Mojang seemed to have snuck us a 1.7.4 Minecraft in tonight, tried the Patcher, it works. Although I'm still receiving the renderPass=3 overlays everything on renderPass=1. I think this is something on Mojang's end of things; where they tinkered with Pass1 to make the Stained Glass. I really noticed it with my translucent Obsidian. It was bold underwater.
I also think that pass3 is also overlapping itself!
I hope other folks see what I'm talking about, because this issue has reduced a ton of my work to a smoldering pile of more work. I've mostly used Pass=3 to allow for Random on Random layered effects or Random on CTM effects where I can have say different ores on different stone, or have random slat divisions with my Wood Planks. This gave me an advantage to make Minecraft generate from say 2 sets of 20 textures to over 200 in game, a grand cheat code I say.
I was hoping that you might have found out something about it there Khar?
So what ever happened with the ability to edit texture packs with the game still open? I loved that about MCPatcher. It made texturing so much easier. Now I have to close the game, toss the texture into the pack, load the launcher, load the game, load the world, repeat. Is there some check box I'm missing? If the feature is gone, I'd love to see it return.
So what ever happened with the ability to edit texture packs with the game still open? I loved that about MCPatcher. It made texturing so much easier. Now I have to close the game, toss the texture into the pack, load the launcher, load the game, load the world, repeat. Is there some check box I'm missing? If the feature is gone, I'd love to see it return.
That's now a core vanilla capability. You just have to have the pack in a folder rather than a .zip file. Press F3+t to refresh the textures after you've made a change.
With your v4.3.1 and MC 1.7.3 / 1.7.4 I am experiencing a couple of problems with the way CTM is handled while using multiple resource packs.
Previously in all cases (that I was aware of) CTM loaded from the first pack would over rule any additional packs. However I am now seeing CTM from secondary packs displayed instead of the primary.
Just curious if you are aware of this, if not I can give you more specific details about the effected textures.
Would it be possible to add a feature that would allow certain textures to only be displayed during certain dates? Such as how currently in game the chests turn into presents around Christmas time. This would allow texture pack authors to have seasonal textures built-in, instead of having to create an entirely separate pack for a holiday occasion.
Would it be possible to add a feature that would allow certain textures to only be displayed during certain dates? Such as how currently in game the chests turn into presents around Christmas time. This would allow texture pack authors to have seasonal textures built-in, instead of having to create an entirely separate pack for a holiday occasion.
This is actually a pretty cool idea. Could be a potential function of CTM. If it's not too much trouble for you, Kahr, I second this.
^ That, and the ability to give a texture based on more than one enchantment. As in, a sword with both smite and unbreaking would have its own texture versus having only one of those enchantments. This was mentioned earlier, but you may have missed it. An and operator for detecting enchantments instead of the current functionality of detecting one or the other. This would be awesome for what I have in mind for my pack.
Examples of idea:
- Sword with looting has gilded edges.
- Sword with smite is heavier/thicker for smashing through brittle undead.
- Sword with both smite and looting comes out to be thick/heavy with gilded edges.
I can't seem to get stained glass ctm working properly.. has anyone done that yet?
I'm just putting the glass in seperate folders (glass__block_green, etc..)
Putting all the tiles in, and using a block95.properties file.
Inside that properties file I have the tile allocation, the renderpass id, the metadata, and innerseams turned on.
It works fine for a single stained glass colour, but every colour after that just makes the icon in the toolbar opaque and ugly.
I don't understand! I've been messing with it for days now and I still can't figure it out
EDIT: Seems to be only happening with specific colours..green, pink, and blue are doing it
However, The icon in the hotbar isn't correct for any stained glass either, it's just a copy of normal glass
Would it be possible to add a feature that would allow certain textures to only be displayed during certain dates? Such as how currently in game the chests turn into presents around Christmas time. This would allow texture pack authors to have seasonal textures built-in, instead of having to create an entirely separate pack for a holiday occasion.
I third this capacity, might be interesting to pull off a pack that molds the seasons with you
Also Khar or anyone, if you happen to know, what is the source of the 3rd renderPass, is it the breaking animation or the particles? Might have a big bug to squish to help us all, apparently it's rendering backwards... showing the stuff farthest away first and layering over with the next farthest. you can see that from the bug posted in the last page... I just wanna see if I can duplicate the bug properly so that the pass can be saved rather than my and anyone elses work being destroyed...
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Mojang seemed to have snuck us a 1.7.4 Minecraft in tonight, tried the Patcher, it works. Although I'm still receiving the renderPass=3 overlays everything on renderPass=1. I think this is something on Mojang's end of things; where they tinkered with Pass1 to make the Stained Glass. I really noticed it with my translucent Obsidian. It was bold underwater.
I also think that pass3 is also overlapping itself!
I hope other folks see what I'm talking about, because this issue has reduced a ton of my work to a smoldering pile of more work. I've mostly used Pass=3 to allow for Random on Random layered effects or Random on CTM effects where I can have say different ores on different stone, or have random slat divisions with my Wood Planks. This gave me an advantage to make Minecraft generate from say 2 sets of 20 textures to over 200 in game, a grand cheat code I say.
I was hoping that you might have found out something about it there Khar?
With your v4.3.1 and MC 1.7.3 / 1.7.4 I am experiencing a couple of problems with the way CTM is handled while using multiple resource packs.
Previously in all cases (that I was aware of) CTM loaded from the first pack would over rule any additional packs. However I am now seeing CTM from secondary packs displayed instead of the primary.
Just curious if you are aware of this, if not I can give you more specific details about the effected textures.
I have the same issue, and it makes sense, but I don't like it.
I have a texturepack with custom items and blocks. It also has CTM top grass, and CTM vines, tall grass, glass, and a bunch of other stuff.
Now, I select OCD pack ontop of it because I want to use the blocks from that pack. This works, but the problem is that my CTM grass, tallgrass, vines, glass, everything in MCPatcher, will be used because there's nothing in OCD to replace it. This means I have my own custom CTM top grass, tall grass, vines, glass etc, override OCD's blocks. This gives me "default grass" ontop of OCD's grass blocks.
My CTM grass is the default grass but randomised, with some flowers on it. It's very annoying.
I've tested with MCPatcher 4.3.1 on 1.6.4 and Better glass IS working perfectly!
So everything is wrong with renderPass=3 in 1.7 - pretty much rendering everything back-asswards (yes I mean it like that.) So whatever element that is normally under renderPass3 in vanilla should be doing the same thing, in theory. I don't know if it would be enough to call up Mojang about yet, but if I can find a way to make your job easier Kahr, I will XD
This happens with a few other mods, amongst them Tubes!, Carpenter's Block doors (greyed out), and some other I forgot to name. Lot's of stuff is either invisible or greyed out.
Is the source code for any of these mods available anywhere? To even get started, I'd need to know what's special about these blocks' rendering, or for that matter, whether they're even blocks at all and not tile entities.
It appears there might be a bug with the fonts. I've used Sphax as well to verify it wasn't a specific texture pack. For some reason, all my text has a black border/shadow around it. Any fix?
Just tried it with Sphax myself and it appears to be working fine. Is there anything I might be missing?
also i love CTM in my Private Texturepack and i literally have like 13 CTM folders containing more than 200 images each , after i made one more folder for the 1.7 Plants the games just crashes on loading
Offhand, I'd say your problem is exactly what the error message says: Too many textures. CTM doesn't change Mojang's texture stitching algorithm or its size limits at all. All it does is load more textures into it.
Hello together. I try to make a ctm-folder for a big dark oak log. The sides does well but the top and bottom don´t work.
I use this code:
faces=bottom top
tiles=64-75 80-91 96-107 112-123
metadata=5
method=ctm
The properties are for block17b
The "block 17" is the problem. The new log types are a different block entirely. It's 162 I believe, but I don't recommend relying on that as numeric block IDs aren't guaranteed to work in the future. Try something like this:
matchBlocks=log2:1
faces=bottom top
tiles=64-75 80-91 96-107 112-123
method=ctm
Previously in all cases (that I was aware of) CTM loaded from the first pack would over rule any additional packs. However I am now seeing CTM from secondary packs displayed instead of the primary.
I don't think anything's changed. Here's what I just tried:
With test1 before test2 in the resource pack list, the grass and dirt are blue. Reversing them makes the textures red. This is the behavior I would expect and, as far as I know, how it's always worked since the ability to select multiple packs was introduced.
Mojang seemed to have snuck us a 1.7.4 Minecraft in tonight, tried the Patcher, it works. Although I'm still receiving the renderPass=3 overlays everything on renderPass=1.
Might have a big bug to squish to help us all, apparently it's rendering backwards... showing the stuff farthest away first and layering over with the next farthest. you can see that from the bug posted in the last page... I just wanna see if I can duplicate the bug properly so that the pass can be saved rather than my and anyone elses work being destroyed...
I really can't do any more with this until MCP is updated and I can get a better look at Mojang's new transparency code. But I'm not very optimistic. What I have figured out so far suggests that it is most likely unfixable. Mojang's rendering changes for stained glass are fundamentally incompatible with the way renderpass 3 works.
I would also want to ask about something, related to my previous post regarding selecting multiple packs where one have MCPatcher things and another don't, specifically CTM.
I select two packs, where pack1 has for example CTM top grass, or CTM vines, or CTM tallgrass, then I ontop of that select pack2 which has a custom grass top texture, custom vines, tallgrass, but no CTM files for it.
When I do this, I would like the custom grass top, vines, tallgrass textures, but it will not use them because I have CTM files for it in pack1. So basically, MCPatcher features (specifically CTM) makes me unable to have multiple packs ontop of eachother purely because pack1 has CTM textures that pack2 doesn't, so then I have grass blocks from pack2 and the grass top texture from pack1, which is pretty ugly because they don't fit.
With test1 before test2 in the resource pack list, the grass and dirt are blue. Reversing them makes the textures red. This is the behavior I would expect and, as far as I know, how it's always worked since the ability to select multiple packs was introduced.
Thanks for the reply. That has been my experience so far, however since 1.7.4 this is not always true.
Here are a couple of screenshots showing the effected textures that I am aware of.
This is how they should look (and do look in 1.7.2)
However in 1.7.3 and 1.7.4 this is what I am seeing. (texture pack #2 is over ruling CTM textures from the first pack)
From left to right are
Stone Bricks
White Carpet
Light Blue Carpet
Lime Green Carpet
Cyan Carpet
Crafting table (only the east and south sides display wrong)
The pressure plate is fine so you can ignore that.
Obviously this might be something wrong on Mojangs end, but I thought I would check with you first on the issue.
I am also having 2 more issues that may or may not be related to MCpatcher.
The first is with chiseled stone. It works fine vertically, and when viewed from above and below. However horizontally I am seeing this.
Somehow it is picking up the nether brick texture. This is a problem in 1.7.2 as well as 1.7.4
The last issue is a stained glass texture I modified to appear as chimney smoke. This is how it looks in 1.7.2 with the side texture frame blanked out.
However since 1.7.3 and 1.7.4 it now is somehow smudging the main texture into the side and now looks like this.
I figure this is most likely something Mojang changed though.
If it is any help at all my remixed texture pack is here.
The first is with chiseled stone. It works fine vertically, and when viewed from above and below. However horizontally I am seeing this.
Somehow it is picking up the nether brick texture. This is a problem in 1.7.2 as well as 1.7.4
I downloaded your pack and saw a couple problems in the ctm/craft_bricks folder. First, your block112 and block114.properties files are being ignored due to syntax errors. You don't specify a method, so it defaults to method=ctm which expects 47 tiles. Since there's only one tile listed, it ignores those rules completely.
Second, Misa's stonebrick_carved.properties in the ctm/craft_bricks directory uses tiles 0-47.png, but 1.png is present in your pack as a nether brick texture. So the other 46 of the tiles come from Misa's pack but 1.png is pulled from yours.
If you have trouble figuring out what is going on, just imagine unzipping all the selected packs into a directory and then zipping it all back up into a single zip file. That's how the game sees multiple resource packs.
Kahr, again I thank you kindly for your hard work and dedication, once MCP does come out with an update, be sure this guy here has crossed fingers that the issue is just someone accidentally putting a '-' in the wrong place XD.
For now though I'll probably continue with the conversion to renderPass=0 for 1.7 so that folks will still get my pack with minimal issues.
That's now a core vanilla capability. You just have to have the pack in a folder rather than a .zip file. Press F3+t to refresh the textures after you've made a change.
It would seem I'm behind the times. I just want to make textures, why does everything have to change all the time. :S
Thank you though! I've been totally avoiding texturing for months because it was too annoying to me to have to close/reopen the game.
For now though I'll probably continue with the conversion to renderPass=0 for 1.7 so that folks will still get my pack with minimal issues.
How about render pass 1?
This was my stained glass CTM with pass 3:
This is with pass 1:
So it's working alright, but still has backface culling (which I didn't want, why I was trying to use pass 3). Methinks maybe Kahr should scrap the renderPass feature, possibly just re-adding removal of backface culling (and possible blending modes?) using modified versions of the new rendering code.
Bug report! Non-metadata (or metadata 0 blocks) work as intended, however any blocks with non-0-metadata will not cause adjacent faces (such as for glass) to not be inter-block culled as they should. Shown:
Note the difference between the regular oak log, and sideways log. This causes darker textures and z-fighting.
This bug can also be exploited to bring up this idea again:
innerSeams that is only affected by itself, not other blocks. Basically half-way between regular CTM and current innerSeams implementation, allows innerSeams, but will still connect to other of the same blocks even if those faces are covered (as demonstrated in the picture above).
For custom colors, can fixed metadata color specifications be added in 1 block file? For instance, the stained glass recoloring I just did needs 16 .properties files, each with only 2 lines inside, with the name based on block and metadata (like stained_glass:0.properties). This was a pain to initially create.
I'd like it instead if I could use 1 file (say, stained_glass.properties) in which I defined all colors for the metadata, like instead of color=EFFABA, I did
This would make custom colors stuff with the MC palette (wool, stained clay, stained glass) much easier to work with, and not need as many files. Then, going from one to another, just rename 1 file (instead of 16) and the colors are there to edit as necessary. (EDIT: something else I'd find useful related to this is connect=metadata, which would be a connect method for only the same block with the same metadata, which would prevent different different colors of stained glass from connecting, and also glass panes of the same color to those blocks. perfect for when block connects multiple metadatas and tile connects multiple blocks.)
One thing I'd like is a new "base" attribute, dependsOn, which allows adds a safeguard against broken dependencies. For instance, what happens with my stained glass CTM (that is intended to be recolored by custom colors) when the game is loaded without custom colors enabled? This:
The CTM is loaded, despite the fact that it is intended to be recolored. With the dependsOn features, I would add "dependsOn=customColors" to prevent this issue. Other values would be betterGlass, MC:1.7.4, patcher:4.3.1
If all of the parts of dependsOn value are not met, the .properties file is ignored. This would allow you to make textures that are broken/unwanted in previous versions of Minecraft or MCpatcher, such as bugs that exist below certain versions, or new features that only exist in above a certain version. This feature would be more useful in the future.
Last feature request for now, most likely will have to wait for MCP, but here it is: New feature set, NoMoreIcons (NMI). Makes every block or entity that has a world model able to use that (instead of an icon) in the inventory, dropped on the ground, and in item frames. This inludes, but is not limited to:
hoppers
brewing stand
doors
bed
signs
mob heads
boats/minecarts
torches (makes them 3D)
redstone stuff (repeaters, comparators)
mob eggs (displays the mob they spawn)
etc.
High-res packs screenshot (or make 3D representations of) some of these, and standard-res packs have to try and make something that kinda "looks" like it, or use a cleverly-lazily edited from of their block textures. It not only requires less work on the artists part, but also looks better. It's kind of odd that some of these items require icons, while others don't. You could even spawn cake (block 92) in your inventory (so it uses the model) in previous versions (seems it won't let you in 1.7.4), so I'm not sure how much of a challenge making this will be. NMI could also be a new subset of features for CIT. A .properties file (nmi.properties) or a new attribute in cit.properties to define which things use block models instead of item icons.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
I also think that pass3 is also overlapping itself!
I hope other folks see what I'm talking about, because this issue has reduced a ton of my work to a smoldering pile of more work. I've mostly used Pass=3 to allow for Random on Random layered effects or Random on CTM effects where I can have say different ores on different stone, or have random slat divisions with my Wood Planks. This gave me an advantage to make Minecraft generate from say 2 sets of 20 textures to over 200 in game, a grand cheat code I say.
I was hoping that you might have found out something about it there Khar?
With your v4.3.1 and MC 1.7.3 / 1.7.4 I am experiencing a couple of problems with the way CTM is handled while using multiple resource packs.
Previously in all cases (that I was aware of) CTM loaded from the first pack would over rule any additional packs. However I am now seeing CTM from secondary packs displayed instead of the primary.
Just curious if you are aware of this, if not I can give you more specific details about the effected textures.
Examples of idea:
- Sword with smite is heavier/thicker for smashing through brittle undead.
- Sword with both smite and looting comes out to be thick/heavy with gilded edges.
I'm just putting the glass in seperate folders (glass__block_green, etc..)
Putting all the tiles in, and using a block95.properties file.
Inside that properties file I have the tile allocation, the renderpass id, the metadata, and innerseams turned on.
It works fine for a single stained glass colour, but every colour after that just makes the icon in the toolbar opaque and ugly.
I don't understand! I've been messing with it for days now and I still can't figure it out
EDIT: Seems to be only happening with specific colours..green, pink, and blue are doing it
However, The icon in the hotbar isn't correct for any stained glass either, it's just a copy of normal glass
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I third this capacity, might be interesting to pull off a pack that molds the seasons with you
Also Khar or anyone, if you happen to know, what is the source of the 3rd renderPass, is it the breaking animation or the particles? Might have a big bug to squish to help us all, apparently it's rendering backwards... showing the stuff farthest away first and layering over with the next farthest. you can see that from the bug posted in the last page... I just wanna see if I can duplicate the bug properly so that the pass can be saved rather than my and anyone elses work being destroyed...
I have a texturepack with custom items and blocks. It also has CTM top grass, and CTM vines, tall grass, glass, and a bunch of other stuff.
Now, I select OCD pack ontop of it because I want to use the blocks from that pack. This works, but the problem is that my CTM grass, tallgrass, vines, glass, everything in MCPatcher, will be used because there's nothing in OCD to replace it. This means I have my own custom CTM top grass, tall grass, vines, glass etc, override OCD's blocks. This gives me "default grass" ontop of OCD's grass blocks.
My CTM grass is the default grass but randomised, with some flowers on it. It's very annoying.
So everything is wrong with renderPass=3 in 1.7 - pretty much rendering everything back-asswards (yes I mean it like that.) So whatever element that is normally under renderPass3 in vanilla should be doing the same thing, in theory. I don't know if it would be enough to call up Mojang about yet, but if I can find a way to make your job easier Kahr, I will XD
Not currently possible, sorry.
Is the source code for any of these mods available anywhere? To even get started, I'd need to know what's special about these blocks' rendering, or for that matter, whether they're even blocks at all and not tile entities.
Just tried it with Sphax myself and it appears to be working fine. Is there anything I might be missing?
Offhand, I'd say your problem is exactly what the error message says: Too many textures. CTM doesn't change Mojang's texture stitching algorithm or its size limits at all. All it does is load more textures into it.
Fixed.
The "block 17" is the problem. The new log types are a different block entirely. It's 162 I believe, but I don't recommend relying on that as numeric block IDs aren't guaranteed to work in the future. Try something like this:
I don't think anything's changed. Here's what I just tried:
With test1 before test2 in the resource pack list, the grass and dirt are blue. Reversing them makes the textures red. This is the behavior I would expect and, as far as I know, how it's always worked since the ability to select multiple packs was introduced.
I really can't do any more with this until MCP is updated and I can get a better look at Mojang's new transparency code. But I'm not very optimistic. What I have figured out so far suggests that it is most likely unfixable. Mojang's rendering changes for stained glass are fundamentally incompatible with the way renderpass 3 works.
Thanks so much!
I would also want to ask about something, related to my previous post regarding selecting multiple packs where one have MCPatcher things and another don't, specifically CTM.
I select two packs, where pack1 has for example CTM top grass, or CTM vines, or CTM tallgrass, then I ontop of that select pack2 which has a custom grass top texture, custom vines, tallgrass, but no CTM files for it.
When I do this, I would like the custom grass top, vines, tallgrass textures, but it will not use them because I have CTM files for it in pack1. So basically, MCPatcher features (specifically CTM) makes me unable to have multiple packs ontop of eachother purely because pack1 has CTM textures that pack2 doesn't, so then I have grass blocks from pack2 and the grass top texture from pack1, which is pretty ugly because they don't fit.
Would there be a way to solve this?
Thanks for the reply. That has been my experience so far, however since 1.7.4 this is not always true.
Here are a couple of screenshots showing the effected textures that I am aware of.
This is how they should look (and do look in 1.7.2)
However in 1.7.3 and 1.7.4 this is what I am seeing. (texture pack #2 is over ruling CTM textures from the first pack)
From left to right are
Stone Bricks
White Carpet
Light Blue Carpet
Lime Green Carpet
Cyan Carpet
Crafting table (only the east and south sides display wrong)
The pressure plate is fine so you can ignore that.
Obviously this might be something wrong on Mojangs end, but I thought I would check with you first on the issue.
I am also having 2 more issues that may or may not be related to MCpatcher.
The first is with chiseled stone. It works fine vertically, and when viewed from above and below. However horizontally I am seeing this.
Somehow it is picking up the nether brick texture. This is a problem in 1.7.2 as well as 1.7.4
The last issue is a stained glass texture I modified to appear as chimney smoke. This is how it looks in 1.7.2 with the side texture frame blanked out.
However since 1.7.3 and 1.7.4 it now is somehow smudging the main texture into the side and now looks like this.
I figure this is most likely something Mojang changed though.
If it is any help at all my remixed texture pack is here.
http://www.minecraftforum.net/topic/1774612-
I cant distribute most of Misa's files directly so one part of the pack is remixed base textures while the other secondary pack is Misa's
The problem persists in multiplayer, for example I'm in lobby and the text is fine but I go join a game and the text turns black.
Some people have said it's a server file?
I downloaded your pack and saw a couple problems in the ctm/craft_bricks folder. First, your block112 and block114.properties files are being ignored due to syntax errors. You don't specify a method, so it defaults to method=ctm which expects 47 tiles. Since there's only one tile listed, it ignores those rules completely.
Second, Misa's stonebrick_carved.properties in the ctm/craft_bricks directory uses tiles 0-47.png, but 1.png is present in your pack as a nether brick texture. So the other 46 of the tiles come from Misa's pack but 1.png is pulled from yours.
If you have trouble figuring out what is going on, just imagine unzipping all the selected packs into a directory and then zipping it all back up into a single zip file. That's how the game sees multiple resource packs.
For now though I'll probably continue with the conversion to renderPass=0 for 1.7 so that folks will still get my pack with minimal issues.
It would seem I'm behind the times. I just want to make textures, why does everything have to change all the time. :S
Thank you though! I've been totally avoiding texturing for months because it was too annoying to me to have to close/reopen the game.
How about render pass 1?
This was my stained glass CTM with pass 3:
This is with pass 1:
So it's working alright, but still has backface culling (which I didn't want, why I was trying to use pass 3). Methinks maybe Kahr should scrap the renderPass feature, possibly just re-adding removal of backface culling (and possible blending modes?) using modified versions of the new rendering code.
Bug report!
Non-metadata (or metadata 0 blocks) work as intended, however any blocks with non-0-metadata will not cause adjacent faces (such as for glass) to not be inter-block culled as they should. Shown:
Note the difference between the regular oak log, and sideways log. This causes darker textures and z-fighting.
This bug can also be exploited to bring up this idea again:
innerSeams that is only affected by itself, not other blocks. Basically half-way between regular CTM and current innerSeams implementation, allows innerSeams, but will still connect to other of the same blocks even if those faces are covered (as demonstrated in the picture above).
For custom colors, can fixed metadata color specifications be added in 1 block file? For instance, the stained glass recoloring I just did needs 16 .properties files, each with only 2 lines inside, with the name based on block and metadata (like stained_glass:0.properties). This was a pain to initially create.
I'd like it instead if I could use 1 file (say, stained_glass.properties) in which I defined all colors for the metadata, like instead of color=EFFABA, I did
color.metadata.0=ffffff
color.metadata.1=d37e00
color.metadata.2=d026d1
color.metadata.3=85b4f0
...etc...
This would make custom colors stuff with the MC palette (wool, stained clay, stained glass) much easier to work with, and not need as many files. Then, going from one to another, just rename 1 file (instead of 16) and the colors are there to edit as necessary. (EDIT: something else I'd find useful related to this is connect=metadata, which would be a connect method for only the same block with the same metadata, which would prevent different different colors of stained glass from connecting, and also glass panes of the same color to those blocks. perfect for when block connects multiple metadatas and tile connects multiple blocks.)
One thing I'd like is a new "base" attribute, dependsOn, which allows adds a safeguard against broken dependencies. For instance, what happens with my stained glass CTM (that is intended to be recolored by custom colors) when the game is loaded without custom colors enabled? This:
The CTM is loaded, despite the fact that it is intended to be recolored. With the dependsOn features, I would add "dependsOn=customColors" to prevent this issue. Other values would be betterGlass, MC:1.7.4, patcher:4.3.1
If all of the parts of dependsOn value are not met, the .properties file is ignored. This would allow you to make textures that are broken/unwanted in previous versions of Minecraft or MCpatcher, such as bugs that exist below certain versions, or new features that only exist in above a certain version. This feature would be more useful in the future.
Last feature request for now, most likely will have to wait for MCP, but here it is: New feature set, NoMoreIcons (NMI). Makes every block or entity that has a world model able to use that (instead of an icon) in the inventory, dropped on the ground, and in item frames. This inludes, but is not limited to:
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin