First of all your glass looks great already! I love that randomised broken look.
The way I do it is to have your standard glass block CTM for the frames (no glass), then your renderpass=3 CTM glass pane overlay (no frames).
Is it not possible to randomise particular tiles from within your glass overlay? Really if you use a CTM sheet for the glass parts you can control the overlap. For the top and bottom where you want a thick metal frame, you simply delete that area of glass from the renderpass=3 CTM sheet, or even add an overlay to your existing frames.
I think this is the common/only method of doing it.
edit: like this:
glass block CTM sheet (purple is transparent area, just for example, not used in final image))
glass (dark area) overlay doesn't overlap frames
Thanks, but i'm not a fan of classic ctm used on glass, it wouldn't work so well for my purpose anyway, that's why i'm sticking with vertical. It just seems a bit odd to me that the glass always overlaps the frame, since frame tends to overlap glass in reality. Though... i may not fully understand how it works. Does render order stack, so the first things rendered are on the bottom, and the next things rendered are on top?
So at the top of your vertical sheet you have your thick frames, and on the renderpass=3 you have your glass? Can't you just crop the top glass so that it doesn't overlap where the frames will be?
[size=x-small]By the look of your palette file, it would seem your concept of how biome palettes work with the current versions of the game is a bit out of date. Go to this thread to get fully up to date on them in a matter of seconds: [/size]http://www.minecraft...t/topic/870780- They're actually a lot easier now than they were back then, and the upper right corner of them means absolutely nothing at all to the game's code.[/size]
Oh that explains why grass is no longer covered in wildly swirly subtle changes in hue.
Well that sucks a whole lot of ass. :C
Oh well.
I guess I need to go and fix all my palletes.
Thanks for the tip.
[size=x-small]In regards to your intended separation of tall grass from flat grass, it sounds like you may have two palettes applied to grass which are blending -OR- only the default grass palette is rendering for both. I know of no way to disable the default grasscolor.png (which is applied to both flat and tall grass) short of making the file completely white. You'd then need to make two custom palettes--one for flat grass and one for tall grass.
Unfortunately, custom palettes only work by block ID at the moment, so the palette would also likely apply to the dirt sides of grass blocks. To accomplish what you seem to be attempting, you probably need to ask Kahr if he could implement a new standard custom palette exception (tallgrasscolor.png perhaps?) specifically for tall grass which overrides grasscolor.png the way birchcolor.png overrides the default, hard-coded value when present.[/size]
Oh jesus I can already tell this is way too complex for what I was trying to accomplish.
There comes a point where I simply must stop hoping for things to be easy for my simply brain.
Thank you though, at least now I know why it doesnt work!
[size=x-small]Asking for a junglecolor.png file for jungle leaves might be useful too, but using the method described above you should in theory already be able to separate jungle leaves from oak leaves. Though it's a bit more over-complicated as foliagecolor.png also affects vines and swamps have their own palette to override Mojang's disgusting, hardcoded mess.
For separate oak and jungle leaves, in color.properties, you'd basically need to create the following lines:
Then you create the six png palette files named on those lines in the misc folder and ensure that foliagecolor.png and swampfoliagecolor are completely white. Keep in mind that while this theory is sound I haven't actually tested any of this and there could be some lines of code that prevent applying multiple palettes to the standard minecraft palettes. Ultimately to avoid massive amounts of pointless complexity, I think asking Kahr to just add a tallgrasscolor.png, junglecolor.png, and possibly a vinecolor.png to standard CustomColors would be the best idea.
[/size]
[size=x-small][size=small]That sounds like it would work but I am much too frightened to try![/size][/size]
[size=x-small][size=small]It's a very sound theory thoug. I wish there was a way of testing it without causing a big kerfuffle in my files.[/size][/size]
If you don't want specific block connection, the simplest way is to use the random method, a great pattern can be achieved with 4 textures and 1 rule.
If block should be arranged in a specific way, use the repeat method, a great pattern can be achieved with 16 (4x4) textures and 1 rule.
After, if you need full connection, you can make random method over ctm method, a great pattern can be achieved with 188 textures with 48 rules.
If you need full connection and block to be arranged, you can make repeat method over ctm method, a great pattern can be achieved with 752 textures with 48 rules.
After, if you don't need diagonal connection because it don't have corners, you can use the two last method, but reuse texture so they are only 16 ctm case instead of 47, for random, you can achieve with 64 textures and 17 rules, for repeat, you can achieve with 256 textures and 17 rules.
Finally, if you need full connection and block to be arranged, you can make repeat method over ctm method, a great pattern can be achieved with 752 textures with 48 rules.
The more textures and rules they are, the more cpu and ram it use.
So say me what you want of these option, and I could make rules of your dream :
- random, repeated or nothing ?
- border ?
- corner ?[/size]
Thank you but I honestly have no idea what you're suggesting. :c
The directions in the original post on how CTM works are already vague and confusing as it is and this advice only seems to turn a knot into a fractal.
So on that note, screw my earlier idea of the Yoshi's Islands style big block chunks.
Forget it.
It's never gonna work how I want so I'm not gonna bother worrying.
So instead of that, let me ask something else entirely.
How do I get CTM to use several textures as random textures for something? Is there a simple easy way to do it that does not involve the glass palette or is that thing the golden rule?
For example lets say I was to make like 10 alternate dirt textures and 10 alternate grass textures.
And I wanted to have the game randomly use these to replace the default ones in my pack already.
How would I do that so it uses the textures at random? And would the method to do so also work on tree leaves? And would the 10 alternative grass textures still follow my color pallete in the color.properties? Cause I wouldn't want my alternatives to grass to be all....miscolored. Ya know?
I tried to do it before with stone but it didn't work. Which is a common theme whenever I look inside other texture packs and try to follow their example. So instead I'd like a nice simple explanation if anyone has the time to do so. Thank you in advance!
Actually since nobody is online I'm going to try once again to simply copy what Misa's texture pack does and see if I can get it to work with mine. I'm not anticipating much.
Actually since nobody is online I'm going to try once again to simply copy what Misa's texture pack does and see if I can get it to work with mine. I'm not anticipating much.
Find a 16x16 pack that does it. It will probably make more sense. My pack or SMP's revival are two good examples. I know there are more but I can't think of them off the top of my head.
I redid my wooden door and added random ctm support to add some shards in the window, since i couldn't get betterglass to work with the door... anyway, when i first tried just random ctm-ing the top, i noticed that sometimes the bottom of the door would be on reversed, so i added the bottom of the door to the ctm folder and gave it a random ctm properties file as well, but for just the one tile.
Anyway, i figured out after that the reason the bottoms were reversed, it's because they are double doors, so they were trying to face inward.
So... when doors have ctm support, it breaks the double doors feature... observe:
Anyone know a fix for this bug?
Also, is it possible to make a separate texture for the edges of the door?
AND IT LOOKS AMAZING AND STELLAR AND HELP IM BLEEDING FROM MY GROIN FROM CUMMING SO MUCH
Seriously though thank you everyone who has been helping.
I am doing a very similar dance as these penguins after dicking around with this for five straight hours now but god it looks so good and was so worth it.
Ok I am trying to get MC patcher to work with Forge version 715 or 725 but MC patcher crashes the instance before loading.
Here is the error report
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
A full error report has been saved to D:\MultiMC\instances\Tech 1.5.2\minecraft\crash-reports\crash-2013-06-05_14.25.54-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT 3c04cc8e --------
Full report at:
D:\MultiMC\instances\Tech 1.5.2\minecraft\crash-reports\crash-2013-06-05_14.25.54-client.txt
Please show that file to Mojang, NOT just this screen!
java.lang.NullPointerException
at com.prupe.mcpatcher.mod.CITUtils.registerIcons(CITUtils.java:80)
at com.prupe.mcpatcher.mod.CTMUtils.registerIcons(CTMUtils.java:203)
at net.minecraft.client.renderer.texture.TextureMap.func_94247_b(TextureMap.java:123)
at net.minecraft.client.renderer.RenderEngine.func_94152_c(RenderEngine.java:522)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:444)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 9605701b ----------
A few questions regarding CIT for anyone who might know:
Is Custom Item Textures still planned to be in the 1.6 of MCPatcher? I can't find the latest beta version in this thread, or I'd just check for myself.
Has Kahr stated if he's going to implement a way to change armor textures as they appear on the player using CIT? (Also, Kahr, if you're reading this and somehow hadn't yet thought of it, consider this a feature request.)
Is there a way to change the bow that will alter its entire drawback animation?
OK, I see what you're doing here. I was going by This File that had been posted earlier, and doesn't mention the "type" attribute. Now that I know, it's pretty strait-forward to work out. Many, MANY thanks!!!
I don't think that currently possible since the item is not modified, as I've sugested before, it should be interesting to aim to the texture name and not to item id like in CTM ...
NOOOOoooooo!!! So close to being able to do something amazingly cool with my pack!!!!
Kahr, if you're reading this, please make this possible. Preferably in a way that I can still use an item's NBT data as the deciding factor. Thanks for considering it.
with the contents being:
method=fixed
tiles=1 (2, 3 and 4 in the other property files)
But it doesn't work. And i have experimented with other combinations but i always miss.
Also, i'd like to know what precisely metadata is used for, cant figure that out either.
Many thanks
I don't think the stone block uses metadata.
Metadata is used for blocks like Stone Brick, Sandstone, etc to combine several different blocks under one block id.
Have you had a look at Data Values in the Minecraft wiki?
I think what you want is random varieties of stone.
Is that right?
I'm currently trying to make a redstone dust texture using CTM to make active redstone animated, while inactive redstone is not animated. Currently, the basic file in textures/blocks is animated, while the CTM image is not. This is the .properties file.
Help! I was patching in a mod when it said that one was incompatible. I tried to unpatch it, but I accidentally clicked the patch button. I then tried to X out of the window, and it froze. a little tab popped up labeled Error, but it was blank. what do I do? I can't restart or shut down my computer because it wont close. (PS. I'm using a mac.) Thank you if you help.
I am getting Error while patching a clean minecraft.jar 1.5.2 with MCPatcher 3.0.4 included ModLoader for 1.5.2.
The Error is as follows :
__TexturePackBase ModLoader bge.class Only the files from ModLoader will be used.
I found a bug in the mod conflict detection and fixed it in 3.0.4_01. (The error also goes away if you close the patcher and reopen it.)
Regarding 13w23a, MCPatcher 4.0.0-beta3 should work as is, but the Test Minecraft button will fail because the game now expects a --version parameter. I'll put out an update later, but just patch and use MinecraftDev launcher for now.
I'm currently trying to make a redstone dust texture using CTM to make active redstone animated, while inactive redstone is not animated. Currently, the basic file in textures/blocks is animated, while the CTM image is not. This is the .properties file.
Is there something I'm doing wrong, or is this just plain impossible?
Metadata flags are intended to work with block ID, not tile/texture ID (Textures have no NBT properties themselves). As redstone dust 'blocks' use more than one texture and don't have the standard block faces the way most blocks do, you can't really use block ID to replace its textures. For that reason, what you're trying to do is unfortunately impossible to my knowledge.
Thanks, but i'm not a fan of classic ctm used on glass, it wouldn't work so well for my purpose anyway, that's why i'm sticking with vertical. It just seems a bit odd to me that the glass always overlaps the frame, since frame tends to overlap glass in reality. Though... i may not fully understand how it works. Does render order stack, so the first things rendered are on the bottom, and the next things rendered are on top?
The glass uses random ctm.
Oh that explains why grass is no longer covered in wildly swirly subtle changes in hue.
Well that sucks a whole lot of ass. :C
Oh well.
I guess I need to go and fix all my palletes.
Thanks for the tip.
Oh jesus I can already tell this is way too complex for what I was trying to accomplish.
There comes a point where I simply must stop hoping for things to be easy for my simply brain.
Thank you though, at least now I know why it doesnt work!
[/size]
[size=x-small][size=small]That sounds like it would work but I am much too frightened to try![/size][/size]
[size=x-small][size=small]It's a very sound theory thoug. I wish there was a way of testing it without causing a big kerfuffle in my files.[/size][/size]
[size=x-small]
Thank you but I honestly have no idea what you're suggesting. :c
The directions in the original post on how CTM works are already vague and confusing as it is and this advice only seems to turn a knot into a fractal.
So on that note, screw my earlier idea of the Yoshi's Islands style big block chunks.
Forget it.
It's never gonna work how I want so I'm not gonna bother worrying.
So instead of that, let me ask something else entirely.
How do I get CTM to use several textures as random textures for something? Is there a simple easy way to do it that does not involve the glass palette or is that thing the golden rule?
For example lets say I was to make like 10 alternate dirt textures and 10 alternate grass textures.
And I wanted to have the game randomly use these to replace the default ones in my pack already.
How would I do that so it uses the textures at random? And would the method to do so also work on tree leaves? And would the 10 alternative grass textures still follow my color pallete in the color.properties? Cause I wouldn't want my alternatives to grass to be all....miscolored. Ya know?
I tried to do it before with stone but it didn't work. Which is a common theme whenever I look inside other texture packs and try to follow their example. So instead I'd like a nice simple explanation if anyone has the time to do so. Thank you in advance!
Find a 16x16 pack that does it. It will probably make more sense. My pack or SMP's revival are two good examples. I know there are more but I can't think of them off the top of my head.
Anyway, i figured out after that the reason the bottoms were reversed, it's because they are double doors, so they were trying to face inward.
So... when doors have ctm support, it breaks the double doors feature... observe:
Anyone know a fix for this bug?
Also, is it possible to make a separate texture for the edges of the door?
IT WORKS
METHOD = RANDOM WORKS
CTM WORKS
IT ONLY TOOK LIKE 8 TRIES BUT IT WORKS
AND IT LOOKS AMAZING AND STELLAR AND HELP IM BLEEDING FROM MY GROIN FROM CUMMING SO MUCH
Seriously though thank you everyone who has been helping.
I am doing a very similar dance as these penguins after dicking around with this for five straight hours now but god it looks so good and was so worth it.
Whenever i try to ctm my doors, double doors both face the same direction.
I'm guessing ill need some metadata values to get this to work.
Here is the error report
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
A full error report has been saved to D:\MultiMC\instances\Tech 1.5.2\minecraft\crash-reports\crash-2013-06-05_14.25.54-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT 3c04cc8e --------
Full report at:
D:\MultiMC\instances\Tech 1.5.2\minecraft\crash-reports\crash-2013-06-05_14.25.54-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 6/5/13 2:25 PM
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_21, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 809121240 bytes (771 MB) / 1362624512 bytes (1299 MB) up to 2863333376 bytes (2730 MB)
JVM Flags: 2 total; -Xms512m -Xmx3072m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.51 FML v5.2.17.715 Minecraft Forge 7.8.0.715 58 mods loaded, 58 mods active
mcp{7.44} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{5.2.17.715} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
Forge{7.8.0.715} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized
CodeChickenCore{0.8.6.12} [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized
CoFHCore{1.5.2.2} [CoFH Core] (coremods) Unloaded->Constructed->Pre-initialized
NotEnoughItems{1.5.2.21} [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized
mod_bspkrsCore{v2.06(1.5.2)} [bspkrsCore] ([1.5.2]bspkrsCorev2.06.zip) Unloaded->Constructed->Pre-initialized
CoFHNetwork{1.5.2.2} [CoFHNetwork] (CoFHCore-1.5.2.2.jar) Unloaded->Constructed->Pre-initialized
CoFHWorld{1.5.2.2} [CoFHWorld] (CoFHCore-1.5.2.2.jar) Unloaded->Constructed->Pre-initialized
mod_ArmorStatusHUD{v1.7(1.5.2)} [ArmorStatusHUD] ([1.5.2]ArmorStatusHUDv1.7.zip) Unloaded->Constructed->Pre-initialized
mod_DirectionHUD{v1.13(1.5.2)} [DirectionHUD] ([1.5.2]DirectionHUDv1.13.zip) Unloaded->Constructed->Pre-initialized
ThermalExpansion{2.4.3.0} [Thermal Expansion] (ThermalExpansion-2.4.3.0.jar) Unloaded->Constructed->Pre-initialized
ModularForceFieldSystem{2.3.0.1.0} [Modular ForceField System V2] ([1.5.2]Modular Forcefield System 2.3.0.1.0.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Core{3.5.3} [BuildCraft] (buildcraft-A-3.5.3.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Transport{3.5.3} [BC Transport] (buildcraft-A-3.5.3.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Silicon{3.5.3} [BC Silicon] (buildcraft-A-3.5.3.jar) Unloaded->Constructed->Pre-initialized
IC2{1.115.314-lf} [IndustrialCraft 2] (industrialcraft-2_1.115.314-lf.jar) Unloaded->Constructed->Pre-initialized
AppliedEnergistics{rv.10.n} [Applied Energistics] (appeng-rv10-n.zip) Unloaded->Constructed->Pre-initialized
Backpack{1.9.11} [Backpack] (backpack-1.9.11-1.5.2.zip) Unloaded->Constructed->Pre-initialized
BiblioCraft{1.2.3} [BiblioCraft] (BiblioCraft[v1.2.3].zip) Unloaded->Constructed->Pre-initialized
BiomesOPlenty{0.5.3} [Biomes O' Plenty] (Biomes-O-Plenty-0.5.3.zip) Unloaded->Constructed->Pre-initialized
BuildCraft|Builders{3.5.3} [BC Builders] (buildcraft-A-3.5.3.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Energy{3.5.3} [BC Energy] (buildcraft-A-3.5.3.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Factory{3.5.3} [BC Factory] (buildcraft-A-3.5.3.jar) Unloaded->Constructed->Pre-initialized
ChargePads{2.7.0} [Charge Pads] (chargepads-1.5.2-universal-2.7.0.86.jar) Unloaded->Constructed->Pre-initialized
ChickenChunks{1.3.2.11} [ChickenChunks] (ChickenChunks 1.3.2.11.jar) Unloaded->Constructed->Pre-initialized
ComputerCraft{1.53} [ComputerCraft] (ComputerCraft1.53.zip) Unloaded->Constructed->Pre-initialized
CCTurtle{1.53} [ComputerCraft Turtles] (ComputerCraft1.53.zip) Unloaded->Constructed->Pre-initialized
EE3{pre1g (build 4)} [Equivalent Exchange 3] (ee3-universal-pre1g.jar) Unloaded->Constructed->Pre-initialized
EnderStorage{1.4.2.10} [EnderStorage] (EnderStorage 1.4.2.10.jar) Unloaded->Constructed->Pre-initialized
Forestry{2.2.6.3} [Forestry for Minecraft] (forestry-A-2.2.6.3.jar) Unloaded->Constructed->Pre-initialized
BinnieCore{1.6-pre12} [Binnie Core] (extra-bees-1.6-pre12.jar) Unloaded->Constructed->Pre-initialized
ExtraBees{1.6-pre12} [Extra Bees] (extra-bees-1.6-pre12.jar) Unloaded->Constructed->Pre-initialized
factorization{0.7.37} [Factorization] (Factorization-0.7.37.jar) Unloaded->Constructed->Pre-initialized
factorization.misc{0.7.37} [Factorization Miscellaneous Nonsense] (Factorization-0.7.37.jar) Unloaded->Constructed->Pre-initialized
factorization.dimensionalSlice{0.7.37} [Factorization Dimensional Slices] (Factorization-0.7.37.jar) Unloaded->Constructed->Pre-initialized
FlatSigns{1.2.0} [Flat Signs] (flatsigns-1.5.2-universal-1.2.0.8.jar) Unloaded->Constructed->Pre-initialized
iChunUtil{1.0.1} [iChunUtil] (iChunUtil1.0.1.zip) Unloaded->Constructed->Pre-initialized
GraviGun{1.5.0.2} [GraviGun] (GravityGun1.5.0v2.zip) Unloaded->Constructed->Pre-initialized
IC2NuclearControl{1.5.1c} [Nuclear Control] (IC2NuclearControl-1.5.1c.zip) Unloaded->Constructed->Pre-initialized
ImmibisCore{55.1.2} [Immibis Core] (immibis-core-55.1.2.jar) Unloaded->Constructed->Pre-initialized
inventorytweaks{1.54b} [Inventory Tweaks] (InventoryTweaks-1.54b.jar) Unloaded->Constructed->Pre-initialized
IronChest{5.2.6.412} [Iron Chest] (ironchest-universal-1.5.2-5.2.6.412.zip) Unloaded->Constructed->Pre-initialized
LiquidXP{55.1.0} [Liquid XP] (liquid-xp-55.1.0.jar) Unloaded->Constructed->Pre-initialized
MiscPeripherals{3.2} [MiscPeripherals] (miscperipherals-3.2.jar) Unloaded->Constructed->Pre-initialized
AdvancedSolarPanel{3.3.7} [Advanced Solar Panels] (mod_AdvancedSolarPanels_3_3_7.zip) Unloaded->Constructed->Pre-initialized
GraviSuite{1.9.2} [Gravitation Suite] (mod_zGraviSuite_1_9_2.zip) Unloaded->Constructed->Pre-initialized
mmmPowersuits{0.7.0-525} [MachineMuse's Modular Powersuits] (ModularPowersuits-0.7.0-525_beta.jar) Unloaded->Constructed->Pre-initialized
Mystcraft{0.10.4.00} [Mystcraft] (mystcraft-uni-1.5.2-0.10.4.00.zip) Unloaded->Constructed->Pre-initialized
NEIPlugins{1.0.9.1} [NEI Plugins] (NEIPlugins-1.0.9.1a.jar) Unloaded->Constructed->Pre-initialized
ObsidiPlates{1.5.0} [Obsidian Pressure Plates] (obsidiplates-1.5.2-universal-1.5.0.13.jar) Unloaded->Constructed->Pre-initialized
PortalGun{1.5.1} [PortalGun] (PortalGun1.5.1.zip) Unloaded->Constructed->Pre-initialized
Railcraft{7.1.0.0} [Railcraft] (Railcraft_1.5.1-7.1.0.0.jar) Unloaded->Constructed->Pre-initialized
StevesCarts{2.0.0.a117} [Steve's Carts] (StevesCarts2.0.0.a117.zip) Unloaded->Constructed->Pre-initialized
TConstruct{1.5.1_1.3.dev.44} [Tinkers' Construct] (TConstruct_1.3.dev.44.jar) Unloaded->Constructed->Pre-initialized
TwitchTVIRCMod{2.9} [TwitchTV IRC Mod] (TwitchTV Mod v2.9 For Minecraft 1.5 and UP.zip) Unloaded->Constructed->Pre-initialized
mod_ZanMinimap{0.9.4} [mod_ZanMinimap] (ZansMinimap1.5.2.zip) Unloaded->Constructed->Pre-initialized
OmniTools{3.1.4.0} [OmniTools] (OmniTools-3.1.4.0.jar) Unloaded->Constructed->Pre-initialized
LWJGL: 2.9.0
OpenGL: GeForce GTX 570/PCIe/SSE2 GL version 4.3.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: KaosianTestign M500.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
java.lang.NullPointerException
at com.prupe.mcpatcher.mod.CITUtils.registerIcons(CITUtils.java:80)
at com.prupe.mcpatcher.mod.CTMUtils.registerIcons(CTMUtils.java:203)
at net.minecraft.client.renderer.texture.TextureMap.func_94247_b(TextureMap.java:123)
at net.minecraft.client.renderer.RenderEngine.func_94152_c(RenderEngine.java:522)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:444)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 9605701b ----------
Is Custom Item Textures still planned to be in the 1.6 of MCPatcher? I can't find the latest beta version in this thread, or I'd just check for myself.
Has Kahr stated if he's going to implement a way to change armor textures as they appear on the player using CIT? (Also, Kahr, if you're reading this and somehow hadn't yet thought of it, consider this a feature request.)
Is there a way to change the bow that will alter its entire drawback animation?
Thanks in advance for anyone who can help me!
OK, I see what you're doing here. I was going by This File that had been posted earlier, and doesn't mention the "type" attribute. Now that I know, it's pretty strait-forward to work out. Many, MANY thanks!!!
NOOOOoooooo!!! So close to being able to do something amazingly cool with my pack!!!!
Kahr, if you're reading this, please make this possible. Preferably in a way that I can still use an item's NBT data as the deciding factor. Thanks for considering it.
I don't think the stone block uses metadata.
Metadata is used for blocks like Stone Brick, Sandstone, etc to combine several different blocks under one block id.
Have you had a look at Data Values in the Minecraft wiki?
I think what you want is random varieties of stone.
Is that right?
matchTiles=redstoneDust_cross_overlay
method=fixed
tiles=redstoneDust_cross_overlay.png
metadata=0
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I found a bug in the mod conflict detection and fixed it in 3.0.4_01. (The error also goes away if you close the patcher and reopen it.)
Regarding 13w23a, MCPatcher 4.0.0-beta3 should work as is, but the Test Minecraft button will fail because the game now expects a --version parameter. I'll put out an update later, but just patch and use MinecraftDev launcher for now.
Metadata flags are intended to work with block ID, not tile/texture ID (Textures have no NBT properties themselves). As redstone dust 'blocks' use more than one texture and don't have the standard block faces the way most blocks do, you can't really use block ID to replace its textures. For that reason, what you're trying to do is unfortunately impossible to my knowledge.
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