I have two questions, one I'm not sure is even possible, and the other I'm pretty sure is, but didn't save the information last time it came up.
I'm working on a cartoon pack, and would like to have as many of the blocks outlined as possible. [url="http://[URL=http://s1277.photobucket.com/user/zeta-tauri/media/Minecraft/Sassgard/2013-11-02_085207_zps9c8a0542.png.html][/URL]"]This is what it sort of looks like[/url]. Is there a way, if I were to outline the stone, to also get the ores to interact with the same line pattern, and not have each coal vein, for instance, outlined within the stone? I kinda doubt it, but I'm also hoping there is.
The second, very related question: I'm pretty sure I saw a way to get method=ctm and method=random to work with one another. My mushrooms spots tile very obviously, and I want them to be random, while still being outlined. How does that work?
I'm working on a cartoon pack, and would like to have as many of the blocks outlined as possible. Is there a way, if I were to outline the stone, to also get the ores to interact with the same line pattern, and not have each coal vein, for instance, outlined within the stone? I kinda doubt it, but I'm also hoping there is.
First off, I'm not the best with CTM so any advice I give is "as I understand it." Apologies in advance if I lead you astray.
I believe adding the line "connect=material" does this automatically, and is in fact specifically what it's designed for.
The second, very related question: I'm pretty sure I saw a way to get method=ctm and method=random to work with one another. My mushrooms spots tile very obviously, and I want them to be random, while still being outlined. How does that work?
OK. First, set up your normal non-random CTM so you have the outlines. Then, for each tile you want random (and I do mean for EACH tile. You'll need to do bottom edges separately from top edges, separately from left edge, separately from the top-left corner... etc.) you'll need to set up a random CTM where the target is the tile that you want to replace. That is, you'll be targeting the images you use in the first CTM with your random CTMs rather than targeting a block.
I hope that makes some sense. It's going to be pretty labor-intensive but the effect should be spectacular!
First off, I'm not the best with CTM so any advice I give is "as I understand it." Apologies in advance if I lead you astray.
I believe adding the line "connect=material" does this automatically, and is in fact specifically what it's designed for.
OK. First, set up your normal non-random CTM so you have the outlines. Then, for each tile you want random (and I do mean for EACH tile. You'll need to do bottom edges separately from top edges, separately from left edge, separately from the top-left corner... etc.) you'll need to set up a random CTM where the target is the tile that you want to replace. That is, you'll be targeting the images you use in the first CTM with your random CTMs rather than targeting a block.
I hope that makes some sense. It's going to be pretty labor-intensive but the effect should be spectacular!
Oh, sweet. I'll have to try that first one, because I really want to be able to outline the stone and netherrack. Also, these mushrooms are going to be the death of me. I just know it.
Oh, sweet. I'll have to try that first one, because I really want to be able to outline the stone and netherrack. Also, these mushrooms are going to be the death of me. I just know it.
There's a trick I used to make my CTM coal blocks that may work for you. It's actually really simple, and one CTM set could be applied to basically all your blocks. Create a solid-black standard CTM wireframe, and apply it to your block's *alpha* layer with renderpass=3. That should give any block you apply it to a solid black outline, but still render the original block textures under it.. Personally I'd recommend almost-black (like 230/230/230 or so) so just the slightest hint of your texture will show up under it.
Look at this shot, one side is my non-CTM'ed ore blocks, the other side with. Look *really* close at my coal. The CTM'ed one and the non-CTMed one are actually the *exact* same textures, I just added an alpha layer CTM border on top of the CTM one like I described above. You can use this method with a solid black outline and get outlines around all your blocks.
If you want to see how I did it, just grab my patch pack and unzip it, then navigate to the coal block. Keep in mind though I made a huge white outline to "brighten" the coal along the edges. But that same CTM pattern (without the white outlines) should give you the results you're after.
If that is what you want, I actually have a quick template PSD with all the splices and what not. I could even make the outline wire frame base for you to get you started, it's literally like 5 button clicks to make. All I have to do is open my template and color it black, then hit save.
(EDIT: Somehow I just assumed you wanted a black outline around everything, not sure where I thought that, but regardless the same method can be used with other colors.. But it works best on black.)
There's a trick I used to make my CTM coal blocks that may work for you. It's actually really simple, and one CTM set could be applied to basically all your blocks. Create a solid-black standard CTM wireframe, and apply it to your block's *alpha* layer with renderpass=3. That should give any block you apply it to a solid black outline, but still render the original block textures under it.. Personally I'd recommend almost-black (like 230/230/230 or so) so just the slightly hint of your texture will show up under it.
Look at this shot, one side is my non-CTM'ed ore blocks, the other side with. Look *really* close at my coal. The CTM'ed one and the non-CTMed one are actually the *exact* same textures, I just added an alpha layer CTM border on top of the CTM one like I described above. You can use this method with a solid black outline and get outlines around all your blocks.
If you want to see how I did it, just grab my patch pack and unzip it, then navigate to the coal block. Keep in mind though I made a huge white outline to "brighten" the coal along the edges. But that same CTM pattern (without the white outlines) should give you the results you're after.
If that is what you want, I actually have a quick template PSD with all the splices and what not. I could even make the outline wire frame base for you to get you started, it's literally like 5 button clicks to make. All I have to do is open my template and color it black, then hit save.
(EDIT: Somehow I just assumed you wanted a black outline around everything, not sure where I thought that, but regardless the same method can be used with other colors.. But it works best on black.)
That does look a lot like what I want, yes (and yeah, just a black outline round everything. Like this). I've actually already got a wireframe template set up, because it's just a billion times easier when outlining all the blocks ever this way.
Possibly related, possibly a very strange bug. I am not sure. I was just setting up the groundwork for my stone and got some very strange crashes. Report on Pastebin. Whatever's caused this is tied directly to my stone.properties file. All that's in it at the moment is
tiles=0-46
method=ctm
When I tried to load my pack to make sure everything was working properly, I got that crash. Deleted the properties file, and it worked just fine. I was able to duplicate this about three times. I've got 2GB of RAM going to Minecraft, so those extra 47 tiles shouldn't have been too much of an issue. And yet. Hmm.
I just had an idea for another feature: biome-specific skyboxes! Please make it happen!
That's been suggested before. Kahr said it's probably not going to happen. One of the reasons was that there's no way to smoothly blend one sky into another when walking from one biome to another. When you step out of a biome into a different biome, the sky would instantly switch from one to another.
I got the grayed out text, but i'm using magic launcher so there is weird folders all over the place. I tried deleting the bin and all the folders I recognized as mods, but that didn't work, so I was wondering which folders do I NOT delete if I want to keep my options, texture packs, servers, and worlds etc etc.
I got the grayed out text, but i'm using magic launcher so there is weird folders all over the place. I tried deleting the bin and all the folders I recognized as mods, but that didn't work, so I was wondering which folders do I NOT delete if I want to keep my options, texture packs, servers, and worlds etc etc.
That's not your issue. You're trying to use a version of mcpatcher on an unsupported minecraft version. If you're using 1.7, see the top of the OP.
Dear Kahr , i have seen Minecon streaming today and saw that we can use all old minecraft releases.
Can you put a link for the mcpatchers for alpha and beta minecraft releases and tell us to which release they belong.
I have found an old one working with MC 1.7.3 beta
But i have no idea if you have one for alpha releases.
Quoting the op:
Quote from Kahr »
... Version History 9/4 4.2.2 release
Support for older (alpha and newer) Minecraft versions using the new launcher.
...
You can just use the latest version of MCPatcher for any version of minecraft past the beginning of alpha.
Rollback Post to RevisionRollBack
I'm not active on these forums, so forgive me if I don't respond!
If you want to contact me, try going through Discord or you can find me on GitHub where I am still updating the below mods (and more):
I'm having a little issue with custom leaf colours for all the leaves using colormaps.
I made some new colormap pngs for the mcpatcher colormap directory and in the color.properties file listed below the leaves display fine in the game and look great with all the new colours.
However the problem I'm having is if you place a leaf block on any tree the leaf block you placed it onto then turns a different colour, that colour comes from the foliage.png file for some reason (textures/colormap/foliage.png) and not the new files I've added.
This does not effect leaves you have placed yourself, only when placed on a naturally grown tree leaves.
The images show an Acacia tree freshly grown and then some blocks destroyed and then replaced (leaves next to them turn green).
Now I understand it may have something to do with the leaf decay bit but I'm not too sure, here's a quote from the wiki.
If bit 0x4 is set, the leaves are permanent and will never decay. This bit is set on player-placed leaf blocks and overrides the meaning of bit 0x8.
If bit 0x8 is set, the leaves will be checked for decay. The bit will be cleared after the check if the leaves do not decay. The bit will be set again whenever a block adjacent to the leaves is changed.
Anyway thanks for all your hard work in keeping MCPatcher up to date, it really makes Minecraft come alive.
Minecraft 1.7.2, plan vanilla, no mods
mcpatcher-4.3.0-beta5
I'm using the MarioCraft Texture Pack and even with patching the custom sound effects aren't working, they just sound like default Minecraft sounds...
It's probably not updated for 1.7. The way sounds work in 1.7 changed. There should be a folder inside /assets/minecraft/ named sounds. If there's a sound, music, or records, it's not updated properly. Let the artist know if this is the case and is updated to 1.7.
I'm using the MarioCraft Texture Pack and even with patching the custom sound effects aren't working, they just sound like default Minecraft sounds...
MCPatcher has absolutely zilch to do with sounds. If the sounds aren't working, there's something wrong with the pack you're installing.
Make sure that the pack is properly updated for 1.7. The folder structure for sounds changed between 1.6 and 1.7 because... Mojang.
Also, you don't patch with a pack. You just patch your .jar file. The packs go into the /resourcepacks/ folder the same as if you're not using MCPatcher.
Are you using the old or the new color palette format? Also, the invisible water surface is actually MC-34751 (don't forget to upvote this!).
I meant the hardcoded default colors for these biomes get ignored with mcpatcher (default texture pack, by the way), and the water is invisible on the bottom face, only with mcpatcher.
I'm working on a cartoon pack, and would like to have as many of the blocks outlined as possible. [url="http://[URL=http://s1277.photobucket.com/user/zeta-tauri/media/Minecraft/Sassgard/2013-11-02_085207_zps9c8a0542.png.html][/URL]"]This is what it sort of looks like[/url]. Is there a way, if I were to outline the stone, to also get the ores to interact with the same line pattern, and not have each coal vein, for instance, outlined within the stone? I kinda doubt it, but I'm also hoping there is.
The second, very related question: I'm pretty sure I saw a way to get method=ctm and method=random to work with one another. My mushrooms spots tile very obviously, and I want them to be random, while still being outlined. How does that work?
Make sure you have the latest version. http://www.minecraftforum.net/topic/1496369-172-164-and-earlierupdate-1030-mcpatcher-hd-fix-422/page__st__9360#entry25502301 If you're using the wrong one, it won't know what to do.
I am also having this issue, I can not use any mcpatcher mods (connected textures)
I believe adding the line "connect=material" does this automatically, and is in fact specifically what it's designed for.
OK. First, set up your normal non-random CTM so you have the outlines. Then, for each tile you want random (and I do mean for EACH tile. You'll need to do bottom edges separately from top edges, separately from left edge, separately from the top-left corner... etc.) you'll need to set up a random CTM where the target is the tile that you want to replace. That is, you'll be targeting the images you use in the first CTM with your random CTMs rather than targeting a block.
I hope that makes some sense. It's going to be pretty labor-intensive but the effect should be spectacular!
Oh, sweet. I'll have to try that first one, because I really want to be able to outline the stone and netherrack. Also, these mushrooms are going to be the death of me. I just know it.
There's a trick I used to make my CTM coal blocks that may work for you. It's actually really simple, and one CTM set could be applied to basically all your blocks. Create a solid-black standard CTM wireframe, and apply it to your block's *alpha* layer with renderpass=3. That should give any block you apply it to a solid black outline, but still render the original block textures under it.. Personally I'd recommend almost-black (like 230/230/230 or so) so just the slightest hint of your texture will show up under it.
Look at this shot, one side is my non-CTM'ed ore blocks, the other side with. Look *really* close at my coal. The CTM'ed one and the non-CTMed one are actually the *exact* same textures, I just added an alpha layer CTM border on top of the CTM one like I described above. You can use this method with a solid black outline and get outlines around all your blocks.
If you want to see how I did it, just grab my patch pack and unzip it, then navigate to the coal block. Keep in mind though I made a huge white outline to "brighten" the coal along the edges. But that same CTM pattern (without the white outlines) should give you the results you're after.
If that is what you want, I actually have a quick template PSD with all the splices and what not. I could even make the outline wire frame base for you to get you started, it's literally like 5 button clicks to make. All I have to do is open my template and color it black, then hit save.
(EDIT: Somehow I just assumed you wanted a black outline around everything, not sure where I thought that, but regardless the same method can be used with other colors.. But it works best on black.)
That does look a lot like what I want, yes (and yeah, just a black outline round everything. Like this). I've actually already got a wireframe template set up, because it's just a billion times easier when outlining all the blocks ever this way.
Possibly related, possibly a very strange bug. I am not sure. I was just setting up the groundwork for my stone and got some very strange crashes. Report on Pastebin. Whatever's caused this is tied directly to my stone.properties file. All that's in it at the moment is
When I tried to load my pack to make sure everything was working properly, I got that crash. Deleted the properties file, and it worked just fine. I was able to duplicate this about three times. I've got 2GB of RAM going to Minecraft, so those extra 47 tiles shouldn't have been too much of an issue. And yet. Hmm.
That's been suggested before. Kahr said it's probably not going to happen. One of the reasons was that there's no way to smoothly blend one sky into another when walking from one biome to another. When you step out of a biome into a different biome, the sky would instantly switch from one to another.
Can you put a link for the mcpatchers for alfa and beta minecraft releases and tell us to which release they belong.
I have found an old one working with MC 1.7.3 beta
But i have no idea if you have one for alfa releases.
Hey man, squids have lives too...
That's not your issue. You're trying to use a version of mcpatcher on an unsupported minecraft version. If you're using 1.7, see the top of the OP.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
Quoting the op:
You can just use the latest version of MCPatcher for any version of minecraft past the beginning of alpha.
If you want to contact me, try going through Discord or you can find me on GitHub where I am still updating the below mods (and more):
PRESENCE FOOTSTEPS - (github)
VOID FOG - (github)
I made some new colormap pngs for the mcpatcher colormap directory and in the color.properties file listed below the leaves display fine in the game and look great with all the new colours.
palette.block.~/colormap/leaves_oak.png=18:0 18:4
palette.block.~/colormap/leaves_spruce.png=18:1 18:5
palette.block.~/colormap/leaves_birch.png=18:2 18:6
palette.block.~/colormap/leaves_jungle.png=18:3 18:7
palette.block.~/colormap/leaves_acacia.png=161:0 161:4
palette.block.~/colormap/leaves_dark_oak.png=161:1 161:5
However the problem I'm having is if you place a leaf block on any tree the leaf block you placed it onto then turns a different colour, that colour comes from the foliage.png file for some reason (textures/colormap/foliage.png) and not the new files I've added.
This does not effect leaves you have placed yourself, only when placed on a naturally grown tree leaves.
The images show an Acacia tree freshly grown and then some blocks destroyed and then replaced (leaves next to them turn green).
Now I understand it may have something to do with the leaf decay bit but I'm not too sure, here's a quote from the wiki.
Leaves
Anyway thanks for all your hard work in keeping MCPatcher up to date, it really makes Minecraft come alive.
Minecraft 1.7.2, plan vanilla, no mods
mcpatcher-4.3.0-beta5
John Smith Legacy JimStoneCraft Edition 1.0.6
https://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Minecraft
Putting the CENDENT back in transcendent!
It's probably not updated for 1.7. The way sounds work in 1.7 changed. There should be a folder inside /assets/minecraft/ named sounds. If there's a sound, music, or records, it's not updated properly. Let the artist know if this is the case and is updated to 1.7.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
Make sure that the pack is properly updated for 1.7. The folder structure for sounds changed between 1.6 and 1.7 because... Mojang.
Also, you don't patch with a pack. You just patch your .jar file. The packs go into the /resourcepacks/ folder the same as if you're not using MCPatcher.
I meant the hardcoded default colors for these biomes get ignored with mcpatcher (default texture pack, by the way), and the water is invisible on the bottom face, only with mcpatcher.
Putting the CENDENT back in transcendent!