P.S. I am going to test whether or not I can randomize another mod to see if it is a HD patching bug or just a Biomes-O-Plenty bug.
I will report back.
Did you ever have any luck trying to get CTM to work with any other mods? I've tried it with XtraBlocks on 1.4.7 to no avail and no 1.5 mods I've tested seem to work either. I suppose it just isn't supported.
Did you ever have any luck trying to get CTM to work with any other mods? I've tried it with XtraBlocks on 1.4.7 to no avail and no 1.5 mods I've tested seem to work either. I suppose it just isn't supported.
It hasn't been supported. CTM is designed for default blocks. It has been requested a lot for mod support, but nothing thus far.
Does the CTM work for 1.5.1? If not, can you update it?
Yes, CTM is updated for 1.5, though the format is entirely different. Read the "Information for Texture Pack Authors" section on this thread for information on how to work the new format. None of us here control when MCPatcher is updated, this is simply a guide on how to use it.
I'd like to know how to make the CTM effect the door/bed at all.
So far I've named the folders and properties files after the files but they take no effect.
doorWood_upper
so does it even have a means to effect it or?
I'd like to know how to make the CTM effect the door/bed at all.
So far I've named the folders and properties files after the files but they take no effect.
doorWood_upper
so does it even have a means to effect it or?
Have you tried using the block IDs and metadata values? If I recall correctly, all states, both top and bottom, of the door are under the same block ID. Metadata values 0-7 are for the bottom half (placed four directions in both open and closed states), and Metadata values 8-15 are for the top half.
I have no idea if this will work, mind you. I'm just curious if you've tried it already.
And no, I haven't the foggiest how the bed's metadata is organized. Sorry. I haven't had to deal with it in any capacity yet.
Yes I have, but still to no luck. Rather I use the
matchBlocks=324
or the metadata, or naming it after the doors texture.. so far nada. I can't get any ctm to effect the darn door.
I wanted to randomize the two half's but nothing will effect it.
Yes I have, but still to no luck. Rather I use the
matchBlocks=324
or the metadata, or naming it after the doors texture.. so far nada. I can't get any ctm to effect the darn door.
I wanted to randomize the two half's but nothing will effect it.
Hmmm... sounds like you've tried everything that I would try. Darn.
It could be that because of the block shape CTM doesn't work with it. I know this was a problem with a few blocks previously. I never got crops to accept CTM either. I thought that it was updated with the 1.5 changes so that it would work with these types... but I guess not.
I understand the and have no trouble with the ctm and replacing/adding images for the metadata blocks,
but is there a way to give items such as the sword/blazerod etc a new image for the alternate metadata files,
if so can someone please explain how, I have tried everything I can think of and still had no success not even sure if this is possible with the current way the texture pack and ctm works.
can anyone help me.?
Custom Item Textures is a feature now with MCPatcher. You can control item textures based on stack size, NBT data, damage values, etc. The example cit.properties can be found here.
The above information is very thorough, but I can't seem to find how to do a simple task.
1.) make a folder called ctm and put it in the texture pack folder
2.) in ctm, put a file called *.properties. The name is arbitrary, like oscarTheGrouch.properties will work.
3.) in ctm, put the original ctm.png from 1.4*. rename it to "originalctm.png". it does not need to be broken up into individual 16x16 .pngs
4.) in the properties file, type the following:
source=/ctm/originalctm.png
method=ctm
So I'm missing something because there's no information to denote that originalctm.png is for glass.
is that the name of the .properties file? or is that what tiles= does?
The above information is very thorough, but I can't seem to find how to do a simple task.
1.) make a folder called ctm and put it in the texture pack folder
2.) in ctm, put a file called *.properties. The name is arbitrary, like oscarTheGrouch.properties will work.
3.) in ctm, put the original ctm.png from 1.4*. rename it to "originalctm.png". it does not need to be broken up into individual 16x16 .pngs
4.) in the properties file, type the following:
source=/ctm/originalctm.png
method=ctm
So I'm missing something because there's no information to denote that originalctm.png is for glass.
is that the name of the .properties file? or is that what tiles= does?
Sadly that methood is very much off. CTM has changed a lot sense this guide was made now with the new 1.5 texture format, and this guide also hasn't yet been updated.
For one the old ctm file wont work. All the textures now are split into their own texture rather than using one large sheet, and each set of textures can also now be split into their own folders if you so wish.
The properties file can indeed be named anything you want now, or named after the block you're changing, but to name it whatever you need an extra tag to tell it what block your editing: matchBlocks=BLOCKID
So if I were editing glass
whatever.properties matchBlocks=20<- 20 is glass.
tiles=0-11 12-23 24-35 36-46
method=ctm
and the glass images would be like:
Pretty much is you look at the old CTM solid sheet, you could see, on the top row going across, the ctm has 11 textures (start count at 0), and those make up texture 0 to 11.png's for the ctm. So on with the next row, and the next.
Look at the textures in that shot, they are laid out same style as the sheet, just cut into their own images.
If that seems a little 'OMG' to you, mcpatcher has a built in tool that will convert the old methood for ctm to the new style.
But that is how the new ctm works, how it has to for the new 1.5 format of textures being all their own files.
It may seem complex, but once you get down to it, it's very simple.
Plus, you can find photoshop/gimp sheets that when saved will split the image for you as well, that also makes it easier.
But yes, the old ctm.png does not work. If you open up the zip file for optifine, you'll find a folder with in called ctm, and in that is another folder called 'default' and with in that, is the new ctm for glass that it uses as 'default' glass ctm.
Other CTM methoods work the same way... say like my random tall grass... there all in their own folder as well.
properties file has no matchBlocks tag as it is named after the block (tallgrass) so it effects the tallgrass.png in the default textures. These are also sorted in their own folder that can also be named after the block to effect it, or named whatever.
So ya.. the properies files are nearly the same, same methoods and so on, just new ways to tell it what block to effect and a few added methoods that couldn't be done before, like biome only textures, height limit textures.
I have a question. Using the new ctm method, how exactly would I go about making a repeating pattern for... stone, for instance? I understand how to do it with the 4.x method, but not for the new one.
okay I have come again bringing news and asking a question. first off I have successfully applied multiple animations into a repeat ctm making a fluent nether portal texture and it works....
now my question...I have decided to make my texturepack use metadata to create block varients like make cobwebs with a metadata of 3 to render as a chain...i have seen this in the rise of kings texturepack and loved it...i just can't figure it out
here is what i have for .properties
web.properties
tiles=8-11
metadata=3
method=vertical
i believe this is right...if it is tell me lol
also i don't know how to get the web with that metadata...single player commands?
okay I have come again bringing news and asking a question. first off I have successfully applied multiple animations into a repeat ctm making a fluent nether portal texture and it works....
now my question...I have decided to make my texturepack use metadata to create block varients like make cobwebs with a metadata of 3 to render as a chain...i have seen this in the rise of kings texturepack and loved it...i just can't figure it out
here is what i have for .properties
web.properties
tiles=8-11
metadata=3
method=vertical
i believe this is right...if it is tell me lol
also i don't know how to get the web with that metadata...single player commands?
any ways thanks in advance
Yup, that should work. I mean, theoretically it should work. You can change damage values in MCEdit, I believe, so there's no need to go installing a mod.
so reporting back my metadata damage are working, but i have a new challenge... I have made 4 dirt to stone varients and I want to display them at random at the bottom of a vertical ctm...How would I do this
Can I pick someone's brain about an issue regarding Random Mobs?
OK, what I'm trying to do is make biome-specific villager variants. I've already done a few, and they work... sorta. See, the ones I've completed show up where they're supposed to, but for a biome that's still running on the "fallback" rule, it's just totally random even though I've specified it to use variant #1 (the default). Can someone please take a look at my config file and tell me what in the nether I'm doing wrong?
Note that all of the biomes are listed, and any that aren't done have variant #1 as their only option... and yet they ignore this and pick a random skin anyway. The first three biome sets listed work perfectly, however. That's part of what's confusing me... why is ignoring me when I ask for variant 1?!
Did you ever have any luck trying to get CTM to work with any other mods? I've tried it with XtraBlocks on 1.4.7 to no avail and no 1.5 mods I've tested seem to work either. I suppose it just isn't supported.
It hasn't been supported. CTM is designed for default blocks. It has been requested a lot for mod support, but nothing thus far.
Ah thanks for your response! Darn shame it doesn't have mod support.
Yes, CTM is updated for 1.5, though the format is entirely different. Read the "Information for Texture Pack Authors" section on this thread for information on how to work the new format. None of us here control when MCPatcher is updated, this is simply a guide on how to use it.
So far I've named the folders and properties files after the files but they take no effect.
doorWood_upper
so does it even have a means to effect it or?
I have no idea if this will work, mind you. I'm just curious if you've tried it already.
And no, I haven't the foggiest how the bed's metadata is organized. Sorry. I haven't had to deal with it in any capacity yet.
matchBlocks=324
or the metadata, or naming it after the doors texture.. so far nada. I can't get any ctm to effect the darn door.
I wanted to randomize the two half's but nothing will effect it.
It could be that because of the block shape CTM doesn't work with it. I know this was a problem with a few blocks previously. I never got crops to accept CTM either. I thought that it was updated with the 1.5 changes so that it would work with these types... but I guess not.
I'll post if I think of anything else to try.
Custom Item Textures is a feature now with MCPatcher. You can control item textures based on stack size, NBT data, damage values, etc. The example cit.properties can be found here.
The above information is very thorough, but I can't seem to find how to do a simple task.
1.) make a folder called ctm and put it in the texture pack folder
2.) in ctm, put a file called *.properties. The name is arbitrary, like oscarTheGrouch.properties will work.
3.) in ctm, put the original ctm.png from 1.4*. rename it to "originalctm.png". it does not need to be broken up into individual 16x16 .pngs
4.) in the properties file, type the following:
source=/ctm/originalctm.png
method=ctm
So I'm missing something because there's no information to denote that originalctm.png is for glass.
is that the name of the .properties file? or is that what tiles= does?
Sadly that methood is very much off. CTM has changed a lot sense this guide was made now with the new 1.5 texture format, and this guide also hasn't yet been updated.
For one the old ctm file wont work. All the textures now are split into their own texture rather than using one large sheet, and each set of textures can also now be split into their own folders if you so wish.
The properties file can indeed be named anything you want now, or named after the block you're changing, but to name it whatever you need an extra tag to tell it what block your editing:
matchBlocks=BLOCKID
So if I were editing glass
whatever.properties
matchBlocks=20 <- 20 is glass.
tiles=0-11 12-23 24-35 36-46
method=ctm
and the glass images would be like:
Pretty much is you look at the old CTM solid sheet, you could see, on the top row going across, the ctm has 11 textures (start count at 0), and those make up texture 0 to 11.png's for the ctm. So on with the next row, and the next.
Look at the textures in that shot, they are laid out same style as the sheet, just cut into their own images.
If that seems a little 'OMG' to you, mcpatcher has a built in tool that will convert the old methood for ctm to the new style.
But that is how the new ctm works, how it has to for the new 1.5 format of textures being all their own files.
It may seem complex, but once you get down to it, it's very simple.
Plus, you can find photoshop/gimp sheets that when saved will split the image for you as well, that also makes it easier.
But yes, the old ctm.png does not work. If you open up the zip file for optifine, you'll find a folder with in called ctm, and in that is another folder called 'default' and with in that, is the new ctm for glass that it uses as 'default' glass ctm.
Other CTM methoods work the same way... say like my random tall grass... there all in their own folder as well.
properties file has no matchBlocks tag as it is named after the block (tallgrass) so it effects the tallgrass.png in the default textures. These are also sorted in their own folder that can also be named after the block to effect it, or named whatever.
So ya.. the properies files are nearly the same, same methoods and so on, just new ways to tell it what block to effect and a few added methoods that couldn't be done before, like biome only textures, height limit textures.
now my question...I have decided to make my texturepack use metadata to create block varients like make cobwebs with a metadata of 3 to render as a chain...i have seen this in the rise of kings texturepack and loved it...i just can't figure it out
here is what i have for .properties
web.properties
tiles=8-11
metadata=3
method=vertical
i believe this is right...if it is tell me lol
also i don't know how to get the web with that metadata...single player commands?
any ways thanks in advance
Yup, that should work. I mean, theoretically it should work. You can change damage values in MCEdit, I believe, so there's no need to go installing a mod.
example
[1]
[2]
[3]
[4]or[5]or[6]or[7]
EDIT:
Fixed problem two in the picture
OK, what I'm trying to do is make biome-specific villager variants. I've already done a few, and they work... sorta. See, the ones I've completed show up where they're supposed to, but for a biome that's still running on the "fallback" rule, it's just totally random even though I've specified it to use variant #1 (the default). Can someone please take a look at my config file and tell me what in the nether I'm doing wrong?
Note that all of the biomes are listed, and any that aren't done have variant #1 as their only option... and yet they ignore this and pick a random skin anyway. The first three biome sets listed work perfectly, however. That's part of what's confusing me... why is ignoring me when I ask for variant 1?!