File Details
Glimmar's Steampunk WIP v.19
- R
- Sep 1, 2018
- 199.25 MB
- 2.6K
- 1.13
File Name
Glimmar's Steampunk WIP v19.zip
Supported Versions
- 1.13
Glimmar's Steampunk WIP v.19 for Minecraft 1.13.x
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Changes and additions listed in no particular logical order :
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Ginormous new atmospheric sounds collection for the in game records. Not all the records are finished yet. This still represents a huge collection of sounds and music arranged as soundscape files for the in-game jukebox records. When played the atmosphere of the game is greatly enhanced IMHO. I've decided to include this in the pack now as I'm not using adfly (all the sound clips are open source and properly credited in the pack in the sounds folder) and after extensive testing there doesn't seem to be any problems with MC 1.13 use.
This update is not backwards compatible due to the huge changes that Mojang introduced in the MC 1.13 update.
This update is mostly just a quick fix as the MC 1.13 update broke so many textures with Mojang renaming so many things!
Fixed all blocks not displaying properly due to Mojang changing most of the texture and blockstate file names. A huge task even with the help of a python script program I still ended up checking everything manually inside and outside the game...repeatedly finding things I'd missed!
We're stuck with redstone dust instead of copper and brass pipes for the again while I try to figure some alternative. My add-on redstone pipes I've been promising for the past year are now broken with all the name changes in 1.13 and I can't figure out how to fix them. I think I might try for some alternative glowing neon tube like variation when I get time.
Fixed random bookcase blocks not appearing. These should appear without the use of Optifine. I find blockstates and models extremely confusing so this took me an age to re-familiarise myself with the processes involved. Simple for some, but not for me!
Converted many CTM textures to work without Optifine. This involved retexturing many of the 'repeat' CTM texture patterns to work as individual 'random' textures. Very careful and laborious work to make each random block on all four edges seemlessly match up against any other random block of it's type for each texture! As follows:-
Fixed 32 random stone blocks to work without Optifine (formerly a CTM repeat pattern).
Fixed 16 random andesite blocks to work without Optifine (formerly a CTM repeat pattern).
Fixed 6 random polished_andesite blocks to work without Optifine
Fixed 16 random diorite blocks to work without Optifine (formerly a CTM repeat pattern).
Fixed 16 random granite blocks to work without Optifine (formerly a CTM repeat pattern).
Fixed 16 random obsidian blocks to work without Optifine (formerly a CTM repeat pattern).
Fixed 80 random gravel blocks to work without Optifine. (formerly a CTM repeat pattern).
Fixed 6 random coal_ore blocks to work without Optifine.
Fixed 28 random iron_ore blocks to work without Optifine.
Fixed 12 random lapis_ore blocks to work without Optifine.
Fixed 16 random gold_ore blocks to work without Optifine.
Fixed 6 random redstone_ore blocks to work without Optifine.
Fixed 10 random diamond_ore blocks to work without Optifine.
Fixed 10 random emerald_ore blocks to work without Optifine.
Fixed 32 random cobble blocks to work without Optifine.
Fixed 32 random ice blocks to work without Optifine.
Fixed 64 random packed_ice blocks to work without Optifine. No succesfull blending of edges with these textures due to the large cracked ice features, but I think it is still worth using the CTM 'repeat' pattern texture in a random way here rather than just one perfectly blended but rather boring single texture...and still more atmospheric. With all the huge vertical cracks it still kind of works well enough, but not as well as the true Optifine connected texture method.
Took out redundant one block high random paeonia flowers.
Fixed 107 random dirt blocks to work without Optifine.
Fixed 107 random coarse_dirt blocks to work without Optifine.
Fixed 31 random grass_block_top textures to work without Optifine.
Fixed 31 random grass_block_side textures to work without Optifine.
Fixed 31 random grass_block_side_overlay textures to work without Optifine.
Unfortunately .json files alone don't properly randomise the grass_block_side_overlay independantly of the grass_block_side. At least not the way I've been able to employ .json block and model scripts. So Optifine does a much better job of making the grass sides truly randomly different.
Despite my best efforts I couldn't understand .json scripts well enough to randomise dirt_block_snow sides. So only one texture for this...sorry.
Fixed 107 random sand blocks to work without Optifine.
fixed 82 random dead_bush (desert type) textures to work without Optifine.
Fixed 55 random fern textures to work without Optifine.
Fixed 27 random grass textures to work without Optifine.
Fixed 5 random allium textures to work without Optifine.
Fixed 5 random blue_orchid textures to work without Optifine.
Fixed 7 random azure_bluet textures to work without Optifine.
Fixed 6 random oxeye_daisy textures to work without Optifine.
Fixed 12 random dandelion textures to work without Optifine.
Fixed 20 random brown_mushroom textures to work without Optifine.
Fixed 20 random red_mushroom textures to work without Optifine.
Fixed 4 random birch_leaves textures to work without Optifine.
Fixed 16 random oak_leaves textures to work without Optifine.
Fixed 16 random acacia_leaves textures to work without Optifine.
Fixed 16 random spruce_leaves textures to work without Optifine.
Fixed 16 random jungle_leaves textures to work without Optifine.
Fixed 31 random dark_oak_leaves textures to work without Optifine.
Fixed 24 random mossy_cobble blocks to work without Optifine.
Fixed 4 random terracotta 'adobe brick' sides, 8 'roman_mosaic' tops and 'roman_mural' bottom textures to work without Optifine.
Fixed 4 random yellow_terracotta textures to work without Optifine.
Fixed 4 random orange_terracotta brick sides, top star_tile, and bottom gold_circle tile textures to work without Optifine.
Fixed 54 random cyan_terracotta rough plaster sides, top diamond_square_tile, and bottom opulent_snowflake_tile textures to work without Optifine.
Fixed white_terracotta to have white glazed brick sides and single Victorian checkerboard_tiles top. Sorry...no CTM with vanilla Minecraft.
Fixed purple_terracotta to have 7 random marble freeze textures and 7 random marble slab textures on the top.
Fixed 10 random gray_terracotta carved stone textures to work without Optifine.
Fixed 13 random light_gray_terracotta textures to work without Optifine.
Fixed 13 random pink_terracotta red industrial brick sides, 6 random quarry tile tops and 1 square leaf tile textures to work without Optifine.
Fixed 7 random light_blue_terracotta textures to work without Optifine.
Fixed 12 random nether_quartz_ore textures to work without Optifine.
Fixed 16 random bricks textures to work without Optifine.
Fixed 16 random nether_bricks textures to work without Optifine.
Fixed 7 random lapis_blocks textures to work without Optifine.
Fixed 9 random stone_bricks textures to work without Optifine.
Fixed 16 random cracked_stone_bricks textures to work without Optifine.
Fixed 15 random mossy_stone_bricks textures to work without Optifine.
Fixed chiselled_stone_bricks with 22 random slab tops and 1 chiselled side texture to work without Optifine.
Fixed 4 random cobweb textures to work without Optifine.
Fixed end_stone to have cross girder sides, decorative ironwork bottom and walkway mesh top without Optifine. Sorry, no CTM with vanilla Minecraft, so Optifine required for fancy girders and struts. :(
New end_stone_bricks using some of the spare end_stone CTM textures. This block goes some way to making viable horizontal and vertical box girders. This block includes plain riveted sides, sturdy riveted top and a framed box girder bottom.
Fixed custom GS cast iron lever base texture to work without Optifine.
Even though I've converted lots of textures to work randomly without the use of Optifine I've not been able to remove all of those textures from the MCPatcher/CTM folder. There are too many connected textures that would not work when using Optifine if I removed certain textures that I've randomised with 'blockstate' and 'model' .json files. Still others work better under Optifine. Sadly this work makes the pack larger than it should be. :(
Fixed chiseled_stone_bricks to show old CTM column top/bottom texture for the sides and a different stone slab texture for top and bottom.
Fixed custom stone button to work without Optifine. Now showing the black cast-iron look. Some day, now that we have more button types it might be better to use one of the wood buttons for this texture and return the stone button to something that can blend back in with stone.
Fixed custom comparator and repeater sides so they're back to being lovely rivetted black cast iron. Only took me nearly a day to figure out how to do this using 'model' .json script files! Now no longer dependent on Optifine...woo hoo!
Fixed nether brick fence black and gilt cast iron texture to work without Optifine.
Fixed all items not displaying, again due to Mojang changing most of the texture and blockstate file names. Another huge task!
Had to go through all models and entities checking name changes and fixing where I could.
My horse textures have had to be removed while they receive extensive alterations due to Mojang completely changing the format of the textures, including all the armor! This will be a lot of work!
Lots of additions and alterations had to be made to the particles.png file. New textures added and positions of old textures changed. Just fiddly stuff!
Changed the bouncing raindrops particles from neon blue to a more realistic darker greyish blue that looks less neon and more natural.
Increased the brightness of spawn egg illuminated interiors, but very dark egg interiors are still difficult to achieve any detail without making other eggs way too bright. Just another Mojang setting I can't edit without Optifine.
Edited still and flowing water textures to make it less 'washed out' (no pun intended). It's perhaps too richly coloured for now, but I'll keep playing with it.
A new set of hi-res GS nighttime panorama screens for the rotating opening Minecraft screen...depicting my city of Newglim.
A new set of HD highly detailed beds...16 in all. 8 of the beds although HD textures are edited copies of the first 8 I made. If I ever get the chance to return to these I will make them all more uniquely different, including some variety for the bed frames. Plenty to bounce around on for now!
4 new Beetroot growth stages, but not item textures yet.
Decided to use a variation of the wood plank textures for the 'stripped log' blocks, so greater versatility in design can be achieved from being able to place normally horizontal or vertical planks in the opposite orientation and switch between north/south and east/west direction...with additional features. May change in the future as and when I use this range of blocks over time, but I've personally had a lot of fun building with these. I might be barking up the wrong tree with this idea though! :D
Changed the spruce plank texture.
Changed the acacia door to better match the colour of the acacia planks.
Changed the acacia_door item texture to match the acacia_door block.
New 64x acacia trapdoor.
New 64x birch trapdoor.
New 64x dark oak trapdoor.
New 64x jungle wood trapdoor.
New 64x oak trapdoor.
New 64x spruce trapdoor.
New 64x obsidian texture edited from my MCPatcher connected textures.
Edited the inventory gui and added in new 1.13 icons.
Edited the crafting_table gui and added in new 1.13 icons.
Edited the icons.png sheet and added in new 1.13 icons.
New recipe_button.png sheet.
Added some realms widgets to the title screen.
I hadn't realized the 'bow' sound is not only used for the bow and the fishing rod, but it is also used for throwing potions and it really doesn't sound right for that either, therefore I've decided at the moment to drop back to the default MC bow sound again. I wish Mojang wouldn't keep re-using this same sound for different actions. :(

