A few things that emit light (glowstone, redstone lamps, end portal frame, nether portal) will render black if the game is started with smooth lighting on in certain maps (or randomly?). Turning if off fixes it, and turning it back on may or may not break it depending on the map.
If it breaks it, the hue is changed, usually to green. Sometimes only affects the tops of these blocks. Once that happens, it cannot be fixed without restarting the game or keeping smooth lighting off.
A way to easily disable water droplets (recolored by custom colors by default, and no really easy way to change it without making a biome color map for it) and sugarcane (they just sprang this on us, it makes most existing textures look ugly, and it's not really necessary) from being recolored would be awesome.
Also, awesome to hear that you use Linux. I do too, and I don't get that error, but then again I have GNOME and don't use a proxy.
"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 so much for this kahr! Been waiting for a 1.7 version for ages, I bet it must've been a huge amount of work so once again, thank you for all your hard work. It's very much appreciated by all of us!
EDIT: OK, bug time!
With smooth lighting on, the lighting on my trees is quite bugged:
Smooth lighting off for comparison:
I also encountered the same thing that lemon mentioned with the light emitting blocks turning black and then lighting up when switching lighting modes.
One final thing, I was having the translucent better glass layer of my glass disappearing and reappearing at a certain range from the glass although it didn't seem to happen every time. The translucent layer was invisible until I got within a certain distance and it popped back into view. Dunno if this is an old bug and I just never noticed it before until now but hey, there you go.
That's all for now, I'll post again should I find any more that haven't already been spotted unless I can add onto what somebody else is saying.
Little bit of a bug I'm having. For some reason my CTM for the Iron Block is overriding my CTM for the Iron Weighted Pressure Plate, and the same is also the case for the Stone and Stone Pressure Plate respectively.
Hey found a bug. So when I patch my new 13w38c profil all seems cool at first but then when I use glowstone beacon or redstone ore (activated) they are black. When I turn off Custom Colors and CTM they are normal. Any way to fix that. It is really annoyng I am using 4.3.0 13w38c . Thank you !
Flicking the lighting mode from smooth lighting (either maximum or minimum) to off, then switching it back on again fixed that for me.
PSN:
Can't you read? I said I only play PC Minecraft
Member Details
Um, I know that I could probably find this out by looking on previous pages, but I'm too lazy to do that.
I'm planning on modifying a Resource pack to fit a server that I play on most of the time. However, I don't want to modify any of the base textures, but I do want to add new ones using Custom Item Textures. I have little to no idea on how to work this system, so I need a tiny bit of help on how to make it work. I'm trying to configure the textures by a certain name ( for example, a Switchblade will have a different texture compared to a pair of Oak Wood Shears). Could anyone please help me?
Um, I know that I could probably find this out by looking on previous pages, but I'm too lazy to do that.
I'm planning on modifying a Resource pack to fit a server that I play on most of the time. However, I don't want to modify any of the base textures, but I do want to add new ones using Custom Item Textures. I have little to no idea on how to work this system, so I need a tiny bit of help on how to make it work. I'm trying to configure the textures by a certain name ( for example, a Switchblade will have a different texture compared to a pair of Oak Wood Shears). Could anyone please help me?
Check the "Information for Texture Pack Artists" (or something to that effect) dropdown on the OP
A few things that emit light (glowstone, redstone lamps, end portal frame, nether portal) will render black if the game is started with smooth lighting on in certain maps (or randomly?). Turning if off fixes it, and turning it back on may or may not break it depending on the map.
One final thing, I was having the translucent better glass layer of my glass disappearing and reappearing at a certain range from the glass although it didn't seem to happen every time. The translucent layer was invisible until I got within a certain distance and it popped back into view. Dunno if this is an old bug and I just never noticed it before until now but hey, there you go.
Does this happen only when mipmapping is turned on? Mojang's implementation of mipmaps leaves a lot to be desired, and I suspect they might just be throwing away pixels with a low alpha value.
Little bit of a bug I'm having. For some reason my CTM for the Iron Block is overriding my CTM for the Iron Weighted Pressure Plate, and the same is also the case for the Stone and Stone Pressure Plate respectively.
Which version (MCPatcher and Minecraft) is this happening in?
Should the new colormaps have the same names as the vanilla ones?
Yes. Just create a properties file to go with them containing "format=2" which acts as a flag to trigger the new behavior. This is temporary until I come up with a better way to distinguish them later. I don't want to introduce more properties files than I have to.
The new maps can be used for grass, fog, listed in color.properties, etc. just like the old temperature/humidity based maps.
What about changing the biome coloring system to only use properties files (having 1 properties file per biome)?
If I understood it right, your proposal means one file per biome, per colormap. Even the basic set of colormaps (grass, foliage, pine, birch, fog, sky, underwater) times 62 vanilla biomes is over 400 properties files to maintain.
---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.
Time: 9/26/13 2:22 PM
Description: Unexpected error
java.lang.IllegalAccessError: tried to access field att.M from class com.prupe.mcpatcher.ctm.TileOverride
Fixed for next version. For now if you disable any CTM rules that use connect=material it should work.
Kahr. Minecraft has a particle bug that lets particles render behind water. It really annoys me, could you take a look at patching it?
Rollback Post to RevisionRollBack
Gamer, Minecraft Mod Developer, Creator of many mods that can be found in my CurseForge profile. (Helped port Grimoire of Gaia to 1.8.9 and helped getting a 1.12.2 version going)
Just wondering, but is it possible to make each face on a block different? If so, how do I do this and what do I name each block face? If this is not possible right now, can you add this feature later? I guess each face could be named something like enchantment_table_north, enchantment_table_south, etc.
Just wondering, but is it possible to make each face on a block different? If so, how do I do this and what do I name each block face? If this is not possible right now, can you add this feature later? I guess each face could be named something like enchantment_table_north, enchantment_table_south, etc.
This is possible for most blocks via the Connected Textures Mod. See the "Information for Texture Pack Authors" fold in the OP for more information on how to set up your folders, file names, and .config files.
Does this happen only when mipmapping is turned on? Mojang's implementation of mipmaps leaves a lot to be desired, and I suspect they might just be throwing away pixels with a low alpha value.
This happens in vanilla, without mipmaps, with the default texture pack as well, as a result of the rendering engine(?). This used to happen at any distance from the player, now it is about 20-60 blocks, depending on if you are looking at the texture or not. Yes, anything under 50% opacity for blocks will be rendered selectively like this.
Ah! Great stuff! I wasn't sure if I was doing something wrong when trying out the last download as lighting on trees was still borked, but I read you as saying it was fixed.
I mean, how can I use it, add what does it do?
Also, mcpatcher will ever support using random arrow texture for the model? (Arrow1.png arrow2.png etc)
Amazing! So awesome to see another release.
Seems to work fine besides a small rare issue:
A few things that emit light (glowstone, redstone lamps, end portal frame, nether portal) will render black if the game is started with smooth lighting on in certain maps (or randomly?). Turning if off fixes it, and turning it back on may or may not break it depending on the map.
If it breaks it, the hue is changed, usually to green. Sometimes only affects the tops of these blocks. Once that happens, it cannot be fixed without restarting the game or keeping smooth lighting off.
A way to easily disable water droplets (recolored by custom colors by default, and no really easy way to change it without making a biome color map for it) and sugarcane (they just sprang this on us, it makes most existing textures look ugly, and it's not really necessary) from being recolored would be awesome.
Also, awesome to hear that you use Linux. I do too, and I don't get that error, but then again I have GNOME and don't use a proxy.
"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 so much for this kahr! Been waiting for a 1.7 version for ages, I bet it must've been a huge amount of work so once again, thank you for all your hard work. It's very much appreciated by all of us!
EDIT: OK, bug time!
With smooth lighting on, the lighting on my trees is quite bugged:
Smooth lighting off for comparison:
I also encountered the same thing that lemon mentioned with the light emitting blocks turning black and then lighting up when switching lighting modes.
One final thing, I was having the translucent better glass layer of my glass disappearing and reappearing at a certain range from the glass although it didn't seem to happen every time. The translucent layer was invisible until I got within a certain distance and it popped back into view. Dunno if this is an old bug and I just never noticed it before until now but hey, there you go.
That's all for now, I'll post again should I find any more that haven't already been spotted unless I can add onto what somebody else is saying.
Here are the properties:
Iron Block:
Iron Pressure Plate:
Stone:
Stone Pressure Plate:
Also check me out on:
WordPress, Etsy, and Spore.
Flicking the lighting mode from smooth lighting (either maximum or minimum) to off, then switching it back on again fixed that for me.
I'm planning on modifying a Resource pack to fit a server that I play on most of the time. However, I don't want to modify any of the base textures, but I do want to add new ones using Custom Item Textures. I have little to no idea on how to work this system, so I need a tiny bit of help on how to make it work. I'm trying to configure the textures by a certain name ( for example, a Switchblade will have a different texture compared to a pair of Oak Wood Shears). Could anyone please help me?
Check the "Information for Texture Pack Artists" (or something to that effect) dropdown on the OP
Also check me out on:
WordPress, Etsy, and Spore.
Maybe some variation of these will work?
I'll add a -noproxy command line option when I update to
13w39a13w39b.Fixed.
Fixed.
Does this happen only when mipmapping is turned on? Mojang's implementation of mipmaps leaves a lot to be desired, and I suspect they might just be throwing away pixels with a low alpha value.
Which version (MCPatcher and Minecraft) is this happening in?
Yes. Just create a properties file to go with them containing "format=2" which acts as a flag to trigger the new behavior. This is temporary until I come up with a better way to distinguish them later. I don't want to introduce more properties files than I have to.
The new maps can be used for grass, fog, listed in color.properties, etc. just like the old temperature/humidity based maps.
If I understood it right, your proposal means one file per biome, per colormap. Even the basic set of colormaps (grass, foliage, pine, birch, fog, sky, underwater) times 62 vanilla biomes is over 400 properties files to maintain.
Fixed for next version. For now if you disable any CTM rules that use connect=material it should work.
Gamer, Minecraft Mod Developer, Creator of many mods that can be found in my CurseForge profile. (Helped port Grimoire of Gaia to 1.8.9 and helped getting a 1.12.2 version going)
Mincraft 1.6.4 (and 1.6.2 before that) and MCpatcher 4.2.2
Also check me out on:
WordPress, Etsy, and Spore.
https://minecraft.curseforge.com/projects/a-minecrafters-odyssey
This happens in vanilla, without mipmaps, with the default texture pack as well, as a result of the rendering engine(?). This used to happen at any distance from the player, now it is about 20-60 blocks, depending on if you are looking at the texture or not. Yes, anything under 50% opacity for blocks will be rendered selectively like this.
Putting the CENDENT back in transcendent!
Download exe jar.
Ah! Great stuff! I wasn't sure if I was doing something wrong when trying out the last download as lighting on trees was still borked, but I read you as saying it was fixed.
Many thanks, kahr.
I mean, how can I use it, add what does it do?
Also, mcpatcher will ever support using random arrow texture for the model? (Arrow1.png arrow2.png etc)
And door/snow cover block ctm?