I want to make a cit for a item that would change form drastically each time it receives a specific enchantment, and I think I did it wrong, could anyone tell me if I'm doing it right, and if I'm not, tell me what to do then to make it happen
Here's the download to what I have planned for the cit --- Download has been removed ---
A sample text of what I have as my cit for this item
matchItems=276
nbt.display.Name=Fabrica
damage=0-1561
source=./Fabrica_Model_Giantslayer
nbt.StoredEnchantments.0.id=19
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Jingle bells, decay and fails
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
so idk why but I haven't been able to work on my resource pack because it keeps crashing my minecraft saying that the 56th grass top ctm has dimensions of 48x48 when it clearly has 32x32, could someone help me and take a look to see whats wrong? https://www.mediafire.com/?4qv7ui26zcpn6fq
I want to make a cit for a item that would change form drastically each time it receives a specific enchantment, and I think I did it wrong, could anyone tell me if I'm doing it right, and if I'm not, tell me what to do then to make it happen
Does it work in-game? Have you tested it? I'm not sure what your problem is if you don't ask a particular question.
Remember that everything you add to a file like the display name, the enchantment, and the damage are all inclusive statements. In the example you posted, the item must be a diamond sword and must be named "Fabrica" using an anvil and must have Knockback as its first enchantment.
By that same token, specifying the damage is pointless in this example since a diamond sword shouldn't be able to go outside of that range. As such, you can omit that line and get exactly the same result.
Does it work in-game? Have you tested it? I'm not sure what your problem is if you don't ask a particular question.
Remember that everything you add to a file like the display name, the enchantment, and the damage are all inclusive statements. In the example you posted, the item must be a diamond sword and must be named "Fabrica" using an anvil and must have Knockback as its first enchantment.
By that same token, specifying the damage is pointless in this example since a diamond sword shouldn't be able to go outside of that range. As such, you can omit that line and get exactly the same result.
my bad, well the problem is that I can't get the other forms to show up in place of the original when a specific enchantment is on
When Fabrica has no enchantments
what I wanted to do Fabrica when it has fire aspect as the first Fabrica when knockback is the first Fabrica when sharpness is the first My problem is that I can't make the other three appear at all
Rollback Post to RevisionRollBack
Jingle bells, decay and fails
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
my bad, well the problem is that I can't get the other forms to show up in place of the original when a specific enchantment is on
My problem is that I can't make the other three appear at all [/spoiler]
Ah, OK. That's much clearer.
What's happening is that it's taking the files in alphabetical order. Most likely the way you have your files named the one for the base "Fabrica" texture is first in line.
The way to get around this is to either rename you files so that the basic one is last in order, or, you can add weights to them.
The easiest way is to assign the basic Fabrica texture a weight of 0, and all of the others a weight of 1. Like so:
weight=0
This lets MCPatcher know that you want the enchantment effect versions (the ones with the higher numbered weight) to take priority over the basic version. Do you understand?
What's happening is that it's taking the files in alphabetical order. Most likely the way you have your files named the one for the base "Fabrica" texture is first in line.
The way to get around this is to either rename you files so that the basic one is last in order, or, you can add weights to them.
The easiest way is to assign the basic Fabrica texture a weight of 0, and all of the others a weight of 1. Like so:
weight=0
This lets MCPatcher know that you want the enchantment effect versions (the ones with the higher numbered weight) to take priority over the basic version. Do you understand?
I think I've found a way to muck it up again, so you give the property file this line weight=0 for the base texture and weight=1 for the other ones, and I did that but it's still not working so, I'm going to post a download for this cit stuff that I have --- Download has been removed ---, could you look at that and tell me what I did wrong
Rollback Post to RevisionRollBack
Jingle bells, decay and fails
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
I think I've found a way to muck it up again, so you give the property file this line weight=0 for the base texture and weight=1 for the other ones, and I did that but it's still not working so, I'm going to post a download for this cit stuff that I have
could you look at that and tell me what I did wrong
The first thing I'd look at is the use of an erroneous "tile" attribute in Fabrica_Model_Natural.properties. CIT doesn't use the "tile" attribute for anything, so it could be causing problems. It should be "source" like in all of the other files.
Besides that, I can't see anything wrong at first glance. If that's not the cause, tell me and I'll look closer.
The first thing I'd look at is the use of an erroneous "tile" attribute in Fabrica_Model_Natural.properties. CIT doesn't use the "tile" attribute for anything, so it could be causing problems. It should be "source" like in all of the other files.
Besides that, I can't see anything wrong at first glance. If that's not the cause, tell me and I'll look closer.
It's not the cause sadly enough, and I'm not sure where the tile came from as I did not recall that there when I took a look at that earlier
Rollback Post to RevisionRollBack
Jingle bells, decay and fails
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
EDIT: I figured it out, for anyone else wondering, everything i had done so far was right, i just forgot one thing. You must add "linked=true" to each properties file for double tall plants.
What does it take to get my double tall plants behaving properly?
The parts are named consecutively, tops are 0-3, bottoms are 4-7 following the same order for each. There is the same number of textures each, but they seem to just want to randomize.
My properties files are named for the tile they are for, and contain only values for "tiles" and "method".
I've been working now with CIT. I took a look at someone else's pack for a MMORPG server. He made an item texture for the 2nd and 1st best items for the class called Warrior. But when I take a look at it's data, it says this: (2nd best item)
I've been working now with CIT. I took a look at someone else's pack for a MMORPG server. He made an item texture for the 2nd and 1st best items for the class called Warrior. But when I take a look at it's data, it says this: (2nd best item)
I don't understand the weight thing. Can you explain for me? :3
Weight is a method to determine which CIT file is used when more than one could be used, with higher numbers winning over lower numbers.
For example, let's say you take the file you posted above, with the weight of "10". Now let's say that there's another weapon that has a more specific name, such as "Gerald's Scythe". If you assigned this file a weight of "9", it would never be used. Why? Because the name "Gerald's Scythe" still has "Scythe" in the name, and thus would be eligible for both CIT files. CIT will then choose the one that has the higher weight, which would never be the specifically named one due to the order of weights.
In this same example, if you gave Gerald's Scythe a weight of "11" instead, it would win out over the more generic "scythe" texture when the name of the item is "Gerald's Scythe", since you're putting the specific example above the generic on in the list of priorities.
Having a few problems with CIT in regards to armor. What I am trying to do for our server is to have "team" based armor designs for each type of armor with the texture changing depending on what the armor has been named.My test property file for this looks like this:
Weight is a method to determine which CIT file is used when more than one could be used, with higher numbers winning over lower numbers.
For example, let's say you take the file you posted above, with the weight of "10". Now let's say that there's another weapon that has a more specific name, such as "Gerald's Scythe". If you assigned this file a weight of "9", it would never be used. Why? Because the name "Gerald's Scythe" still has "Scythe" in the name, and thus would be eligible for both CIT files. CIT will then choose the one that has the higher weight, which would never be the specifically named one due to the order of weights.
In this same example, if you gave Gerald's Scythe a weight of "11" instead, it would win out over the more generic "scythe" texture when the name of the item is "Gerald's Scythe", since you're putting the specific example above the generic on in the list of priorities.
Does that explain it?
Yeah! Thank you! But I still don't know why the person used the weight when nothing else had "Scythe" in it. Well, no one knows exept him. And again, thank you for your help!
Yeah! Thank you! But I still don't know why the person used the weight when nothing else had "Scythe" in it. Well, no one knows exept him. And again, thank you for your help!
The example I gave was based on a single attribute.
Another example would be if he had multiple weapon types like "sword", "dagger", "scythe", and so forth.
So if you named a sword with a name that actually had "Sword" in it, it would be one thing. If you called it a "Sword Dagger", though, then there's conflict. Deciding whether are "Dagger Scythe" was actually a dagger or a scythe is also the work of the weight attribute. I know it's kind of a silly example, but these are the kinds of things you have to think about when using CIT.
After 6 days without an answer, I'm trying this again. Maybe someone who can help reads it this time.
Minecraft 1.6.4 crashes after successfully installing MCPatcher 4.3.1 over Forge 9.11.1.953. The initial post asking for help and with crash report is here.
Please, if you are in a position to help, do so. I've been unable to go to my 1.6.4 world for the past week. Alternatively, help me find a link to older MCPatcher versions, prior to 4.3.0 and compatible with Minecraft 1.6.4
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I was trying to think of a signature and this is what came up.
No, this program is completely virus-free.
Jingle bells, decay and fails
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
By Sileo_Vulpes
Question
Here's the download to what I have planned for the cit --- Download has been removed ---
A sample text of what I have as my cit for this item
matchItems=276
nbt.display.Name=Fabrica
damage=0-1561
source=./Fabrica_Model_Giantslayer
nbt.StoredEnchantments.0.id=19
Jingle bells, decay and fails
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
By Sileo_Vulpes
Remember that everything you add to a file like the display name, the enchantment, and the damage are all inclusive statements. In the example you posted, the item must be a diamond sword and must be named "Fabrica" using an anvil and must have Knockback as its first enchantment.
By that same token, specifying the damage is pointless in this example since a diamond sword shouldn't be able to go outside of that range. As such, you can omit that line and get exactly the same result.
my bad, well the problem is that I can't get the other forms to show up in place of the original when a specific enchantment is on
what I wanted to do Fabrica when it has fire aspect as the first Fabrica when knockback is the first Fabrica when sharpness is the first My problem is that I can't make the other three appear at all
Jingle bells, decay and fails
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
By Sileo_Vulpes
What's happening is that it's taking the files in alphabetical order. Most likely the way you have your files named the one for the base "Fabrica" texture is first in line.
The way to get around this is to either rename you files so that the basic one is last in order, or, you can add weights to them.
The easiest way is to assign the basic Fabrica texture a weight of 0, and all of the others a weight of 1. Like so:
This lets MCPatcher know that you want the enchantment effect versions (the ones with the higher numbered weight) to take priority over the basic version. Do you understand?
What operating system are you running? Are you certain you have the right file (a .exe for Windows or a .jar for every other OS)?
I think I've found a way to muck it up again, so you give the property file this line weight=0 for the base texture and weight=1 for the other ones, and I did that but it's still not working so, I'm going to post a download for this cit stuff that I have
--- Download has been removed ---, could you look at that and tell me what I did wrong
Jingle bells, decay and fails
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
By Sileo_Vulpes
Besides that, I can't see anything wrong at first glance. If that's not the cause, tell me and I'll look closer.
Jingle bells, decay and fails
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
By Sileo_Vulpes
Your NBT tag is wrong. Weapons and armor don't have stored enchantments. They just have enchantments!
You should be using "nbt.ench.0.id=" to find the first enchantment on an item.
I hope that helps.
What does it take to get my double tall plants behaving properly?
The parts are named consecutively, tops are 0-3, bottoms are 4-7 following the same order for each. There is the same number of textures each, but they seem to just want to randomize.
My properties files are named for the tile they are for, and contain only values for "tiles" and "method".
type=item
items=256
nbt.display.Name=ipattern:*Scythe*
weight=10
texture=scythe
I don't understand the weight thing. Can you explain for me? :3
For example, let's say you take the file you posted above, with the weight of "10". Now let's say that there's another weapon that has a more specific name, such as "Gerald's Scythe". If you assigned this file a weight of "9", it would never be used. Why? Because the name "Gerald's Scythe" still has "Scythe" in the name, and thus would be eligible for both CIT files. CIT will then choose the one that has the higher weight, which would never be the specifically named one due to the order of weights.
In this same example, if you gave Gerald's Scythe a weight of "11" instead, it would win out over the more generic "scythe" texture when the name of the item is "Gerald's Scythe", since you're putting the specific example above the generic on in the list of priorities.
Does that explain it?
Am I goofing up somewhere?
Yeah! Thank you! But I still don't know why the person used the weight when nothing else had "Scythe" in it. Well, no one knows exept him. And again, thank you for your help!
Another example would be if he had multiple weapon types like "sword", "dagger", "scythe", and so forth.
So if you named a sword with a name that actually had "Sword" in it, it would be one thing. If you called it a "Sword Dagger", though, then there's conflict. Deciding whether are "Dagger Scythe" was actually a dagger or a scythe is also the work of the weight attribute. I know it's kind of a silly example, but these are the kinds of things you have to think about when using CIT.
Does that help?
Minecraft 1.6.4 crashes after successfully installing MCPatcher 4.3.1 over Forge 9.11.1.953. The initial post asking for help and with crash report is here.
Please, if you are in a position to help, do so. I've been unable to go to my 1.6.4 world for the past week. Alternatively, help me find a link to older MCPatcher versions, prior to 4.3.0 and compatible with Minecraft 1.6.4