I think he meant for static-transparent chunks as opposed to "flickering." For the "flickering" issue, disable the "Threaded Optimization" option in your NVIDIA Control Panel. Also, update your LWJGL.
I just did both of these steps, playing with every possible combination of Threaded Optimization and Vertical Sync... the flickering continues. This was happening before and after the most recent update.
I have a little problem with the MT version of this... and I really wanna use it cause I have an i7 and this will make my world load really faster but sadly all the time I install it it mess up with the mobs textures... missing parts or even wrong textures (once I had a slime textured with the terrain.png it was quite funny) after some time running MC it crashes giving this .txt on the desktop
#
# A fatal error has been detected by the Java Runtime Environment:
#
# EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x0000000069b16fba, pid=140, tid=4836
#
# JRE version: 6.0_31-b05
# Java VM: Java HotSpot™ 64-Bit Server VM (20.6-b01 mixed mode windows-amd64 compressed oops)
# Problematic frame:
# C [atio6axx.dll+0xae6fba]
#
# If you would like to submit a bug report, please visit:
# http://java.sun.com/...eport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#
--------------- T H R E A D ---------------
Current thread (0x000000000de51000): JavaThread "Minecraft main thread" daemon [_thread_in_native, id=4836, stack(0x0000000011410000,0x0000000011510000)]
RAX=0x0000000000000000 is an unknown value
RBX=0x0000000011a4aa50 is an unknown value
RCX=0x000000006a515200 is an unknown value
RDX=0x000000002e920110 is an unknown value
RSP=0x000000001150ee80 is pointing into the stack for thread: 0x000000000de51000
RBP=0x00000000289ccd48 is an unknown value
RSI=0x0000000028b6cd08 is an unknown value
RDI=0x000000002e920110 is an unknown value
R8 =0x000000001150edd0 is pointing into the stack for thread: 0x000000000de51000
R9 =0x0000000000000000 is an unknown value
R10=0x0000000180009de0 is an unknown value
R11=0x0000000000000008 is an unknown value
R12=0x0000000000094904 is an unknown value
R13=0x000000000000008c is an unknown value
R14=0x000000001150ef20 is pointing into the stack for thread: 0x000000000de51000
R15=0x000000000de51000 is a thread
VM Mutex/Monitor currently owned by a thread: None
Heap
PSYoungGen total 612928K, used 593608K [0x00000007c0000000, 0x00000007eaaa0000, 0x0000000800000000)
eden space 525568K, 99% used [0x00000007c0000000,0x00000007e011cce0,0x00000007e0140000)
from space 87360K, 78% used [0x00000007e5550000,0x00000007e97e5648,0x00000007eaaa0000)
to space 86080K, 0% used [0x00000007e0140000,0x00000007e0140000,0x00000007e5550000)
PSOldGen total 1398144K, used 58065K [0x0000000740000000, 0x0000000795560000, 0x00000007c0000000)
object space 1398144K, 4% used [0x0000000740000000,0x00000007438b45c0,0x0000000795560000)
PSPermGen total 83072K, used 46245K [0x000000073ae00000, 0x000000073ff20000, 0x0000000740000000)
object space 83072K, 55% used [0x000000073ae00000,0x000000073db29640,0x000000073ff20000)
vm_info: Java HotSpot™ 64-Bit Server VM (20.6-b01) for windows-amd64 JRE (1.6.0_31-b05), built on Feb 3 2012 18:34:57 by "java_re" with MS VC++ 8.0 (VS2005)
time: Thu May 24 11:15:37 2012
elapsed time: 94 seconds
I'm using latest version of forge (build 107 if I'm right)
it's a pain because I always have problem with the MT vers and I have to go for the smooth or the normal one... a little help will be appreciated
Edit: also a little screen of the problem
in case you were wondering it happens even with vanilla's mobs... there's my pretty piggy (front view)
This is a really simple request, and someone has probably thrown it out there, but...
I would KILL for a toggle to switch to optifine's minimum settings to make stuff like traversing the nether smoother!
Just one button to temporarily override everything. When I travel through the nether, I have to go through ALL of my settings and manually change them to the minimum, then swap them ALL back when I'm done.
An update on my situation... It does the flashing infrequently running around on the surface, only mainly occurring when rendering a new chunk or other far away objects, but goes absolutely crazy where there is running water+lava down in caves....
On a side note... I'm not really seeing any FPS increase at all... I am probably just going to uninstall. I'm using the multi core right now... I might just try standard.
EDIT:
I uninstalled Multicore and installed standard... The flickering has gone away and if anything I'm seeing a slight increase in FPS... My FPS still fluctuates significantly, and never really goes above 70 (30-70 seems to be the range). So I'm not seeing these 200% FPS boosts people are talking about... but I'll keep it installed for the tweakable graphics settings.
Hey, I'm getting a bug with held items on HD Texture Packs - they basically look unpatched and buggy - along the "edges" of the item, or whatever it's called that connects the two faces, parts jut out incorrectly.
I'm aware this occurs with betterthanwolves, which I do use, and the appearance is identical to that bug, but even on a completely vanilla install with optifine and nothing else, it still occurs for me. I've tried the Multi Threaded version, the Normal Version, and an older version of the latter, and the AA MT version, all to no avail. It occurs with the latest version of java, as well as java 6 (which I have to use to prevent the game pausing whenever I scroll).
It is perhaps also worth noting that I don't have any issues if I scale a 16x texture up to 32x with no sampling, but on the same items.png, if I have a native 32x item sprite, the 32x sprite will still suffer the bug.
Perhaps related, if I set graphics to fancy, I get invisible water, though setting it to fast and all of optifine's water options to fancy shows it.
I'm using a laptop with windows 7, NVidia GeForce GT 230M, and have enough ram/power to run minecraft (though the MultiThreaded version more than doubles my FPS).
I am sure I've installed it correctly, but for the life of me I cannot figure out what is causing the problem. If logs would help, tell me how and I will provide. I'd really appreciate help though
Does optifine not support the use of the .properties text file for custom animated textures? The textures animate properly with an mcpatcher installation.
I'm still wondering about this since I didn't get any answers. Custom terrain animations are not being properly played on optifine. The texture pack I am using is Hashibami and it can be found here: http://hashibami.nobody.jp
Ok so at first I check my singles layer fps without optifine and had around 100 fps. Tried my multiplayer with optifine and ended up with 60 fps. Normally I wouldve uninstalled it but then I tried it today on both again. At some points I had 189 fps. One word, whoa.
Hi, I got a pretty good computer.
Can you please give me a download for an Optifine AA + multi-core without better grass/snow?
Or at least tell me what file I need to delete for get rid of the better grass feature?
Ok, sp614x, I have an idea so listen up. (I'm also pm'ing you with the same thing)
I would like overlay textures for texture packs. Why? So that I, for example, could have rocks in my grass. And overlay texture would apply over the original texture, and NOT be affected by grayscale.
A file could look like this: overlay_terrain_0.png for grass
You would make this file the same size as the resolution of your texture pack (Such as 32x)
On this texture you would make it transparent EXCEPT for the parts you want. (Such as rocks with nothing around them)
When you run minecraft, this texture will be placed over the existing texture
Go to, Video Settings>Quality and set Better Grass and Better Snow to OFF. You dont need to download any special file or anything, use any OptiFine version you wish.
Thank you, by the way, I love your mod.
Have a nice day (:
You need a texture pack that has support for those things.
If you're making a texture pack, here is the information again:
Since these questions have been coming up a lot lately for texture pack creators:
Information for Texture Pack Authors:
HD Textures:
For the most part, you create an HD texture pack the same way you create a non-HD one. This thread has a list of the files in a typical texture pack.
Texture files within a pack can be different sizes. MCPatcher uses the largest and scales everything up to that size. This means that a 32x terrain.png and 32x items.png will be scaled to 128x if used in a pack with a 128x custom water texture.
These are the files that are considering when calculating the tile size:
width(terrain.png) / 16
width(gui/items.png) / 16
width(custom_*.png)
Custom Animations:
Custom animations are read from these files, all in the anim/ folder of the texture pack .zip (root folder also works):
custom_water_still.png, custom_water_flowing.png - still and flowing water
custom_lava_still.png, custom_lava_flowing.png - still and flowing lava
custom_portal.png - portal animation
custom_fire_n_s.png, custom_fire_e_w.png - the north-south and east-west sides of fire blocks, respectively
custom_terrain_###.png - animation for any tile in terrain.png. ### is the tile index (0-255), not a block or item ID
custom_item_###.png - animation for any tile in items.png. ### is the tile index (0-255), not a block or item ID
Each image should be a vertical strip of separate frames. The width should match the tile size of the texture pack, but if it doesn't it will be resized to match. See this thread for a more detailed explanation.
Each custom animation may also specify its animation speed and frame order. Create a text file with the same name as the animation but change .png to .properties. In the file, make a series of entries
tile.X=Y
duration.X=Z
X starts at 0 and represents the order you want frames to display in. Y in the tile number in the animation .png file. The first tile is 0, the second is 1, etc. Z is the duration you want that frame displayed, in game ticks (if omitted, duration is assumed to be 1 for that frame). For example, to make an animation with 3 tiles, run on a 5-frame animation with a pause in the middle, the .properties file might look like this:
NEW! In addition, you may create a custom animation for any texture in the game. Create a .properties file in the anim/ folder of your texture pack. In it, supply the source and destination texture, along with coordinates of the area you wish to animate. The following example animates the first painting in kz.png.
"from" is the location of your custom animation. to is the texture you wish to animate. x, y, w, h are the coordinates of the rectangular area of that texture. The width of the from texture should be equal to the value of w; if not, it will be scaled automatically. You can have many different animations applied to the same texture by creating separate properties files for each. The properties file can also contain tile order and speed information as described above.
Random Mobs:
You may include multiple skins for the same mob and the game will automatically pick one at random. Add a number to the end of the filename before the .png, e.g., /mob/creeper2.png. Start at number 2 and do not skip any numbers. For the wolf textures, make sure you include the same number of wolf, wolf_tame, and wolf_angry textures or it will look strange when a wolf changes moods.
HD Fonts:
In 2.2.0, I changed how the font widths are calculated. This causes existing custom fonts to be more spaced out. If you've added invisible "spacer pixels" to the edges of characters to get the spacing you want in the past, you'll probably want to take them out. To allow for more control over the widths of individual characters, I have included a way to specify them manually. Create a text file called /font/default.properties or /font/alternate.properties. Each line in this file specifies the width of a character:
width.<ascii value="" 0-255="">=<width 0-8="">
For example, to specify the widths of capital A, B, and C, you might use
width.65=5.9
width.66=5
width.67=5.25
Values can be floating point numbers (Notch's original code only supported integer widths) and range from 0-8 regardless of the resolution of the font. You do not need to specify widths for all characters, only ones where you want to override the default width.
The space character is special. Its default width is 1/2 of the average of the widths of A-Z, a-z, and 0-9. This makes the spacing between words match the overall width of the font. However you can override this the same way, by setting width.32 to a custom value.
After hearing many complaints about the swamp colors introduced in 1.9 I developed the Custom Colors mod to allow texture pack authors to customize, not just swamps, but many of the games hardcoded colors. Here are the files you will need to include in the texture pack:
/color.properties:
This text file allows you to specify colors for potions, spawner eggs, lilypads, and a base color for water particle effects (drops, splashes, and bubbles). A template file with the game's default values is available here. See the # comments above each value for a description of how it is used in game.
/misc/redstonecolor.png:
This is a 16x1 bitmap used for redstone wiring and particle effects. Other redstone colors (torches, repeaters, etc.) are still in terrain.png / items.png as usual. The x-axis of the redstonecolor.png bitmap represents the current strength. 0 is fully off, 15 is fully on.
/misc/stemcolor.png:
This is an 8x1 bitmap used for pumpkin and melon stems at each growth stage. 0 is a sprout, 7 is fully grown.
/misc/lavadropcolor.png:
This is a bitmap used for the lava drop particle effect as it cools during its fall. The height should be 1 pixel but the width can be anything. The x-axis represents the particle's age in game ticks (about 1/20th of a second). Lava drop particles are generally not visible for the first 40 ticks or so because they start out embedded in the block above. 90 pixels is a good width. If the particle lives longer than the width of the image, the last pixel is used for the remaining time.
/misc/myceliumparticlecolor.png:
Used for the particle effect created by mycelium blocks. This image can be any size. A random color is chosen from this bitmap for each new particle.
/misc/xporbcolor.png:
Used for the experience orbs. This image can be any size. The color chosen will move in a sinusoidal pattern from (0,0) to the end of the image. The speed of the sine wave is slowed down by a factor of 4 to allow texture packs to have slower pulsing xp orbs than the default. If you want to keep the default speed, simply copy your image 4 times vertically.
/misc/swampgrasscolor and /misc/swampfoliagecolor:
256x256 biome palettes used in swampy areas. They work just like their non-swamp counterparts.
/misc/pinecolor and /misc/birchcolor:
Biome color palettes for pine and birch leaves. The pixel at (127, 127) is used for the default color when the block is held or in inventory.
/misc/watercolorX.png:
Biome color palette for water. Note the capital X in the filename to prevent the default watercolor.png from being used accidentally.
Other biome palettes:
You can also assign a custom biome palette to any standard block. Here "standard" means any block that does not already have its own special coloring. In MCP terms, this is any Block subclass that does not override the colorMultiplier method. Create a 256x256 bitmap, then in color.properties add a line
palette.block.<path>=<list of="" block="" ids="">
For example, to use /misc/stonecolor.png with all stone and ore blocks, use
To further restrict the palette by block metadata, use the syntax <id>:<metadata>, e.g., 43 would affect all double slabs, 43:1 would apply to only sandstone double slabs.
/environment/lightmap-1.png: (Nether)
/environment/lightmap0.png: (Overworld)
/environment/lightmap1.png: (The End)
These are custom lighting palettes for each world. The height must be exactly 32 pixels but they can be any width. Each bitmap actually consists of two palettes, but we'll get into that later.
First an explanation of how lighting normally works in Minecraft. Every block has two light values from 0 to 15 assigned to it, one for sky brightness and one for torch brightness. A block in direct sunlight has a sky value of 15. A block in the shade directly adjacent to it has a value of 14 and so on. Blocks deep underground far from any block that can see the sky have sky brightness 0. Similarly for torches. A torch block has light value 14 and the light value drops by 1 each block away from it.
To generate the lighting you actually see in game, Minecraft uses a 16x16 lightmap. Its axes correspond to the 16 light levels of each type. If a block has torch brightness x and sky brightness y, it uses (x,y) for its lightmap coordinates. The lightmap is not in any of the game's files but is generated each frame. You may have found that light_normal.png file in minecraft.jar, but it is not used at all. Two variables affect the lightmap, the time of day and the torch flicker. Minecraft implements night and day and torch flicker by making the entire lightmap darker or lighter rather than by adjusting the sky/torch brightness values.
So how does MCPatcher convert lightmap0.png into a 16x16 lightmap? Remember your palette must be exactly 32 pixels high, but can be any width. The top 16 rows represent sunlight and the bottom 16 represent torchlight. Two columns, 16 pixels from the top half and 16 pixels from the bottom half, are chosen to form the axes of the final 16x16 lightmap used for rendering.
In the top half, the left-hand side represents night and the right-hand side represents day, with the dusk/dawn transitions in between. The very far right of the palette represents lightning flashes. Again, there is no specified width for the palette, but more width means more room for detail in the dusk/dawn transitions.
Blue=night, orange=dusk/dawn, cyan=day, yellow=lightning. (Template by Misa.)
Torches work similarly, but in this case x is a random value based on the torch flicker.
The method described above is used for all three worlds (Overworld, Nether, The End), but since there is no night or day in Nether and The End, the "time of day" value is constant. For these worlds you can simply give each row 0-15 the same color all the way across.
MCPatcher's Connected Textures Mod is compatible with the original CTM mod/Optifine, so if a texture pack already follows the /ctm.png standard, it should just work. Here's the template /ctm.png from the original thread for reference.
In addition, you can use connected textures with any block. The format is the same as above, but just the glass part. Here's a template with simple black outlines.
Both block-based and tile-based methods are supported. Name the file /ctm/block<block id>.png or /ctm/terrain<tile number>.png depending on which you want to use. Also remember that the image needs to be the same size as terrain.png (256x256 for 16x texture packs, etc.).
You can also specify multiple ctm blocks from the same image. Create a file called /ctm/block<block id>.properties or /ctm/terrain<tile number>.properties. In it, specify the name of the source image and the list of tiles to use. There must be exactly 48 tiles listed:
See this sample texture pack for an example. It applies CTM to dark red, greed, blue, purple, and cyan wool using the same image.
You can also use the .properties file to specify random textures or repeat a larger pattern over several blocks. See the sample .properties file here for more information.
There may be some references to MCPatcher in the sample information but it all also now applies to OptiFine since OptiFine now supports all of these features.
Thank you, I was trying to fix the wolf pack texture pack, it kept crashing my game and it was one of the .txt files in the anim file that was causing it, so I deleted them all. Apparently, that wasn't necessarily.
I just did both of these steps, playing with every possible combination of Threaded Optimization and Vertical Sync... the flickering continues. This was happening before and after the most recent update.
I pulled this information from the Water Shaders thread because it also seems to apply here and elsewhere:
This should explain why some of you continue to have invisible chunk problems.
# A fatal error has been detected by the Java Runtime Environment:
#
# EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x0000000069b16fba, pid=140, tid=4836
#
# JRE version: 6.0_31-b05
# Java VM: Java HotSpot™ 64-Bit Server VM (20.6-b01 mixed mode windows-amd64 compressed oops)
# Problematic frame:
# C [atio6axx.dll+0xae6fba]
#
# If you would like to submit a bug report, please visit:
# http://java.sun.com/...eport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#
--------------- T H R E A D ---------------
Current thread (0x000000000de51000): JavaThread "Minecraft main thread" daemon [_thread_in_native, id=4836, stack(0x0000000011410000,0x0000000011510000)]
siginfo: ExceptionCode=0xc0000005, reading address 0xffffffffffffffff
Registers:
RAX=0x0000000000000000, RBX=0x0000000011a4aa50, RCX=0x000000006a515200, RDX=0x000000002e920110
RSP=0x000000001150ee80, RBP=0x00000000289ccd48, RSI=0x0000000028b6cd08, RDI=0x000000002e920110
R8 =0x000000001150edd0, R9 =0x0000000000000000, R10=0x0000000180009de0, R11=0x0000000000000008
R12=0x0000000000094904, R13=0x000000000000008c, R14=0x000000001150ef20, R15=0x000000000de51000
RIP=0x0000000069b16fba, EFLAGS=0x0000000000010202
Top of Stack: (sp=0x000000001150ee80)
0x000000001150ee80: 0000000011a4aa50 0000000028b6cd08
0x000000001150ee90: 000000002e9200f8 0000000000000000
0x000000001150eea0: 0000000000000000 0000000000000000
0x000000001150eeb0: 000000001150ef98 0000000000000010
0x000000001150eec0: 0000000000000000 0000000002a39cea
0x000000001150eed0: 00000007419c20a0 000000001150ef30
0x000000001150eee0: 00000000e832e298 000007fef55ab540
0x000000001150eef0: 000000073c6e75b8 0000000000000000
0x000000001150ef00: 000000001150ef70 000000001150efe8
0x000000001150ef10: 0000000002595b22 0000000000000000
0x000000001150ef20: 000000073c5dafd8 0000000000000000
0x000000001150ef30: 000000073c50a9a8 0000000002a43ee8
0x000000001150ef40: 00000007419c20a0 000000003d800000
0x000000001150ef50: 0000000080000000 000000003ec90fdb
0x000000001150ef60: 0000000080000000 000000003f490fdb
0x000000001150ef70: 000000003d800000 0000000000000000
Instructions: (pc=0x0000000069b16fba)
0x0000000069b16f9a: 84 00 00 00 00 00 48 8b 7e 08 48 85 ff 74 27 0f
0x0000000069b16faa: 1f 80 00 00 00 00 48 8d 0d 49 e2 9f 00 48 8b d7
0x0000000069b16fba: ff 17 44 8b 5f 08 49 8d 7c 3b 10 48 3b 7e 18 73
0x0000000069b16fca: 05 48 85 ff 75 e0 48 8b 36 48 85 f6 75 c8 48 8b
Register to memory mapping:
RAX=0x0000000000000000 is an unknown value
RBX=0x0000000011a4aa50 is an unknown value
RCX=0x000000006a515200 is an unknown value
RDX=0x000000002e920110 is an unknown value
RSP=0x000000001150ee80 is pointing into the stack for thread: 0x000000000de51000
RBP=0x00000000289ccd48 is an unknown value
RSI=0x0000000028b6cd08 is an unknown value
RDI=0x000000002e920110 is an unknown value
R8 =0x000000001150edd0 is pointing into the stack for thread: 0x000000000de51000
R9 =0x0000000000000000 is an unknown value
R10=0x0000000180009de0 is an unknown value
R11=0x0000000000000008 is an unknown value
R12=0x0000000000094904 is an unknown value
R13=0x000000000000008c is an unknown value
R14=0x000000001150ef20 is pointing into the stack for thread: 0x000000000de51000
R15=0x000000000de51000 is a thread
Stack: [0x0000000011410000,0x0000000011510000], sp=0x000000001150ee80, free space=1019k
Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code)
C [atio6axx.dll+0xae6fba] atiPPHSN+0x580eaa
Java frames: (J=compiled Java code, j=interpreted, Vv=VM code)
J org.lwjgl.opengl.GL11.nglCallList(IJ)V
J qp.a(F)V
j nf.a(Lnn;FFFFFF)V+20
J fe.a(Lacq;DDDFF)V
j fe.a(Lnn;DDDFF)V+14
J ahu.a(Lnn;DDDFF)V
J codechicken.nei.SpawnerRenderer.renderInventoryItem(Lvl;Laan;)V
J tw.a(Lnl;Laaw;Laan;II)V
J codechicken.nei.ItemPanelStack.draw(Lcodechicken/nei/GuiManager;II)V
J codechicken.nei.ItemPanel.draw(Lcodechicken/nei/GuiManager;II)V
j codechicken.nei.LayoutManager.drawWidgets(II)V+35
j codechicken.nei.LayoutManager.draw(II)V+29
J gb.a(IIF)V
j sr.a(IIF)V+182
j lr.b(F)V+1341
j ZER.b(F)V+2
j net.minecraft.client.Minecraft.x()V+354
j net.minecraft.client.Minecraft.run()V+41
j java.lang.Thread.run()V+11
v ~StubRoutines::call_stub
--------------- P R O C E S S ---------------
Java Threads: ( => current thread )
0x000000000de53000 JavaThread "File IO Thread" daemon [_thread_blocked, id=3252, stack(0x0000000016590000,0x0000000016690000)]
0x000000000de56000 JavaThread "UpdateThread" daemon [_thread_blocked, id=3036, stack(0x0000000012de0000,0x0000000012ee0000)]
0x000000000de51800 JavaThread "Thread-21" daemon [_thread_blocked, id=4628, stack(0x0000000012450000,0x0000000012550000)]
0x000000000de54800 JavaThread "Thread-16" daemon [_thread_blocked, id=4824, stack(0x00000000173b0000,0x00000000174b0000)]
0x000000000de53800 JavaThread "Thread-15" daemon [_thread_blocked, id=4732, stack(0x00000000172b0000,0x00000000173b0000)]
0x000000000de52000 JavaThread "Thread-14" daemon [_thread_in_native, id=132, stack(0x00000000170b0000,0x00000000171b0000)]
=>0x000000000de51000 JavaThread "Minecraft main thread" daemon [_thread_in_native, id=4836, stack(0x0000000011410000,0x0000000011510000)]
0x000000000de50000 JavaThread "Timer hack thread" daemon [_thread_blocked, id=964, stack(0x0000000010a10000,0x0000000010b10000)]
0x000000000de10800 JavaThread "TimerQueue" daemon [_thread_blocked, id=4288, stack(0x000000000cf00000,0x000000000d000000)]
0x0000000007e17000 JavaThread "D3D Screen Updater" daemon [_thread_blocked, id=2396, stack(0x000000000d400000,0x000000000d500000)]
0x000000000057b000 JavaThread "DestroyJavaVM" [_thread_blocked, id=4944, stack(0x0000000002490000,0x0000000002590000)]
0x0000000008049800 JavaThread "AWT-EventQueue-0" [_thread_blocked, id=4772, stack(0x000000000c250000,0x000000000c350000)]
0x0000000007d44000 JavaThread "AWT-Windows" daemon [_thread_in_native, id=4208, stack(0x0000000008d80000,0x0000000008e80000)]
0x0000000007fce800 JavaThread "AWT-Shutdown" [_thread_blocked, id=4856, stack(0x0000000008c80000,0x0000000008d80000)]
0x0000000007fcd800 JavaThread "Java2D Disposer" daemon [_thread_blocked, id=4624, stack(0x0000000008b80000,0x0000000008c80000)]
0x0000000006a0e000 JavaThread "Low Memory Detector" daemon [_thread_blocked, id=1788, stack(0x0000000007ae0000,0x0000000007be0000)]
0x0000000006a01800 JavaThread "C2 CompilerThread1" daemon [_thread_blocked, id=376, stack(0x00000000079e0000,0x0000000007ae0000)]
0x00000000069ec000 JavaThread "C2 CompilerThread0" daemon [_thread_blocked, id=4320, stack(0x00000000078e0000,0x00000000079e0000)]
0x00000000069eb000 JavaThread "Attach Listener" daemon [_thread_blocked, id=4692, stack(0x00000000077e0000,0x00000000078e0000)]
0x00000000069ea000 JavaThread "Signal Dispatcher" daemon [_thread_blocked, id=2864, stack(0x00000000076e0000,0x00000000077e0000)]
0x0000000006998800 JavaThread "Finalizer" daemon [_thread_blocked, id=4616, stack(0x00000000075e0000,0x00000000076e0000)]
0x0000000006992000 JavaThread "Reference Handler" daemon [_thread_blocked, id=4176, stack(0x00000000074e0000,0x00000000075e0000)]
Other Threads:
0x0000000006986000 VMThread [stack: 0x00000000073e0000,0x00000000074e0000] [id=2768]
0x0000000006a28000 WatcherThread [stack: 0x0000000007be0000,0x0000000007ce0000] [id=4584]
VM state:not at safepoint (normal execution)
VM Mutex/Monitor currently owned by a thread: None
Heap
PSYoungGen total 612928K, used 593608K [0x00000007c0000000, 0x00000007eaaa0000, 0x0000000800000000)
eden space 525568K, 99% used [0x00000007c0000000,0x00000007e011cce0,0x00000007e0140000)
from space 87360K, 78% used [0x00000007e5550000,0x00000007e97e5648,0x00000007eaaa0000)
to space 86080K, 0% used [0x00000007e0140000,0x00000007e0140000,0x00000007e5550000)
PSOldGen total 1398144K, used 58065K [0x0000000740000000, 0x0000000795560000, 0x00000007c0000000)
object space 1398144K, 4% used [0x0000000740000000,0x00000007438b45c0,0x0000000795560000)
PSPermGen total 83072K, used 46245K [0x000000073ae00000, 0x000000073ff20000, 0x0000000740000000)
object space 83072K, 55% used [0x000000073ae00000,0x000000073db29640,0x000000073ff20000)
Code Cache [0x0000000002590000, 0x0000000002cf0000, 0x0000000005590000)
total_blobs=2649 nmethods=1862 adapters=737 free_code_cache=42802112 largest_free_block=24320
Dynamic libraries:
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0x000007fefe260000 - 0x000007fefe27f000 C:\Windows\SYSTEM32\sechost.dll
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0x0000000076c70000 - 0x0000000076d6a000 C:\Windows\system32\USER32.dll
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0x000000006d800000 - 0x000000006dfb8000 C:\Program Files\Java\jre6\bin\server\jvm.dll
0x000007fefad10000 - 0x000007fefad4b000 C:\Windows\system32\WINMM.dll
0x000000006d770000 - 0x000000006d77e000 C:\Program Files\Java\jre6\bin\verify.dll
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0x000007fefdda0000 - 0x000007fefdfa3000 C:\Windows\system32\ole32.dll
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0x000007fefe280000 - 0x000007fefe2f1000 C:\Windows\system32\SHLWAPI.dll
0x000007fefb500000 - 0x000007fefb6f4000 C:\Windows\WinSxS\amd64_microsoft.windows.common-controls_6595b64144ccf1df_6.0.7601.17514_none_fa396087175ac9ac\COMCTL32.dll
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0x000007fefcd10000 - 0x000007fefcd1f000 C:\Windows\system32\CRYPTBASE.dll
0x000000006d2a0000 - 0x000000006d307000 C:\Program Files\Java\jre6\bin\fontmanager.dll
0x000007feee560000 - 0x000007feee75f000 C:\Windows\system32\d3d9.dll
0x000007fefbea0000 - 0x000007fefbeac000 C:\Windows\system32\VERSION.dll
0x000007fefa140000 - 0x000007fefa147000 C:\Windows\system32\d3d8thk.dll
0x0000000071310000 - 0x00000000713d8000 C:\Windows\system32\aticfx64.dll
0x000007fef0ed0000 - 0x000007fef0edd000 C:\Windows\system32\atiu9p64.dll
0x0000000064fc0000 - 0x00000000654f9000 C:\Windows\system32\atiumd64.dll
0x00000000681d0000 - 0x000000006859a000 C:\Windows\system32\atiumd6a.dll
0x000000006d610000 - 0x000000006d627000 C:\Program Files\Java\jre6\bin\net.dll
0x000007fefdfb0000 - 0x000007fefdffd000 C:\Windows\system32\WS2_32.dll
0x000007fefd4a0000 - 0x000007fefd4a8000 C:\Windows\system32\NSI.dll
0x000007fefc650000 - 0x000007fefc6a5000 C:\Windows\system32\mswsock.dll
0x000007fefc640000 - 0x000007fefc647000 C:\Windows\System32\wship6.dll
0x000000006d630000 - 0x000000006d63b000 C:\Program Files\Java\jre6\bin\nio.dll
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0x000007fef9c50000 - 0x000007fef9c7f000 C:\Program Files\Common Files\Microsoft Shared\Windows Live\WLIDNSP.DLL
0x0000000077060000 - 0x0000000077067000 C:\Windows\system32\PSAPI.DLL
0x000007fefc4d0000 - 0x000007fefc52b000 C:\Windows\system32\DNSAPI.dll
0x000007fefa6a0000 - 0x000007fefa6c7000 C:\Windows\system32\IPHLPAPI.DLL
0x000007fefa680000 - 0x000007fefa68b000 C:\Windows\system32\WINNSI.DLL
0x000007fef9c40000 - 0x000007fef9c48000 C:\Windows\system32\rasadhlp.dll
0x000007fefa580000 - 0x000007fefa5d3000 C:\Windows\System32\fwpuclnt.dll
0x000007fefc6b0000 - 0x000007fefc6c7000 C:\Windows\system32\CRYPTSP.dll
0x000007fefc3b0000 - 0x000007fefc3f7000 C:\Windows\system32\rsaenh.dll
0x000007fefc0e0000 - 0x000007fefc0fe000 C:\Windows\system32\USERENV.dll
0x000007fefcde0000 - 0x000007fefcdef000 C:\Windows\system32\profapi.dll
0x000007fefaa50000 - 0x000007fefaa65000 C:\Windows\system32\NLAapi.dll
0x000007fef82b0000 - 0x000007fef82c5000 C:\Windows\system32\napinsp.dll
0x000007fef7e30000 - 0x000007fef7e49000 C:\Windows\system32\pnrpnsp.dll
0x000007fef83e0000 - 0x000007fef83eb000 C:\Windows\System32\winrnr.dll
0x000007fefd2c0000 - 0x000007fefd359000 C:\Windows\system32\CLBCatQ.DLL
0x000007fefd550000 - 0x000007fefd627000 C:\Windows\system32\OLEAUT32.dll
0x0000000180000000 - 0x0000000180048000 C:\Users\MaXimo\AppData\Roaming\.minecraft\bin\natives\lwjgl64.dll
0x000007fef54d0000 - 0x000007fef55ed000 C:\Windows\system32\OPENGL32.dll
0x000007fefa0f0000 - 0x000007fefa11d000 C:\Windows\system32\GLU32.dll
0x000007fef0ef0000 - 0x000007fef0fe1000 C:\Windows\system32\DDRAW.dll
0x000007fef0ee0000 - 0x000007fef0ee8000 C:\Windows\system32\DCIMAN32.dll
0x000007fefd8c0000 - 0x000007fefda97000 C:\Windows\system32\SETUPAPI.dll
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0x000007fefce90000 - 0x000007fefceaa000 C:\Windows\system32\DEVOBJ.dll
0x000000006d3f0000 - 0x000000006d3f7000 C:\Program Files\Java\jre6\bin\jawt.dll
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0x0000000069030000 - 0x000000006a67b000 C:\Windows\system32\atio6axx.dll
0x000007fefa0e0000 - 0x000007fefa0ee000 C:\Windows\system32\atig6txx.dll
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0x000007fefbfa0000 - 0x000007fefbfb1000 C:\Windows\system32\WTSAPI32.dll
0x000007fefcf50000 - 0x000007fefcf8a000 C:\Windows\system32\WINTRUST.dll
0x000007fefd000000 - 0x000007fefd167000 C:\Windows\system32\CRYPT32.dll
0x000007fefce80000 - 0x000007fefce8f000 C:\Windows\system32\MSASN1.dll
0x000007fefa050000 - 0x000007fefa0d8000 C:\Windows\system32\dsound.dll
0x000007fefbeb0000 - 0x000007fefbedc000 C:\Windows\system32\POWRPROF.dll
0x000007fefb940000 - 0x000007fefb98b000 C:\Windows\System32\MMDevApi.dll
0x000007fefb810000 - 0x000007fefb93c000 C:\Windows\System32\PROPSYS.dll
0x000007fefa8a0000 - 0x000007fefa8db000 C:\Windows\system32\wdmaud.drv
0x0000000074ba0000 - 0x0000000074ba6000 C:\Windows\system32\ksuser.dll
0x000007fefb990000 - 0x000007fefb999000 C:\Windows\system32\AVRT.dll
0x000007fefa380000 - 0x000007fefa3cf000 C:\Windows\system32\AUDIOSES.DLL
0x000007fefa370000 - 0x000007fefa37a000 C:\Windows\system32\msacm32.drv
0x000007fefa1c0000 - 0x000007fefa1d8000 C:\Windows\system32\MSACM32.dll
0x000007fefa1b0000 - 0x000007fefa1b9000 C:\Windows\system32\midimap.dll
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VM Arguments:
jvm_args: -Xmx3072M -Xms2048M
java_command: C:\Users\MaXimo\Desktop\Minecraft tools\Minecraft.exe
Launcher Type: SUN_STANDARD
Environment Variables:
PATH=C:\Program Files\Common Files\Microsoft Shared\Windows Live;C:\Program Files (x86)\Common Files\Microsoft Shared\Windows Live;C:\Windows\system32;C:\Windows;C:\Windows\System32\Wbem;C:\Windows\System32\WindowsPowerShell\v1.0\;C:\Program Files (x86)\Windows Live\Shared
USERNAME=MaXimo
OS=Windows_NT
PROCESSOR_IDENTIFIER=Intel64 Family 6 Model 26 Stepping 5, GenuineIntel
--------------- S Y S T E M ---------------
OS: Windows 7 , 64 bit Build 7601 Service Pack 1
CPU:total 8 (4 cores per cpu, 2 threads per core) family 6 model 26 stepping 5, cmov, cx8, fxsr, mmx, sse, sse2, sse3, ssse3, sse4.1, sse4.2, popcnt, ht
Memory: 4k page, physical 4185204k(1154264k free), swap 8368556k(2949788k free)
vm_info: Java HotSpot™ 64-Bit Server VM (20.6-b01) for windows-amd64 JRE (1.6.0_31-b05), built on Feb 3 2012 18:34:57 by "java_re" with MS VC++ 8.0 (VS2005)
time: Thu May 24 11:15:37 2012
elapsed time: 94 seconds
it's a pain because I always have problem with the MT vers and I have to go for the smooth or the normal one... a little help will be appreciated
Edit: also a little screen of the problem
in case you were wondering it happens even with vanilla's mobs... there's my pretty piggy (front view)
I would KILL for a toggle to switch to optifine's minimum settings to make stuff like traversing the nether smoother!
Just one button to temporarily override everything. When I travel through the nether, I have to go through ALL of my settings and manually change them to the minimum, then swap them ALL back when I'm done.
Please please please add this! (:
On a side note... I'm not really seeing any FPS increase at all... I am probably just going to uninstall. I'm using the multi core right now... I might just try standard.
EDIT:
I uninstalled Multicore and installed standard... The flickering has gone away and if anything I'm seeing a slight increase in FPS... My FPS still fluctuates significantly, and never really goes above 70 (30-70 seems to be the range). So I'm not seeing these 200% FPS boosts people are talking about... but I'll keep it installed for the tweakable graphics settings.
I'm aware this occurs with betterthanwolves, which I do use, and the appearance is identical to that bug, but even on a completely vanilla install with optifine and nothing else, it still occurs for me. I've tried the Multi Threaded version, the Normal Version, and an older version of the latter, and the AA MT version, all to no avail. It occurs with the latest version of java, as well as java 6 (which I have to use to prevent the game pausing whenever I scroll).
It is perhaps also worth noting that I don't have any issues if I scale a 16x texture up to 32x with no sampling, but on the same items.png, if I have a native 32x item sprite, the 32x sprite will still suffer the bug.
Perhaps related, if I set graphics to fancy, I get invisible water, though setting it to fast and all of optifine's water options to fancy shows it.
I'm using a laptop with windows 7, NVidia GeForce GT 230M, and have enough ram/power to run minecraft (though the MultiThreaded version more than doubles my FPS).
I am sure I've installed it correctly, but for the life of me I cannot figure out what is causing the problem. If logs would help, tell me how and I will provide. I'd really appreciate help though
Same, transparent chunks are much more frequent with B2 Standard, than with B1/A11 or before that.
Yes
I'm still wondering about this since I didn't get any answers. Custom terrain animations are not being properly played on optifine. The texture pack I am using is Hashibami and it can be found here: http://hashibami.nobody.jp
Can you please give me a download for an Optifine AA + multi-core without better grass/snow?
Or at least tell me what file I need to delete for get rid of the better grass feature?
I would like overlay textures for texture packs. Why? So that I, for example, could have rocks in my grass. And overlay texture would apply over the original texture, and NOT be affected by grayscale.
A file could look like this:
overlay_terrain_0.png for grass
You would make this file the same size as the resolution of your texture pack (Such as 32x)
On this texture you would make it transparent EXCEPT for the parts you want. (Such as rocks with nothing around them)
When you run minecraft, this texture will be placed over the existing texture
PLEASE MAKE THIS!!!
-Joeismoe
Thank you, by the way, I love your mod.
Have a nice day (:
How do you make it work then?
You need a texture pack that has support for those things.
If you're making a texture pack, here is the information again:
Since these questions have been coming up a lot lately for texture pack creators:
Information for Texture Pack Authors:
HD Textures:
For the most part, you create an HD texture pack the same way you create a non-HD one. This thread has a list of the files in a typical texture pack.
Texture files within a pack can be different sizes. MCPatcher uses the largest and scales everything up to that size. This means that a 32x terrain.png and 32x items.png will be scaled to 128x if used in a pack with a 128x custom water texture.
These are the files that are considering when calculating the tile size:
Custom Animations:
Custom animations are read from these files, all in the anim/ folder of the texture pack .zip (root folder also works):
Each custom animation may also specify its animation speed and frame order. Create a text file with the same name as the animation but change .png to .properties. In the file, make a series of entries
X starts at 0 and represents the order you want frames to display in. Y in the tile number in the animation .png file. The first tile is 0, the second is 1, etc. Z is the duration you want that frame displayed, in game ticks (if omitted, duration is assumed to be 1 for that frame). For example, to make an animation with 3 tiles, run on a 5-frame animation with a pause in the middle, the .properties file might look like this:
NEW! In addition, you may create a custom animation for any texture in the game. Create a .properties file in the anim/ folder of your texture pack. In it, supply the source and destination texture, along with coordinates of the area you wish to animate. The following example animates the first painting in kz.png.
"from" is the location of your custom animation. to is the texture you wish to animate. x, y, w, h are the coordinates of the rectangular area of that texture. The width of the from texture should be equal to the value of w; if not, it will be scaled automatically. You can have many different animations applied to the same texture by creating separate properties files for each. The properties file can also contain tile order and speed information as described above.
Random Mobs:
You may include multiple skins for the same mob and the game will automatically pick one at random. Add a number to the end of the filename before the .png, e.g., /mob/creeper2.png. Start at number 2 and do not skip any numbers. For the wolf textures, make sure you include the same number of wolf, wolf_tame, and wolf_angry textures or it will look strange when a wolf changes moods.
HD Fonts:
In 2.2.0, I changed how the font widths are calculated. This causes existing custom fonts to be more spaced out. If you've added invisible "spacer pixels" to the edges of characters to get the spacing you want in the past, you'll probably want to take them out. To allow for more control over the widths of individual characters, I have included a way to specify them manually. Create a text file called /font/default.properties or /font/alternate.properties. Each line in this file specifies the width of a character:
For example, to specify the widths of capital A, B, and C, you might use
Values can be floating point numbers (Notch's original code only supported integer widths) and range from 0-8 regardless of the resolution of the font. You do not need to specify widths for all characters, only ones where you want to override the default width.
The space character is special. Its default width is 1/2 of the average of the widths of A-Z, a-z, and 0-9. This makes the spacing between words match the overall width of the font. However you can override this the same way, by setting width.32 to a custom value.
Update: Nuin has created an Excel spreadsheet to make the font calculations easier. Also see his Berylium font.
Custom Colors (sample color.properties):
After hearing many complaints about the swamp colors introduced in 1.9 I developed the Custom Colors mod to allow texture pack authors to customize, not just swamps, but many of the games hardcoded colors. Here are the files you will need to include in the texture pack:
/color.properties:
This text file allows you to specify colors for potions, spawner eggs, lilypads, and a base color for water particle effects (drops, splashes, and bubbles). A template file with the game's default values is available here. See the # comments above each value for a description of how it is used in game.
/misc/redstonecolor.png:
This is a 16x1 bitmap used for redstone wiring and particle effects. Other redstone colors (torches, repeaters, etc.) are still in terrain.png / items.png as usual. The x-axis of the redstonecolor.png bitmap represents the current strength. 0 is fully off, 15 is fully on.
/misc/stemcolor.png:
This is an 8x1 bitmap used for pumpkin and melon stems at each growth stage. 0 is a sprout, 7 is fully grown.
/misc/lavadropcolor.png:
This is a bitmap used for the lava drop particle effect as it cools during its fall. The height should be 1 pixel but the width can be anything. The x-axis represents the particle's age in game ticks (about 1/20th of a second). Lava drop particles are generally not visible for the first 40 ticks or so because they start out embedded in the block above. 90 pixels is a good width. If the particle lives longer than the width of the image, the last pixel is used for the remaining time.
/misc/myceliumparticlecolor.png:
Used for the particle effect created by mycelium blocks. This image can be any size. A random color is chosen from this bitmap for each new particle.
/misc/xporbcolor.png:
Used for the experience orbs. This image can be any size. The color chosen will move in a sinusoidal pattern from (0,0) to the end of the image. The speed of the sine wave is slowed down by a factor of 4 to allow texture packs to have slower pulsing xp orbs than the default. If you want to keep the default speed, simply copy your image 4 times vertically.
/misc/swampgrasscolor and /misc/swampfoliagecolor:
256x256 biome palettes used in swampy areas. They work just like their non-swamp counterparts.
/misc/pinecolor and /misc/birchcolor:
Biome color palettes for pine and birch leaves. The pixel at (127, 127) is used for the default color when the block is held or in inventory.
/misc/watercolorX.png:
Biome color palette for water. Note the capital X in the filename to prevent the default watercolor.png from being used accidentally.
Other biome palettes:
You can also assign a custom biome palette to any standard block. Here "standard" means any block that does not already have its own special coloring. In MCP terms, this is any Block subclass that does not override the colorMultiplier method. Create a 256x256 bitmap, then in color.properties add a line
For example, to use /misc/stonecolor.png with all stone and ore blocks, use
To further restrict the palette by block metadata, use the syntax <id>:<metadata>, e.g., 43 would affect all double slabs, 43:1 would apply to only sandstone double slabs.
/environment/lightmap-1.png: (Nether)
/environment/lightmap0.png: (Overworld)
/environment/lightmap1.png: (The End)
These are custom lighting palettes for each world. The height must be exactly 32 pixels but they can be any width. Each bitmap actually consists of two palettes, but we'll get into that later.
First an explanation of how lighting normally works in Minecraft. Every block has two light values from 0 to 15 assigned to it, one for sky brightness and one for torch brightness. A block in direct sunlight has a sky value of 15. A block in the shade directly adjacent to it has a value of 14 and so on. Blocks deep underground far from any block that can see the sky have sky brightness 0. Similarly for torches. A torch block has light value 14 and the light value drops by 1 each block away from it.
To generate the lighting you actually see in game, Minecraft uses a 16x16 lightmap. Its axes correspond to the 16 light levels of each type. If a block has torch brightness x and sky brightness y, it uses (x,y) for its lightmap coordinates. The lightmap is not in any of the game's files but is generated each frame. You may have found that light_normal.png file in minecraft.jar, but it is not used at all. Two variables affect the lightmap, the time of day and the torch flicker. Minecraft implements night and day and torch flicker by making the entire lightmap darker or lighter rather than by adjusting the sky/torch brightness values.
So how does MCPatcher convert lightmap0.png into a 16x16 lightmap? Remember your palette must be exactly 32 pixels high, but can be any width. The top 16 rows represent sunlight and the bottom 16 represent torchlight. Two columns, 16 pixels from the top half and 16 pixels from the bottom half, are chosen to form the axes of the final 16x16 lightmap used for rendering.
In the top half, the left-hand side represents night and the right-hand side represents day, with the dusk/dawn transitions in between. The very far right of the palette represents lightning flashes. Again, there is no specified width for the palette, but more width means more room for detail in the dusk/dawn transitions.
Blue=night, orange=dusk/dawn, cyan=day, yellow=lightning. (Template by Misa.)
Torches work similarly, but in this case x is a random value based on the torch flicker.
The method described above is used for all three worlds (Overworld, Nether, The End), but since there is no night or day in Nether and The End, the "time of day" value is constant. For these worlds you can simply give each row 0-15 the same color all the way across.
Connected Textures (sample ctm .properties):
MCPatcher's Connected Textures Mod is compatible with the original CTM mod/Optifine, so if a texture pack already follows the /ctm.png standard, it should just work. Here's the template /ctm.png from the original thread for reference.
In addition, you can use connected textures with any block. The format is the same as above, but just the glass part. Here's a template with simple black outlines.
Both block-based and tile-based methods are supported. Name the file /ctm/block<block id>.png or /ctm/terrain<tile number>.png depending on which you want to use. Also remember that the image needs to be the same size as terrain.png (256x256 for 16x texture packs, etc.).
You can also specify multiple ctm blocks from the same image. Create a file called /ctm/block<block id>.properties or /ctm/terrain<tile number>.properties. In it, specify the name of the source image and the list of tiles to use. There must be exactly 48 tiles listed:
See this sample texture pack for an example. It applies CTM to dark red, greed, blue, purple, and cyan wool using the same image.
You can also use the .properties file to specify random textures or repeat a larger pattern over several blocks. See the sample .properties file here for more information.
There may be some references to MCPatcher in the sample information but it all also now applies to OptiFine since OptiFine now supports all of these features.
sp614x, you may want to add this to the OP.