the possibilities, then you're on the road to making your very own texture/resource pack. Just a warning though...it can be very, very addictive and very, very time consuming!
...lol...so many do not even occur in the real world, I think..... , I pale with envy
Haha! I'm just nuts really!
I'm definitely going to break the the GS pack with this many, but I don't know how to stop!
Actually I think I've finished the extra plants now. Messing with some new atmospheric soundscapes, if I can get them to work, then I can hopefully upload GSv22 before Christmas. Then at least it will feel like I'm giving everyone a little pressy for the festive season.
There is way more to be envious about your resource pack and skills my good fellow.
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Oh wow, the new magenta flowers are gorgeous. Are there going to be new purple flowers? Because now that I think about it, a lot of those magenta ones do look rather purple. Regardless, well done. The textures look amazing. I wish I could help, but my texture abilities are crap. I can't do anything above 32x32.
Rollback Post to RevisionRollBack
"That is not dead which can eternal lie...and with strange aeons, even death may die"
Oh wow, the new magenta flowers are gorgeous. Are there going to be new purple flowers? Because now that I think about it, a lot of those magenta ones do look rather purple. Regardless, well done. The textures look amazing. I wish I could help, but my texture abilities are crap. I can't do anything above 32x32.
I've just tried to fit the colours of the new flowers to what you get as dye, with a little variation for realism, when they are processed. I guess all of these will have to be shuffled around a bit when the new flowers come along in MC 1.14.
As a heads-up, I've been working on a lot of 'wind' soundscape recordings to play randomly along with and instead of the normal Minecraft music. These vary from a slight breeze to gusty and really do add to the atmosphere...somehow makes things a little lonelier and eerie. I've found that they don't totally replace the Minecraft music, but are rather played randomly...so sometimes music, sometimes atmospheric wind. Works equally well outside, down in caves and even inside buildings, but best outside or when flying! This has taken a lot of work, but I thought it might be a nice compliment to all the hundreds of new wildflowers and random path textures I've been doing.
I will upload the latest changelog soon and a video to show things off, hopefully with some wind effects, but difficult to control when it will appear. Then hopefully a Glimmar's Steampunk update before Christmas as my present to all of you for your patience and faithfulness.
.....GSv22 Taster Vid - 'So Many Wild Flowers, Paths, Wind!!'
This update amongst other additions and changes (see the GSv22 changelog below) is primarily focused on adding into the Glimmar's Steampunk resource pack better paths, grass overlays, fixes for character skins, all new random 'wind' soundscape effects to compliment minecraft music and hundreds of new random wild flowers!!
What started out as being a quick update to add-in a bunch of flowers I'd made for the Plant Megapack mod (sadly abandoned back at minecraft 1.7.10.) soon took on the scale of an out of control super update as outlined above. My apologies for the delay.
It seemed an appropriate time to update my temporary grass path textures with something more random and fitting and to make special grass overlay textures that make grass behave more naturally at the edge of various other textures like grass paths, sand, stone, dirt, brick, terracotta, etc. I've also taken the opportunity to introduce a huge set of random atmospheric 'wind' soundscape effects that really give the world a feeling of scale and realism.
I hope all these 'extras' big and small make the game that little bit more immersive for you as it has for me.
Here's the most up-to-date changelog...click on the spoiler:
Glimmar's Steampunk WIP v.22 for Minecraft 1.13.x
-----------------------------------------------------
Changes and additions listed in no particular logical order :
-------------------------------------------------------------
12 new 'wind' soundscape .ogg files compiled and edited from 20 open source sound files. See my GS Sounds Readme & Licence text document in the GS resource pack for details and credits. These new sound files do not replace the normal minecraft music in game, but are an addition that play randomly with the music.
17 new 'grass_overlay' textures in the optifine\ctm folder. This enables grass edges to spill naturally over an appropriate adjoining texture. This currently works with grass_path, coarse_dirt, dirt, gravel, sand, red_sand, bricks, mossy_bricks, nether_bricks, cobblestone, mossy_cobblestone, stone_bricks, cracked_stone_bricks, mossy_stone_bricks, podzol, terracotta, brown_terracotta and clay. It looks at it's best with my new random grass_path textures, but it does mean you can make other types of path too!
108 truly random red_sand textures have been newly converted from Optifine control to normal Minecraft Json. This also allows for Optifine to correctly use my new 'grass overlay' set of textures with red_sand.
104 truly random podzol_top textures have been newly converted from Optifine control to normal Minecraft Json. This also allows for Optifine to correctly use my new 'grass overlay' set of textures with podzol. I've also introduced 32 funghi textures to this set.
16 new random podzol_side textures which work without Optifine.
Removed ctm podzol textures from optifine\ctm folder.
Removed ctm red_sand from the optifine folder.
Random 'junk' textures on sand and red_sand now only randomly appear on the 'top' surfaces of these blocks to avoid the unsightly repetition of the texture on multiple surfaces of the same block.
16 new random grass_path_side textures which work without Optifine.
48 new random grass_path_top textures which work without Optifine.
36 truly random clay textures have been newly converted from Optifine to normal Minecraft Json control. This also allows for Optifine to spill grass over the edge of clay.
Removed ctm clay from optifine\ctm folder.
28 new additional azure_bluet 'pale blue' wildflower textures to work without Optifine.
12 new additional dandelion 'yellow' wildflower textures to work without Optifine.
26 additional new oxeye_daisy 'white' wildflower textures to work without Optifine.
15 new additional poppy 'red' wildflower textures to work without Optifine.
59 new additional allium 'magenta' wildflower textures to work without Optifine.
56 new additional blue_orchid 'light blue' wildflower textures to work without Optifine.
Edited the 'steve' HD character.
Added back in a newly edited 'alex' HD character.
Added in a new 64x64 low res 'steve' character based on the HD version. You will find this in the Glimmer's Steampunk ##\assets\minecraft\entity folder.
Added in a new 64x64 low res 'alex' character based on the HD version. You will find this in the Glimmer's Steampunk ##\assets\minecraft\entity folder.
Removed all 16x16 pixel vanilla placeholder textures from the GS pack.
Optifine font and spacing files taken out in anticipation of problems with MC 1.14.
Added zombie_pigman16 into the optifine folder.
Enchanting table gui counter animation added back in.
Enchanting table gui valve animation added back in.
Dispenser gui big cog animation added back in.
Hopper gui big cog animation added back in.
Survival inventory gui big cog animation added back in.
Furnace gui counter animation added back in.
Furnace gui fuel spark animation added back in.
Furnace gui red valve animation added back in.
Furnace gui rotating chamber animation added back in.
Anvil gui controller animation added back in.
Anvil gui redstone animation added back in.
Small flywheel painting animation added back in. (please be aware there is an unanimated stationary version of this painting also ingame).
Horizontal moving chain painting animation added back in. (please be aware there is an unanimated stationary version of this painting also ingame).
Control panel painting pulsing red light animation added back in. (please be aware there is an unanimated stationary version of this painting also ingame).
Vertical moving chain painting animation added back in. (please be aware there is an unanimated stationary version of this painting also ingame).
Keep an eye out for the GSv22 update landing soon. Father 'Glimmar' Christmas might be kind to you all yet! Don't forget to leave a biscuit and some milk out for me....oh...oh...oh...and a carrot for my brass reindeer!
Did have a question. Along with other blocks being textured from 1.13, do you plan on texturing old blocks like the observer block which is vanilla or redoing the furnace which seems to have a lower pixel count than the rest of the pack? Just asking because I noticed it today while working on a huge dome project.
Yes, absolutely!
All vanilla textures and all old 32x32 pixel textures are in the firing line for upgrade. It just depends on what grabs my attention as to what gets worked on and if I've been working in one particular area and fancy a change. A bit hit and miss, but whatever it takes to keep me inspired.
Thanks for looking in, Doctor_SteamPunk.
.....More Blue Orchids...Now 'Pale Blue Wild Flowers'
55 new blue_orchid random textures, to be precise. 60 in total.
Click on the spoiler below for some more pics:
More flowers to go yet before wrapping up for the festive season!
The flowers are gorgeous. Now I'm wondering what you'll do for the blue cornflowers in 1.14.
Pretty
...you are soooooo crazy...but they are so beautiful to fall in love with....
Thanks, Giam. Glad you like.
Haha, I'm not good at planning for the future. I'll probably just re-arrange all the blue flowers I've done to match the dyes you expect to get from a flower...I guess. I've probably already got something in amongst all these flowers that already look like cornflowers so there's at least that going for me.
Thank you.
Haha! For sure I'm crazy!
Probably way more than I need, but I had all these flower textures laying around in files after starting to texture for the Plant Mega Pack mod that sadly stopped with 1.7.10 I think, that it seemed sad not to use them like this. However, I think I went over the top by just re-coloring quite a few of them. My main concern was whether so many would cause any lag, but I haven't been able to discern any change whatsoever.
Thanks, Norz.
Glim. How on earth did you create this resource pack? Did you use some kind of program? Did you code? Was making this painstaking and difficult? - it looks tedious to produce; Are there any videos, websites or something you could refer me to that instruct how make a pack? Was it time-consuming?
I always wanted to create my own resource-pack and wanted to update it and edit it in my way. Please help.
@manleto
I think this could help befor beginning, but you have to realize that this is a lot of work and you need a lot of patience and perseverance
to finish it and it takes years to get as far as Glimmar.....
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/resource-packs/resource-pack-discussion/1256366-the-all-inclusive-updated-guide-to-texturing
The link Norzeteus gave is the best at explaining what is involved.
I must say I was fortunate to start making the pack right back near the beginning of Minecraft when things were a lot, lot simpler. To be honest I doubt I would have the courage to start from scratch today, there is just so much to do. I am also painstakingly slow and easily get hung up on little details and then 'real life' gets in the way too. Also I am far from finished and the finishing line gets further away every Minecraft update!
In addition to the guide in the link I will add that you really just need to look in any texture pack and compare it's contents (textures to begin with) with what you see in the game. Just try altering some of the textures in Gimp (free) or Photoshop, etc. and save your edited texture in the .png format in place of what was there before...then see what it looks like in game. If you like what you see, or think you can make it more to your liking, or just get a buzz out of seeing the changes and the possibilities, then you're on the road to making your very own texture/resource pack. Just a warning though...it can be very, very addictive and very, very time consuming!
Many thanks for that link, Norz. I've long since lost a lot of my old links or they got buried away, so you saved me a lot of searching.
My heart warmed when I saw those cute flowers! This is art, Glimmar, keep doing it, and thank you!
You are very welcome, Overjay. Working on a magenta set now. Thank you for the encouragement.
.....More Allium Flowers...Now 'Magenta Wild Flowers'
58 new allium flower textures making up a total of 63 magenta wildflowers.
This is a screenshot of just a few:
...lol...so many do not even occur in the real world, I think..... , I pale with envy
Haha! I'm just nuts really!
I'm definitely going to break the the GS pack with this many, but I don't know how to stop!
Actually I think I've finished the extra plants now. Messing with some new atmospheric soundscapes, if I can get them to work, then I can hopefully upload GSv22 before Christmas. Then at least it will feel like I'm giving everyone a little pressy for the festive season.
There is way more to be envious about your resource pack and skills my good fellow.
Oh wow, the new magenta flowers are gorgeous. Are there going to be new purple flowers? Because now that I think about it, a lot of those magenta ones do look rather purple. Regardless, well done. The textures look amazing. I wish I could help, but my texture abilities are crap. I can't do anything above 32x32.
"That is not dead which can eternal lie...and with strange aeons, even death may die"
I've just tried to fit the colours of the new flowers to what you get as dye, with a little variation for realism, when they are processed. I guess all of these will have to be shuffled around a bit when the new flowers come along in MC 1.14.
------------------------------------------------------
As a heads-up, I've been working on a lot of 'wind' soundscape recordings to play randomly along with and instead of the normal Minecraft music. These vary from a slight breeze to gusty and really do add to the atmosphere...somehow makes things a little lonelier and eerie. I've found that they don't totally replace the Minecraft music, but are rather played randomly...so sometimes music, sometimes atmospheric wind. Works equally well outside, down in caves and even inside buildings, but best outside or when flying! This has taken a lot of work, but I thought it might be a nice compliment to all the hundreds of new wildflowers and random path textures I've been doing.
I will upload the latest changelog soon and a video to show things off, hopefully with some wind effects, but difficult to control when it will appear. Then hopefully a Glimmar's Steampunk update before Christmas as my present to all of you for your patience and faithfulness.
Seasons greeting and a Happy New Year to you all!
.....GSv22 Taster Vid - 'So Many Wild Flowers, Paths, Wind!!'
This update amongst other additions and changes (see the GSv22 changelog below) is primarily focused on adding into the Glimmar's Steampunk resource pack better paths, grass overlays, fixes for character skins, all new random 'wind' soundscape effects to compliment minecraft music and hundreds of new random wild flowers!!
What started out as being a quick update to add-in a bunch of flowers I'd made for the Plant Megapack mod (sadly abandoned back at minecraft 1.7.10.) soon took on the scale of an out of control super update as outlined above. My apologies for the delay.
It seemed an appropriate time to update my temporary grass path textures with something more random and fitting and to make special grass overlay textures that make grass behave more naturally at the edge of various other textures like grass paths, sand, stone, dirt, brick, terracotta, etc. I've also taken the opportunity to introduce a huge set of random atmospheric 'wind' soundscape effects that really give the world a feeling of scale and realism.
I hope all these 'extras' big and small make the game that little bit more immersive for you as it has for me.
Here's the most up-to-date changelog...click on the spoiler:
Glimmar's Steampunk WIP v.22 for Minecraft 1.13.x
-----------------------------------------------------
Changes and additions listed in no particular logical order :
-------------------------------------------------------------
12 new 'wind' soundscape .ogg files compiled and edited from 20 open source sound files. See my GS Sounds Readme & Licence text document in the GS resource pack for details and credits. These new sound files do not replace the normal minecraft music in game, but are an addition that play randomly with the music.
17 new 'grass_overlay' textures in the optifine\ctm folder. This enables grass edges to spill naturally over an appropriate adjoining texture. This currently works with grass_path, coarse_dirt, dirt, gravel, sand, red_sand, bricks, mossy_bricks, nether_bricks, cobblestone, mossy_cobblestone, stone_bricks, cracked_stone_bricks, mossy_stone_bricks, podzol, terracotta, brown_terracotta and clay. It looks at it's best with my new random grass_path textures, but it does mean you can make other types of path too!
108 truly random red_sand textures have been newly converted from Optifine control to normal Minecraft Json. This also allows for Optifine to correctly use my new 'grass overlay' set of textures with red_sand.
104 truly random podzol_top textures have been newly converted from Optifine control to normal Minecraft Json. This also allows for Optifine to correctly use my new 'grass overlay' set of textures with podzol. I've also introduced 32 funghi textures to this set.
16 new random podzol_side textures which work without Optifine.
Removed ctm podzol textures from optifine\ctm folder.
Removed ctm red_sand from the optifine folder.
Random 'junk' textures on sand and red_sand now only randomly appear on the 'top' surfaces of these blocks to avoid the unsightly repetition of the texture on multiple surfaces of the same block.
16 new random grass_path_side textures which work without Optifine.
48 new random grass_path_top textures which work without Optifine.
36 truly random clay textures have been newly converted from Optifine to normal Minecraft Json control. This also allows for Optifine to spill grass over the edge of clay.
Removed ctm clay from optifine\ctm folder.
28 new additional azure_bluet 'pale blue' wildflower textures to work without Optifine.
12 new additional dandelion 'yellow' wildflower textures to work without Optifine.
26 additional new oxeye_daisy 'white' wildflower textures to work without Optifine.
15 new additional poppy 'red' wildflower textures to work without Optifine.
59 new additional allium 'magenta' wildflower textures to work without Optifine.
56 new additional blue_orchid 'light blue' wildflower textures to work without Optifine.
Edited the 'steve' HD character.
Added back in a newly edited 'alex' HD character.
Added in a new 64x64 low res 'steve' character based on the HD version. You will find this in the Glimmer's Steampunk ##\assets\minecraft\entity folder.
Added in a new 64x64 low res 'alex' character based on the HD version. You will find this in the Glimmer's Steampunk ##\assets\minecraft\entity folder.
Removed all 16x16 pixel vanilla placeholder textures from the GS pack.
Optifine font and spacing files taken out in anticipation of problems with MC 1.14.
Added zombie_pigman16 into the optifine folder.
Enchanting table gui counter animation added back in.
Enchanting table gui valve animation added back in.
Dispenser gui big cog animation added back in.
Hopper gui big cog animation added back in.
Survival inventory gui big cog animation added back in.
Furnace gui counter animation added back in.
Furnace gui fuel spark animation added back in.
Furnace gui red valve animation added back in.
Furnace gui rotating chamber animation added back in.
Anvil gui controller animation added back in.
Anvil gui redstone animation added back in.
Small flywheel painting animation added back in. (please be aware there is an unanimated stationary version of this painting also ingame).
Horizontal moving chain painting animation added back in. (please be aware there is an unanimated stationary version of this painting also ingame).
Control panel painting pulsing red light animation added back in. (please be aware there is an unanimated stationary version of this painting also ingame).
Vertical moving chain painting animation added back in. (please be aware there is an unanimated stationary version of this painting also ingame).
Keep an eye out for the GSv22 update landing soon. Father 'Glimmar' Christmas might be kind to you all yet! Don't forget to leave a biscuit and some milk out for me....oh...oh...oh...and a carrot for my brass reindeer!
So many flowers, so pretty
Glad you like.