If I remove the jukebox.json blockstate entirely then I can get it to work fine using CTM. But I was trying to get the same effect without CTM using blockstate instead. But I'm not entirely sure how blockstate works or how to use it.
If I remove the jukebox.json blockstate entirely then I can get it to work fine using CTM. But I was trying to get the same effect without CTM using blockstate instead. But I'm not entirely sure how blockstate works or how to use it.
Just look at another resource pack that does it. Frendens Meringues Cartoon pack does it great. That pack practically eliminates the need for the CTM folder (maybe for biome specific blocks, but I think that can be done in blockstates too).
The blockstate with have something about variants in it that directs to the models folder. Then the models folder will have a model for each variants that directs to a file and/or folder in the texture/blocks folder, where all the png varients are.
If I remove the jukebox.json blockstate entirely then I can get it to work fine using CTM. But I was trying to get the same effect without CTM using blockstate instead. But I'm not entirely sure how blockstate works or how to use it.
Did you see my reply to you on the previous page?
Along with the blockstate file and normal model (jukebox.json in ~/models/block/), you should have a jukebox_with_record.json (again, in ~/models/block/) that's exactly the same as the non-record version but with a different texture (or even slightly different model if you'd like).
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"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
correct. I created two models just as you said and placed them both in the ~/models/block/ folder as shown on the left side of the picture. I still have this error using the blockstate method. Is there any additional information I need to write in the block state file? Or am I supposed to add the .json to the end of jukebox_has_record ("jukebox_has_record.json")
Update:
I changed the "multipart" to "variant" - didn't work (redo)
Checked caps - everything matches
Added "normal" after "multipart" - didn't work (redo)
Changed different spacing between words and brackets - No effect (redo)
[Further research is needed... doesn't look like a lot of pack use this feature]
correct. I created two models just as you said and placed them both in the ~/models/block/ folder as shown on the left side of the picture. I still have this error using the blockstate method. Is there any additional information I need to write in the block state file? Or am I supposed to add the .json to the end of jukebox_has_record ("jukebox_has_record.json")
Update:
I changed the "multipart" to "variant" - didn't work (redo)
Checked caps - everything matches
Added "normal" after "multipart" - didn't work (redo)
Changed different spacing between words and brackets - No effect (redo)
[Further research is needed... doesn't look like a lot of pack use this feature]
"As shown in the left side of the picture"... that isn't ~/models/block/ which is the point of my first response. That's a completely different directory that isn't being pointed to in that blockstate file, and it's an odd directory you shouldn't even be using.
Please PM me a link to your pack, properly formatted (shows up in resource pack menu) and with no unneeded files (if you can include only jukebox-related models/textures that's great). That is the version closest to what I said (multipart/blockstate config).
I already have this in my pack with 1.9, so I know it works.
ATTACHMENTS
2016-03-29_17.14.02
Rollback Post to RevisionRollBack
"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
Proably a basic question, but I'm just starting with all-angle CTM.
So nothing fancy going on here. I'm just using the standard CTM sheet. I'm using Optifine for 1.9
Why does it use #26 in the middle of the "+"? Shouldn't that be #46? Is this how CTM usually behaves or is this a version specific glitch?
I have an advanced CTM set but it's not doing that for me. I'd easily notice if it was wrong because my 'fully surrounded'/middle tile DOES have a plus in it (then single end caps don't) and the proper + middle does have 4 corners.
Make sure that the CTM you're using is a normal set.
This is what I use, although as a warning it uses the old-style atlas numbering:
tiles=0-11 16-27 32-43 48-59
(modern would be 0-47?)
Note, with tile numbering you could very easily reduce the number of needed tiles by doing cuts like making the middle tile used for more things.
Also, I'm using 1.9 Optifine as well (HD Ultra B1 for 1.9.2)
Rollback Post to RevisionRollBack
"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
Any way I can use vertical CTM and simply tell it to skip replacing the default texture for one of the ends?
For instance a quartz pillar: I already have random block/models that does the middle of the pillar as I want. I just want to use CTM to replace the textures on the ends. Do I really have to replicate the block models randomization for the middle of the pillar with CTM? I know how, I just don't want to.
Yes, full CTM would solve the issue, but making 47 tiles for a mere seam doesn't seem worth it.
Instead I'll keep it since I don't think it's much of an eyesore.
You actually don't have to do that, what you need to do is specify a different tile to fill in for those you don't do...
Essentially that gives you horizontal+vertical on the top/bottom faces using only 6 tiles. I believe those numbers (32 and 48) are in the old CTM number scheme, but 32 is the tile the 'vertical connection' and 48 is the 'bottom connection' so keep that in mind if you want to change those numbers. 1 2 and 3 will be the same numbering scheme, those are the horizontal connections.
Rollback Post to RevisionRollBack
"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
It's pretty easy to do with one texture by block but do you think I can do it with 9 different textures in a single block ?
And if you think it is possible, how can I do this ?
Unfortunately, that isn't how repeat works at all. Repeat is simply like using a larger texture repeated over a huge grid and then when the proper block is there, it makes it visible (it doesn't actually work like that, it's an oversimplification). Here is an old example of what I mean:
You see, this repeat pattern could be a perfect 4 blocks wide, but it isn't because it doesn't line up with the pattern. If the glass was 1 block higher and 1 block shorter on one side, it would look even worse. Also, this has classic CTM around the edges, without it the half blocks would look pretty bad. With repeat only, a single placed block would look weird.
Now classic CTM might be what you're looking for. It will allow you to make tiles that are placed under certain circumstances:
As to how you would do this (assuming you figured out classic CTM, which many find frustrating)? It should just work when you apply it to the block.If that doesn't work, apply the CTM to the texture that you use with the model.
EDIT: Not sure why you're using multiple textures, I don't see a difference. It'd be easier with 1 texture, then if you used matchTiles on that texture it seems like it'd apply to all layers.
Rollback Post to RevisionRollBack
"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
you'll see that every texture draw a 3D model of a spaceship, layer by layer ^^.
Ok, this is is what I missed before. I was paying more attention to the second image (which I assume now is only for demonstration).
I take back what I said about the classic CTM then, because it doesn't really make sense for this application. I was thinking it was for partially transparent squares, not for a ship.
Especially if this is for some sort of map, you should follow what Vexilius said right before me: Make bigger models (you can 3x3 as a block, but any bigger will require scaling in thirdperson display settings and then held by an invisible (or a visible but much lower, like under the ground if you'd prefer) armor stand.
Rollback Post to RevisionRollBack
"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
Hey this thread has been an incredible asset to my resource pack. I thank you all for all the help so far.
I was really hoping someone could help me make my ctm work that I am trying to... well... make work. Basically it is a vertical ctm with changes to the midsection or 1.png file. I want it to alternate in a specific pattern, i.e. if texture 1 is applied to the block than visible all blocks adjacent to that block will have material 1a's texture and all visible block on the top and bottom will have 1b's texture, and vice versa. If 1b is the texture all adjacent blocks on the sides will have 1c texture and all adjacent blocks on the top and bottom will have texture 1. and vice versa... Hope that wasn't confusing.
I'll upload the files..... and a picture of what I want it to look like in the folder as well.
Then you have a properties file that that looks for the 1.png file
matchTiles= ~/ctm/YourFolderName/1
Then you do "Repeat" CTM, whatever your pattern is, you figure out a repeatable chunk of it (4x4, it looks like). Repeat CTM is explained in the guide.
I don't understand what your properties files are supposed to do.
Optifine has CTM already.
Also if you want CTM for glass in a resource pack, then the resource pack author has to create CTM for it. Optifine doesn't add CTM for resource packs by default. But it does add the ability for resource pack authors to do add CTM features.
Optifine has CTM already.
Also if you want CTM for glass in a resource pack, then the resource pack author has to create CTM for it. Optifine doesn't add CTM for resource packs by default. But it does add the ability for resource pack authors to do add CTM features.
This is what I'm asking - how do I create CTM for my resource pack? The tutorials I've seen - what little there are - have all been outdated :/
Since this resource pack is literally for my personal use, is there a 16x texture pack that already has CTM glass that I could borrow from?
Maybe I can rephrase - is there a standard resolution glass CTM texture pack for optifine WITHOUT mcpatcher I can use to base my glass textures off of?
If I remove the jukebox.json blockstate entirely then I can get it to work fine using CTM. But I was trying to get the same effect without CTM using blockstate instead. But I'm not entirely sure how blockstate works or how to use it.
Just look at another resource pack that does it. Frendens Meringues Cartoon pack does it great. That pack practically eliminates the need for the CTM folder (maybe for biome specific blocks, but I think that can be done in blockstates too).
The blockstate with have something about variants in it that directs to the models folder. Then the models folder will have a model for each variants that directs to a file and/or folder in the texture/blocks folder, where all the png varients are.
Did you see my reply to you on the previous page?
Along with the blockstate file and normal model (jukebox.json in ~/models/block/), you should have a jukebox_with_record.json (again, in ~/models/block/) that's exactly the same as the non-record version but with a different texture (or even slightly different model if you'd like).
"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
correct. I created two models just as you said and placed them both in the ~/models/block/ folder as shown on the left side of the picture. I still have this error using the blockstate method. Is there any additional information I need to write in the block state file? Or am I supposed to add the .json to the end of jukebox_has_record ("jukebox_has_record.json")
Update:
I changed the "multipart" to "variant" - didn't work (redo)
Checked caps - everything matches
Added "normal" after "multipart" - didn't work (redo)
Changed different spacing between words and brackets - No effect (redo)
[Further research is needed... doesn't look like a lot of pack use this feature]
"As shown in the left side of the picture"... that isn't ~/models/block/ which is the point of my first response. That's a completely different directory that isn't being pointed to in that blockstate file, and it's an odd directory you shouldn't even be using.
Please PM me a link to your pack, properly formatted (shows up in resource pack menu) and with no unneeded files (if you can include only jukebox-related models/textures that's great). That is the version closest to what I said (multipart/blockstate config).
I already have this in my pack with 1.9, so I know it works.
"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
Proably a basic question, but I'm just starting with all-angle CTM.
So nothing fancy going on here. I'm just using the standard CTM sheet. I'm using Optifine for 1.9
Why does it use #26 in the middle of the "+"? Shouldn't that be #46? Is this how CTM usually behaves or is this a version specific glitch?
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
I have an advanced CTM set but it's not doing that for me. I'd easily notice if it was wrong because my 'fully surrounded'/middle tile DOES have a plus in it (then single end caps don't) and the proper + middle does have 4 corners.
Make sure that the CTM you're using is a normal set.
This is what I use, although as a warning it uses the old-style atlas numbering:
tiles=0-11 16-27 32-43 48-59
(modern would be 0-47?)
Note, with tile numbering you could very easily reduce the number of needed tiles by doing cuts like making the middle tile used for more things.
Also, I'm using 1.9 Optifine as well (HD Ultra B1 for 1.9.2)
"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
Thanks Lemon. The difference actually is Fast VS Fancy. Fast also missed some other places where it should have some corners.
With "Fancy" everything works as expected. Oddly enough though I had to reload the texture pack before changing to "Fancy" had any visible effect.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
Any way I can use vertical CTM and simply tell it to skip replacing the default texture for one of the ends?
For instance a quartz pillar: I already have random block/models that does the middle of the pillar as I want. I just want to use CTM to replace the textures on the ends. Do I really have to replicate the block models randomization for the middle of the pillar with CTM? I know how, I just don't want to.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
No, it doesn't I believe. You can try full CTM?
You actually don't have to do that, what you need to do is specify a different tile to fill in for those you don't do...
For instance:
Essentially that gives you horizontal+vertical on the top/bottom faces using only 6 tiles. I believe those numbers (32 and 48) are in the old CTM number scheme, but 32 is the tile the 'vertical connection' and 48 is the 'bottom connection' so keep that in mind if you want to change those numbers. 1 2 and 3 will be the same numbering scheme, those are the horizontal connections.
"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
Unfortunately, that isn't how repeat works at all. Repeat is simply like using a larger texture repeated over a huge grid and then when the proper block is there, it makes it visible (it doesn't actually work like that, it's an oversimplification). Here is an old example of what I mean:
You see, this repeat pattern could be a perfect 4 blocks wide, but it isn't because it doesn't line up with the pattern. If the glass was 1 block higher and 1 block shorter on one side, it would look even worse. Also, this has classic CTM around the edges, without it the half blocks would look pretty bad. With repeat only, a single placed block would look weird.
Now classic CTM might be what you're looking for. It will allow you to make tiles that are placed under certain circumstances:
As to how you would do this (assuming you figured out classic CTM, which many find frustrating)? It should just work when you apply it to the block.If that doesn't work, apply the CTM to the texture that you use with the model.
EDIT: Not sure why you're using multiple textures, I don't see a difference. It'd be easier with 1 texture, then if you used matchTiles on that texture it seems like it'd apply to all layers.
"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
Ok, this is is what I missed before. I was paying more attention to the second image (which I assume now is only for demonstration).
I take back what I said about the classic CTM then, because it doesn't really make sense for this application. I was thinking it was for partially transparent squares, not for a ship.
Especially if this is for some sort of map, you should follow what Vexilius said right before me: Make bigger models (you can 3x3 as a block, but any bigger will require scaling in thirdperson display settings and then held by an invisible (or a visible but much lower, like under the ground if you'd prefer) armor stand.
"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
Hey this thread has been an incredible asset to my resource pack. I thank you all for all the help so far.
I was really hoping someone could help me make my ctm work that I am trying to... well... make work. Basically it is a vertical ctm with changes to the midsection or 1.png file. I want it to alternate in a specific pattern, i.e. if texture 1 is applied to the block than visible all blocks adjacent to that block will have material 1a's texture and all visible block on the top and bottom will have 1b's texture, and vice versa. If 1b is the texture all adjacent blocks on the sides will have 1c texture and all adjacent blocks on the top and bottom will have texture 1. and vice versa... Hope that wasn't confusing.
I'll upload the files..... and a picture of what I want it to look like in the folder as well.
ctm/Nether/Nether_Brick/Hell/side
This is what I want it to look like in the end
[ 2 ][ 2 ][ 2 ][ 2 ][ 2 ][ 2 ]
[ 1 ][1a][ 1 ][1a][ 1 ][1a]
[1b][1c][1b][1c][1b][1c]
[ 1 ][1a][ 1 ][1a][ 1 ][1a]
[1b][1c][1b][1c][1b][1c]
[ 0 ][ 0 ][ 0 ][ 0 ][ 0 ][ 0 ]
Please, Anybody who knows what to do, tell me what I am doing wrong. Thank you
OK, you do your vertical CTM as normal.
Then you have a properties file that that looks for the 1.png file
Then you do "Repeat" CTM, whatever your pattern is, you figure out a repeatable chunk of it (4x4, it looks like). Repeat CTM is explained in the guide.
I don't understand what your properties files are supposed to do.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
Wait, how can I do CTM for optifine without mc patcher? I just want connected glass for the standard res texture pack im making.
Optifine has CTM already.
Also if you want CTM for glass in a resource pack, then the resource pack author has to create CTM for it. Optifine doesn't add CTM for resource packs by default. But it does add the ability for resource pack authors to do add CTM features.
This is what I'm asking - how do I create CTM for my resource pack? The tutorials I've seen - what little there are - have all been outdated :/
Since this resource pack is literally for my personal use, is there a 16x texture pack that already has CTM glass that I could borrow from?
Maybe I can rephrase - is there a standard resolution glass CTM texture pack for optifine WITHOUT mcpatcher I can use to base my glass textures off of?
Isn't there one in the optifine files?