For features that call for a list of biomes, use the names on the Minecraft wiki. Separate multiple biomes with commas like this:
biomes=Ocean, Deep Ocean, River, Beach
I was under the impression that the correct format is this:
biomes=Ocean DeepOcean River Beach
The biomes are also only display names on the F3 debug screen; there is no way to differ biomes with the same display name, as in the Better World Generation 4 mod.
If both formats are correct, would this CIT line be correct?
Are there plans??? Yes, there are plans for a CTM based version feature for the Block Models (or Connected Block Models as I call it).
Thank you Markacashion,
I have begun, updating my racks for 1.8 and looking at the ,json's needed. Some of my packs are heavily Connected Textured and I am trying to plan how to proceed.
So to precis the text above. Nothing is in place and there are no fixed plans. Lots of ideas but nothing from Kahr I can plan against, yet
Cool
Rollback Post to RevisionRollBack
(koo-star-neek) The real numbers are countable and I CAN prove it. Cantor was wrong!
Anyways I have noticed that when your stacking resource packs up say Lithos on top then Faithful on the bottom if Lithos doesn't have iron ore on the ctm folder and you have the Connected texture Mod on then Faithful's ctm iron ore will override the Lithos ore. Even though Lithos is on top. It's also buggy in the fact that it will be the correct block in your hand but when you place it it will turn into the Faithful block. This also happens with say the glass in Lithos. Which makes the bug more clear. It will happen like this with any block that doesn't have ctm when the texture pack bellow it does.
I hope this can be fixed the only way around it now is to delete the ctm folder in the bottom resource pack.
Lastly, if no namespace is specified, will the patcher default to "minecraft"?
blocks=leaves:2
#Automatically points to Minecraft leaves
#It points to Minecraft because it leaves defines the block while the 2 defines the metadata of the block
#A mod must always have a namespace, so if a mod has a namespace of "leaves" then it will be this:
blocks=leaves:leaves:2
And yes if no namespace is specificed, then it points to the minecraft namespace. That's the reason why
I have begun, updating my racks for 1.8 and looking at the ,json's needed. Some of my packs are heavily Connected Textured and I am trying to plan how to proceed.
So to precis the text above. Nothing is in place and there are no fixed plans. Lots of ideas but nothing from Kahr I can plan against, yet
Cool
Basically, you're right, there is stuff that is planned, but nothing that explains how it will work. At least not yet.
Anyways I have noticed that when your stacking resource packs up say Lithos on top then Faithful on the bottom if Lithos doesn't have iron ore on the ctm folder and you have the Connected texture Mod on then Faithful's ctm iron ore will override the Lithos ore. Even though Lithos is on top. It's also buggy in the fact that it will be the correct block in your hand but when you place it it will turn into the Faithful block. This also happens with say the glass in Lithos. Which makes the bug more clear. It will happen like this with any block that doesn't have ctm when the texture pack bellow it does.
I hope this can be fixed the only way around it now is to delete the ctm folder in the bottom resource pack.
Thanks Micah!
Can you provide an example, so we can test it out.
Can you provide an example, so we can test it out.
He... did give an example. Right in the first sentence.
This is technically working as intended, though I agree that it's an annoying behavior. I wish that there were a way to include data in a .mcmeta file so that the CTM for a block or CIT for an item would only load if the base texture from the same pack is also being loaded.
He... did give an example. Right in the first sentence.
This is technically working as intended, though I agree that it's an annoying behavior. I wish that there were a way to include data in a .mcmeta file so that the CTM for a block or CIT for an item would only load if the base texture from the same pack is also being loaded.
Yes the whole point of being able to have multiple resource packs is so you can have your favorite pack at the top and then put a bigger and more complete pack under so you can have the game all they way textured even with smaller packs. But with ctm and cit your smaller pack gets kinda taken over lol. I just don't even use the Connected Texture Mod because of that.
It's something I would like to see fixed/changed That is my wish
Thanks guy!
p.s. markacashion if u just missed my example in my first post reread it but if you need more info let me know I can give a better example.
He... did give an example. Right in the first sentence.
This is technically working as intended, though I agree that it's an annoying behavior. I wish that there were a way to include data in a .mcmeta file so that the CTM for a block or CIT for an item would only load if the base texture from the same pack is also being loaded.
Yes the whole point of being able to have multiple resource packs is so you can have your favorite pack at the top and then put a bigger and more complete pack under so you can have the game all they way textured even with smaller packs. But with ctm and cit your smaller pack gets kinda taken over lol. I just don't even use the Connected Texture Mod because of that.
It's something I would like to see fixed/changed That is my wish
Thanks guy!
p.s. markacashion if u just missed my example in my first post reread it but if you need more info let me know I can give a better example.
I meant like pictures, but I'm about to test it out myself & see if I get the same problem.
I was wondering whether 3D model animation would be feasible. Has anyone tried it?
Out of all the knowledge of the new Block Models customization that I know, it currently isn't possible to make animated block models. The texture can be, but not the model its self.
can someone PLEASE for the love of god help me? ;_;
i've posted about it in the last 2-3 pages..... no one seems to attempt to help
PLEASE HELP ;_; cause im having this problem with forge as well
i use a Mac OS X 10.5.8
can someone PLEASE for the love of god help me? ;_;
i've posted about it in the last 2-3 pages..... no one seems to attempt to help
PLEASE HELP ;_; cause im having this problem with forge as well
i use a Mac OS X 10.5.8
Update to at least OS X 10.6. That's my advice. 10.9 may be a good idea as well.
When I load it up after clicking on the most recent download button, it always says "analyzing minecraft 1.7.2 jar"
Make sure you have a Profile in the launcher that already has Minecraft version 1.7.8 or 1.7.6 & then click on the box next to where it says Game Version, & select the 1.7.8 or 1.7.6 profile. It will then start analyzing the 1.7.8 or 1.7.6 Minecraft jar files.
can someone PLEASE for the love of god help me? ;_;
i've posted about it in the last 2-3 pages..... no one seems to attempt to help
PLEASE HELP ;_; cause im having this problem with forge as well
i use a Mac OS X 10.5.8
I would love to help, but I use windows & not Mac, so I can't really help you that much.
I was under the impression that the correct format is this:
The biomes are also only display names on the F3 debug screen; there is no way to differ biomes with the same display name, as in the Better World Generation 4 mod.
If both formats are correct, would this CIT line be correct?
Also, the wiki says that these two are the same.
What if there was a namespace "leaves"?
Lastly, if no namespace is specified, will the patcher default to "minecraft"?
Putting the CENDENT back in transcendent!
Thank you Markacashion,
I have begun, updating my racks for 1.8 and looking at the ,json's needed. Some of my packs are heavily Connected Textured and I am trying to plan how to proceed.
So to precis the text above. Nothing is in place and there are no fixed plans. Lots of ideas but nothing from Kahr I can plan against, yet
Cool
Thanks
Ah ok thanks
I hope this can be fixed the only way around it now is to delete the ctm folder in the bottom resource pack.
Thanks Micah!
It works with Minecraft Version 1.7.8 or 1.7.6 already.
And yes if no namespace is specificed, then it points to the minecraft namespace. That's the reason why
works even if a mod has a namespace of "leaves".
Basically, you're right, there is stuff that is planned, but nothing that explains how it will work. At least not yet.
Can you provide an example, so we can test it out.
This is technically working as intended, though I agree that it's an annoying behavior. I wish that there were a way to include data in a .mcmeta file so that the CTM for a block or CIT for an item would only load if the base texture from the same pack is also being loaded.
Yes the whole point of being able to have multiple resource packs is so you can have your favorite pack at the top and then put a bigger and more complete pack under so you can have the game all they way textured even with smaller packs. But with ctm and cit your smaller pack gets kinda taken over lol. I just don't even use the Connected Texture Mod because of that.
It's something I would like to see fixed/changed That is my wish
Thanks guy!
p.s. markacashion if u just missed my example in my first post reread it but if you need more info let me know I can give a better example.
This is a vanilla feature, though, and has nothing to do with MCPatcher.
I meant like pictures, but I'm about to test it out myself & see if I get the same problem.
Out of all the knowledge of the new Block Models customization that I know, it currently isn't possible to make animated block models. The texture can be, but not the model its self.
Okay cool let me know.
When I load it up after clicking on the most recent download button, it always says "analyzing minecraft 1.7.2 jar"
i've posted about it in the last 2-3 pages..... no one seems to attempt to help
PLEASE HELP ;_; cause im having this problem with forge as well
i use a Mac OS X 10.5.8
Update to at least OS X 10.6. That's my advice. 10.9 may be a good idea as well.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
Make sure you have a Profile in the launcher that already has Minecraft version 1.7.8 or 1.7.6 & then click on the box next to where it says Game Version, & select the 1.7.8 or 1.7.6 profile. It will then start analyzing the 1.7.8 or 1.7.6 Minecraft jar files.
I would love to help, but I use windows & not Mac, so I can't really help you that much.