The Meaning of Life, the Universe, and Everything.
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12/26/2012
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hopefully this will be my last stupid question regarding better skies...
apologetically I ask, as even before typing I know how dumb this question is:
what path should i be putting down in the source line for my .properties files? It seems like i've tried everything and nothing i'm doing works. I would assume that if the root file is /assets/, i should have the following:
hopefully this will be my last stupid question regarding better skies...
apologetically I ask, as even before typing I know how dumb this question is:
what path should i be putting down in the source line for my .properties files? It seems like i've tried everything and nothing i'm doing works. I would assume that if the root file is /assets/, i should have the following:
but it's not working. none of my properties files are calling their respective images.
If the texture is in the same folder as the .properties file (and it usually is for most of MCPatcher's mods... not sure about Better Skies), then you can use "source=./sky_sunflare.png"
The "./" is MCPatcher shorthand for "the folder that this properties file is in". If you're working out of a subfolder, it'd be something like "source=./sunflare/sky_sunflare.png".
Chill out. Unless you've got a degree in computer animation or something similar, it's not something that you'd be expected to know. You're not dumb, you're average.
But to answer your question, a mipmap is a smaller version of a texture used at a greater distance. Ever heard someone complain that a texture loses it's detail at a distance? Well Mipmapping is the way to do this intentionally by creating smaller, more optimized, versions of an image to be used at distances where detail in the main texture wouldn't be visible anyway. This reduced graphics load (in a good system, not always in Minecraft) as the processor isn't trying to make sense of a very large image being seen in a very small way (ie great distance) and having to process those large graphics in every frame.
Chill out. Unless you've got a degree in computer animation or something similar, it's not something that you'd be expected to know. You're not dumb, you're average.
If the texture is in the same folder as the .properties file (and it usually is for most of MCPatcher's mods... not sure about Better Skies), then you can use "source=./sky_sunflare.png"
The "./" is MCPatcher shorthand for "the folder that this properties file is in". If you're working out of a subfolder, it'd be something like "source=./sunflare/sky_sunflare.png".
I hope that helped you.
you have no idea how useful that will be for me. as usual, very much oboliged to you and others on this thread that have provided so much help to us plodders through the features.
oh and since i somehow forgot to mention, yes. that worked
I'm having a problem with getting mcpatcher to overwrite the default colormap for acacia leaves by coding the properties file that is in the blocks folder of the colormap folder.
I'm having some trouble in minecraft 1.5.2. I've downloaded MCPatcher 4.3.2_2, but I can't get any CTM combos to work (such as vertical and random etc.), plus it won't read subfolders within the next step down from /ctm
I'm having a problem with getting mcpatcher to overwrite the default colormap for acacia leaves by coding the properties file that is in the blocks folder of the colormap folder.
I've managed to sort this out in the John Smith Legacy pack.
Make a leaves_acacia.png and place it in the colormap directory and put one of these lines in your color.properties file.
I'm having some trouble in minecraft 1.5.2. I've downloaded MCPatcher 4.3.2_2, but I can't get any CTM combos to work (such as vertical and random etc.), plus it won't read subfolders within the next step down from /ctm
is this normal or are there ways around it?
thanks
If I recall right, you might need a classic MCPatcher for anything in the 1.5 stuff... I could be wrong and be thinking of the 'prior to 1.5 patchers...'
I have just a quick question regarding renderpass. Is it being worked on, or is it likely never to be fixed?
I have textures that have transparency in them, that use renderpass 1 and 3, but at the moment there are strange visuals when the textures are placed together. Is this part of the bug(s), or how the game correctly renders these textures?
I am aware that seeing renderpass 3 textures through other textures is a bug.
I'm not sure that there's much Kahr can do. Transparency sorting in Minecraft is a bit weird. Water always rendering in front of particles, for example, is a thing that needs to be fixed in vanilla. Until it is, I don't know how much can be done with this.
But that's just my opinion. I haven't seen Kahr mention it in a long time so for all I know he's working on it as we speak.
My JimStoneCraft edition uses the new grid method that's a little more involved but gives you much better control over the biome colours.
Which properties file should I put that code into?
This one?
C:\Users\Owner\AppData\Roaming\.minecraft\resourcepacks\Jimf14's Resource Pack\assets\minecraft\mcpatcher
Or this one?
C:\Users\Owner\AppData\Roaming\.minecraft\resourcepacks\Jimf14's Resource Pack\assets\minecraft\mcpatcher\colormap\blocks
I have just a quick question regarding renderpass. Is it being worked on, or is it likely never to be fixed?
I have textures that have transparency in them, that use renderpass 1 and 3, but at the moment there are strange visuals when the textures are placed together. Is this part of the bug(s), or how the game correctly renders these textures?
I am aware that seeing renderpass 3 textures through other textures is a bug.
I'm not sure that there's much Kahr can do. Transparency sorting in Minecraft is a bit weird. Water always rendering in front of particles, for example, is a thing that needs to be fixed in vanilla. Until it is, I don't know how much can be done with this.
But that's just my opinion. I haven't seen Kahr mention it in a long time so for all I know he's working on it as we speak.
If look on the "Information for Texture Pack Authors", & look at the Better Glass sample renderpass.properties file. If you look at it, it shows that the renderpasses are now changed(some what).
Renderpass 0 is now split up into 3 different passes(Mojang did this)
Renderpass 1 is still 1 renderpass (just name differently)
Renderpass 2 & 3 are each still 1 pass (both are just named differently)
This, small, change applies to 1.8. Now whether or not this change is causing the problems you're having, I don't know (I haven't even started to use Better Glass at all yet!).
But to answer the question of "Is Kahr working on Better Glass?", the answer is yes, BUT probably only to keep compatibility with the new 1.8 snapshots. I mean there are some small changes, & a few options that he added (mainly the ability to enable & disable for a particular renderpass) that I don't remember him telling us(the MCPatcher community). But other than that, I doubt it.
I hadn't noticed that this had been changed. Thank you for the information.
A few weeks ago I decide to start to learn alittle bit of Better Glass, & when I looked at the sample renderpass.properties file I saw it had changed, (I looked at it before, just not in a long time) & I checked the OP & the OP wasn't changed to match the sample renderpass.properties file listed.
Then that's when I realized it was chagned. I didn't know he changed it either, until that moment.
Ugggggggggh
Having another problem.
Whats the code for reeds in the colormap properties file?
edit: Also, whats the code for spruce leaves?
What are you trying to do for the Reeds? If you are trying to make it so the reeds don't have biome coloring, then you can create a reeds.properties file which has this:
format=fixed
The file path for that reeds.properties file will be:
assets/minecraft/mcpatcher/colormap/blocks/reeds.properties
A lot more info for custom Biome Palettes is listed here.
What are you trying to do for the Reeds? If you are trying to make it so the reeds don't have biome coloring, then you can create a reeds.properties file which has this:
format=fixed
The file path for that reeds.properties file will be:
assets/minecraft/mcpatcher/colormap/blocks/reeds.properties
A lot more info for custom Biome Palettes is listed here.
Thanks for the help, but now I have another issue.
I used the code for spruce leaves on the page you linked me to and now my gravel turns red when placed.
How can I fix this?
Thanks for the help, but now I have another issue.
I used the code for spruce leaves on the page you linked me to and now my gravel turns red when placed.
How can I fix this?
Can I see your .properties file for your spruce leaves?
apologetically I ask, as even before typing I know how dumb this question is:
what path should i be putting down in the source line for my .properties files? It seems like i've tried everything and nothing i'm doing works. I would assume that if the root file is /assets/, i should have the following:
source=/minecraft/mcpatcher/sky/world0/sky_sunflare.png
but it's not working. none of my properties files are calling their respective images.
The "./" is MCPatcher shorthand for "the folder that this properties file is in". If you're working out of a subfolder, it'd be something like "source=./sunflare/sky_sunflare.png".
I hope that helped you.
What is a mipmap? DON'T YELL AT ME!
http://hypixel.net/threads/diax-resource-pack.199998/
But to answer your question, a mipmap is a smaller version of a texture used at a greater distance. Ever heard someone complain that a texture loses it's detail at a distance? Well Mipmapping is the way to do this intentionally by creating smaller, more optimized, versions of an image to be used at distances where detail in the main texture wouldn't be visible anyway. This reduced graphics load (in a good system, not always in Minecraft) as the processor isn't trying to make sense of a very large image being seen in a very small way (ie great distance) and having to process those large graphics in every frame.
If that doesn't explain it to you, Wikipedia is your friend.
Like Alvoria said, you're not dumb. Heck, after seeing your question, I went to go look up mipmaps so I could answer your question.
But I guess Alvoria answered it before me.
Edit: Also Alvoria is right, Wikipedia is your friend.
you have no idea how useful that will be for me. as usual, very much oboliged to you and others on this thread that have provided so much help to us plodders through the features.
oh and since i somehow forgot to mention, yes. that worked
I'm having some trouble in minecraft 1.5.2. I've downloaded MCPatcher 4.3.2_2, but I can't get any CTM combos to work (such as vertical and random etc.), plus it won't read subfolders within the next step down from /ctm
is this normal or are there ways around it?
thanks
I've managed to sort this out in the John Smith Legacy pack.
Make a leaves_acacia.png and place it in the colormap directory and put one of these lines in your color.properties file.
or if you are using the old block id method.
My JimStoneCraft edition uses the new grid method that's a little more involved but gives you much better control over the biome colours.
https://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Minecraft
If I recall right, you might need a classic MCPatcher for anything in the 1.5 stuff... I could be wrong and be thinking of the 'prior to 1.5 patchers...'
But that's just my opinion. I haven't seen Kahr mention it in a long time so for all I know he's working on it as we speak.
Which properties file should I put that code into?
This one?
C:\Users\Owner\AppData\Roaming\.minecraft\resourcepacks\Jimf14's Resource Pack\assets\minecraft\mcpatcher
Or this one?
C:\Users\Owner\AppData\Roaming\.minecraft\resourcepacks\Jimf14's Resource Pack\assets\minecraft\mcpatcher\colormap\blocks
Edit: Nevermind I got it, thank you!
If look on the "Information for Texture Pack Authors", & look at the Better Glass sample renderpass.properties file. If you look at it, it shows that the renderpasses are now changed(some what).
Renderpass 0 is now split up into 3 different passes(Mojang did this)
Renderpass 1 is still 1 renderpass (just name differently)
Renderpass 2 & 3 are each still 1 pass (both are just named differently)
This, small, change applies to 1.8. Now whether or not this change is causing the problems you're having, I don't know (I haven't even started to use Better Glass at all yet!).
But to answer the question of "Is Kahr working on Better Glass?", the answer is yes, BUT probably only to keep compatibility with the new 1.8 snapshots. I mean there are some small changes, & a few options that he added (mainly the ability to enable & disable for a particular renderpass) that I don't remember him telling us(the MCPatcher community). But other than that, I doubt it.
Plus he already has a lot to work on already.
Having another problem.
Whats the code for reeds in the colormap properties file?
edit: Also, whats the code for spruce leaves?
A few weeks ago I decide to start to learn alittle bit of Better Glass, & when I looked at the sample renderpass.properties file I saw it had changed, (I looked at it before, just not in a long time) & I checked the OP & the OP wasn't changed to match the sample renderpass.properties file listed.
Then that's when I realized it was chagned. I didn't know he changed it either, until that moment.
What are you trying to do for the Reeds? If you are trying to make it so the reeds don't have biome coloring, then you can create a reeds.properties file which has this:
The file path for that reeds.properties file will be:
assets/minecraft/mcpatcher/colormap/blocks/reeds.properties
A lot more info for custom Biome Palettes is listed here.
Thanks for the help, but now I have another issue.
I used the code for spruce leaves on the page you linked me to and now my gravel turns red when placed.
How can I fix this?
Can I see your .properties file for your spruce leaves?
Sure.
#
# for Minecraft 1.7.4
#
# JimStoneCraft - 18th Febuary 2013
#===============================================================================
# Default Colour for for held or dropped blocks---------------------------------
# Other Block Colours-----------------------------------------------------------
#palette.block.~/colormap/leaves_oak.png=minecraft:leaves:0,4,8,12
#palette.block.~/colormap/gravel.png=minecraft:gravel
#palette.block.~/colormap/pine.png=leaves:1,5,9,13
#palette.block.~/colormap/leaves_birch.png=minecraft:leaves:2,6,10,14
#palette.block.~/colormap/leaves_jungle.png=minecraft:leaves:3,7,11,15
#palette.block.~/colormap/leaves_acacia.png=minecraft:leaves2:0,4,8,12
#palette.block.~/colormap/leaves_dark_oak.png=minecraft:leaves2:1,5,9,13
palette.block.~/colormap/leaves_oak.png=18:0 18:4 18:8 18:12
palette.block.~/colormap/leaves_spruce.png=18:1 18:5 18:9 18:13
palette.block.~/colormap/pine.png=leaves:1,5,9,13
palette.block.~/colormap/leaves_birch.png=18:2 18:6 18:10 18:14
palette.block.~/colormap/leaves_jungle.png=18:3 18:7 18:11 18:15
palette.block.~/colormap/leaves_acacia.png=161:0 161:4 161:8 161:12
palette.block.~/colormap/leaves_dark_oak.png=161:1 161:5 161:9 161:13
#palette.block.~/colormap/sand.png=minecraft:sand minecraft:sandstone:0,1,2 minecraft:double_stone_slab:9 minecraft:stone_slab:1 minecraft:sandstone_stairs
palette.block.~/colormap/sand.png=12 24:0 24:1 24:2 43:9 44:1 128
# Green Stuff-------------------------------------------------------------------
#palette.block.~/colormap/grass.png=minecraft:grass
#palette.block.~/colormap/grass_swamp.png=minecraft:grass
palette.block.~/colormap/grass.png=2
palette.block.~/colormap/grass_swamp.png=2
#palette.block.~/colormap/reeds.png=minecraft:reeds
palette.block.~/colormap/reeds.png=83
# Misc Configs------------------------------------------------------------------
light.method=0
clouds=fast
# Misc Colours------------------------------------------------------------------
drop.water=8cb8c9
particle.water=99ccff
particle.portal=fc0bff
lilypad=6A8436
# XP level text
text.xpbar=5edd49
# Ender Dragon Boss Health text
text.boss=ff00ff
# Sign text
text.sign=404040
# Spawner Egg Colour-------------------------------------------------------------
egg.shell.Creeper=0da70b
egg.spots.Creeper=000000
egg.shell.Skeleton=c1c1c1
egg.spots.Skeleton=494949
egg.shell.Spider=342d27
egg.spots.Spider=a80e0e
egg.shell.Zombie=044975
egg.spots.Zombie=799c65
egg.shell.Slime=51a03e
egg.spots.Slime=7ebf6e
egg.shell.Ghast=f9f9f9
egg.spots.Ghast=bcbcbc
egg.shell.PigZombie=ea9393
egg.spots.PigZombie=4c7129
egg.shell.Enderman=161616
egg.spots.Enderman=000000
egg.shell.Endermite=161616
egg.spots.Endermite=6e6e6e
egg.shell.CaveSpider=0c424e
egg.spots.CaveSpider=a80e0e
egg.shell.Silverfish=6e6e6e
egg.spots.Silverfish=303030
egg.shell.Blaze=f6b201
egg.spots.Blaze=fff87e
egg.shell.LavaSlime=340000
egg.spots.LavaSlime=fcfc00
egg.shell.Bat=4c3e30
egg.spots.Bat=0f0f0f
egg.shell.Witch=340000
egg.spots.Witch=51a03e
egg.shell.Pig=f0a5a2
egg.spots.Pig=db635f
egg.shell.Sheep=e7e7e7
egg.spots.Sheep=ffb5b5
egg.shell.Cow=443626
egg.spots.Cow=a1a1a1
egg.shell.Chicken=a1a1a1
egg.spots.Chicken=ff0000
egg.shell.Squid=223b4d
egg.spots.Squid=708899
egg.shell.Wolf=d7d3d3
egg.spots.Wolf=ceaf96
egg.shell.MushroomCow=a00f10
egg.spots.MushroomCow=b7b7b7
egg.shell.Ozelot=efde7d
egg.spots.Ozelot=564434
egg.shell.EntityHorse=c09e7d
egg.spots.EntityHorse=eee500
egg.shell.Villager=563c33
egg.spots.Villager=bd8b72
# Sheep Wool Colour-------------------------------------------------------------
sheep.black=46433f
sheep.blue=2e67da
sheep.brown=8f4723
sheep.cyan=28b7e0
sheep.gray=747068
sheep.green=4b8f36
sheep.lightblue=579aff
sheep.lime=62c63f
sheep.magenta=be49db
sheep.orange=ff8b44
sheep.pink=fc8ac0
sheep.purple=83339a
sheep.red=e12727
sheep.silver=a09a90
sheep.white=f9f4ea
sheep.yellow=ffcd2a
# Leather Armour Colour---------------------------------------------------------
armor.default=51302a
armor.black=46433f
armor.blue=2e67da
armor.brown=8f4723
armor.cyan=28b7e0
armor.gray=747068
armor.green=4b8f36
armor.lightblue=579aff
armor.lime=62c63f
armor.magenta=be49db
armor.orange=ff8b44
armor.pink=fc8ac0
armor.purple=83339a
armor.red=e12727
armor.silver=a09a90
armor.white=f9f4ea
armor.yellow=ffcd2a
# Wolf Collar Colour------------------------------------------------------------
collar.black=46433f
collar.blue=2e67da
collar.brown=8f4723
collar.cyan=28b7e0
collar.gray=747068
collar.green=4b8f36
collar.lightblue=579aff
collar.lime=62c63f
collar.magenta=be49db
collar.orange=ff8b44
collar.pink=fc8ac0
collar.purple=83339a
collar.red=e12727
collar.silver=a09a90
collar.white=f9f4ea
collar.yellow=ffcd2a
# Dye Colour-(not used in game)-------------------------------------------------
dye.black=46433f
dye.blue=2e67da
dye.brown=8f4723
dye.cyan=28b7e0
dye.gray=747068
dye.green=4b8f36
dye.lightblue=579aff
dye.lime=62c63f
dye.magenta=be49db
dye.orange=ff8b44
dye.pink=fc8ac0
dye.purple=83339a
dye.red=e12727
dye.silver=a09a90
dye.white=f9f4ea
dye.yellow=ffcd2a
#===============================================================================