[14w11b / 1.7.10 / 1.7.2 / 1.6.4 and earlier][update 6/27] MCPatcher HD fix 4.3.2_03

  • #9285
    Quote from Kahr

    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.

    I know, there would be a lot of files (dropping them into folders, e.g. one folder for grasscolors, one for foliage, ... makes it a bit easier) ^_^ ...

    Nevertheless, it would be a lot easier to find and edit things with this system. Let's say I want to change the grass color in "Savanna Plateau M" at y=150:
    I would have to open /grass/biome164.properties and add a single height tag + color value (done in 5 seconds).
    With the current system, I have to search for 1 tiny pixel out of 65 536 pixels in a colormap (counting 164 in x-direction and 150 in y-direction), it can take some time to find the right one.

    Also, as I mentioned in the other thread, a system based on properties files can allow mods to change the world height or to add any number of new biomes (no more 256x256 pixel restriction of the current colormaps).

    And we could have automatic color gradients (by defining a color A and color B in the propeties file) - this alone saves a ton of work. Drawing color gradients for 62 biomes and always searching the right pixels in the colormap takes a lot more time than just adding two lines to some properties files.

    "Better than Default" v1.7 is ready for download
  • #9286
    Kahr. Minecraft has a particle bug that lets particles render behind water. It really annoys me, could you take a look at patching it?
    Hi I'm Mrbysco.
  • #9287
    Quote from mrbysco

    Kahr. Minecraft has a particle bug that lets particles render behind water. It really annoys me, could you take a look at patching it?

    You mean MC-9553? This is something Mojang has to fix, not Kahr.

    "Better than Default" v1.7 is ready for download
  • #9288
    Quote from Kahr

    Which version (MCPatcher and Minecraft) is this happening in?

    Mincraft 1.6.4 (and 1.6.2 before that) and MCpatcher 4.2.2

    "Your reality, sir, is lies and balderdash and I'm delighted to say I have no grasp of it whatsoever"
    — Baron Munchhausen
  • #9289
    Hey guys with the 13w38c patcher my glowstone is black and a lit furnace is black as well.
  • #9290
    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.
  • #9291
    Quote from Cybercat5555

    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. :)
  • #9292
    I've got a question about the custom enchantment glints (which is an amazing feature by the way) - is it somehow possible to make it non-transparent? Because I want to do it not as glints for my texture pack, but rather stuff added to the sword, so it looks really strange when it is translucent. I would be grateful for any ideas.
    Last edited by Vojife: 9/28/2013 8:14:17 AM
    You want a signature? Fine!
  • #9293
    Quote from Kahr

    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.
    Last edited by kwerti: 9/28/2013 11:26:44 AM

    "Relation? Honestly, I'm just making this up as I go." -Kordyn Vedtren, May 2017
  • #9294
    Updated to 4.3.0-beta2. Changes
    • Compatible with 13w39b.
    • Fixed lit blocks like glowstone turning black.
    • Fixed color of side grass texture.
    • Fixed crash with CTM connect=material.
    • Fixed missing gson library with older Minecraft versions.
    • Added -noproxy option for Linux users without Gnome libraries installed.

    Download exe jar.
  • #9295
    Quote from Kahr

    Updated to 4.3.0-beta2. Changes
    • Compatible with 13w39b.
    • Fixed lit blocks like glowstone turning black.
    • Fixed color of side grass texture.
    • Fixed crash with CTM connect=material.
    • Fixed missing gson library with older Minecraft versions.
    • Added -noproxy option for Linux users without Gnome libraries installed.

    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. :)
  • #9296
    Thanks for the update!
    Quote from Kahr

    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.

    I can confirm the problem only occurs when mipmaps are enabled. Soartex water has low alpha values, so it disappears pretty often, unfortunately.

    By the way, animated CTM textures cause a crash. I have an animated random horizontal CTM nether bookshelf that trips the game up.

    ---- Minecraft Crash Report ----
    // This doesn't make any sense!

    Time: 9/28/13 3:44 PM
    Description: Stitching texture atlas

    java.lang.NullPointerException
    at bmw.a(SourceFile:173)
    at bmr.b(SourceFile:130)
    at bmr.a(SourceFile:78)
    at bmt.a(SourceFile:72)
    at bmt.a(SourceFile:136)
    at bnt.c(SourceFile:104)
    at bnt.a(SourceFile:92)
    at awq.b(SourceFile:485)
    at bdl.a(SourceFile:151)
    at azr.a(SourceFile:172)
    at bdl.a(SourceFile:158)
    at azr.d(SourceFile:236)
    at azr.n(SourceFile:211)
    at awq.o(SourceFile:1281)
    at awq.aa(SourceFile:753)
    at awq.e(SourceFile:704)
    at net.minecraft.client.main.Main.main(SourceFile:104)


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Stacktrace:
    at bmw.a(SourceFile:173)

    -- Texture being stitched together --
    Details:
    Atlas path: textures/blocks
    Sprite: TextureAtlasSprite{name='minecraft:mcpatcher/ctm/blocks/bookshelf/112.png', frameCount=5, rotated=false, x=128, y=640, height=64, width=64, u0=0.03125244, u1=0.04687256, v0=0.15625244, v1=0.17187256}
    Stacktrace:
    at bmr.b(SourceFile:130)
    at bmr.a(SourceFile:78)

    -- Resource location being registered --
    Details:
    Resource location: minecraft:textures/atlas/blocks.png
    Texture object class: bmr
    Stacktrace:
    at bmt.a(SourceFile:72)
    at bmt.a(SourceFile:136)
    at bnt.c(SourceFile:104)
    at bnt.a(SourceFile:92)
    at awq.b(SourceFile:485)
    at bdl.a(SourceFile:151)
    at azr.a(SourceFile:172)
    at bdl.a(SourceFile:158)
    at azr.d(SourceFile:236)
    at azr.n(SourceFile:211)

    -- Affected screen --
    Details:
    Screen name: bdl

    -- Affected level --
    Details:
    Level name: MpServer
    All players: 1 total; ['shoeboxam'/110, l='MpServer', x=-256.84, y=116.23, z=1992.11]]
    Chunk stats: MultiplayerChunkCache: 285, 285
    Level seed: 0
    Level generator: ID 00 - default, ver 1. Features enabled: false
    Level generator options:
    Level spawn location: World: (252,64,32), Chunk: (at 12,4,0 in 15,2; contains blocks 240,0,32 to 255,255,47), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
    Level time: 3261564 game time, 1000 day time
    Level dimension: 0
    Level storage version: 0x00000 - Unknown?
    Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
    Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
    Forced entities: 80 total; ['Skeleton'/2440, l='MpServer', x=-270.50, y=25.00, z=1958.50], uw['Zombie'/2203, l='MpServer', x=-266.50, y=17.00, z=1910.50], ur['Skeleton'/2204, l='MpServer', x=-267.97, y=17.00, z=1910.82], ts['entity.MinecartChest.name'/278, l='MpServer', x=-177.50, y=32.50, z=1997.50], su['Pig'/277, l='MpServer', x=-191.13, y=77.00, z=1959.09], su['Pig'/276, l='MpServer', x=-180.50, y=78.00, z=1947.97], uf['Creeper'/2196, l='MpServer', x=-330.50, y=19.00, z=2025.50], sk['Bat'/1896, l='MpServer', x=-181.44, y=41.32, z=2041.56], su['Pig'/262, l='MpServer', x=-207.50, y=76.00, z=1938.16], su['Pig'/263, l='MpServer', x=-206.88, y=72.00, z=1953.00], sn['Cow'/261, l='MpServer', x=-192.75, y=105.00, z=1912.41], su['Pig'/266, l='MpServer', x=-203.47, y=73.00, z=1971.03], uw['Zombie'/1650, l='MpServer', x=-298.50, y=25.00, z=2049.50], su['Pig'/267, l='MpServer', x=-194.50, y=77.00, z=1997.19], su['Pig'/264, l='MpServer', x=-198.78, y=78.00, z=1966.41], su['Pig'/265, l='MpServer', x=-203.25, y=76.00, z=1973.41], so['Horse'/268, l='MpServer', x=-204.72, y=64.00, z=2061.13], sk['Bat'/2719, l='MpServer', x=-263.50, y=18.16, z=1963.43], uf['Creeper'/1880, l='MpServer', x=-285.50, y=64.00, z=2021.50], sk['Bat'/2713, l='MpServer', x=-266.08, y=18.16, z=1964.07], sk['Bat'/2714, l='MpServer', x=-265.50, y=18.16, z=1962.96], uf['Creeper'/1855, l='MpServer', x=-203.50, y=68.00, z=2000.50], uw['Zombie'/2506, l='MpServer', x=-316.50, y=36.00, z=2050.50], uw['Zombie'/2505, l='MpServer', x=-278.50, y=43.00, z=1925.50], uf['Creeper'/336, l='MpServer', x=-269.50, y=26.00, z=1937.50], ur['Skeleton'/2257, l='MpServer', x=-237.50, y=24.00, z=1956.50], ur['Skeleton'/2258, l='MpServer', x=-237.50, y=24.00, z=1954.50], ur['Skeleton'/2259, l='MpServer', x=-241.50, y=24.00, z=1954.50], ug['Enderman'/330, l='MpServer', x=-236.34, y=24.00, z=1956.50], uw['Zombie'/331, l='MpServer', x=-238.88, y=26.00, z=1947.13], uw['Zombie'/2283, l='MpServer', x=-194.50, y=24.00, z=1928.50], ur['Skeleton'/2282, l='MpServer', x=-197.50, y=24.00, z=1931.50], uw['Zombie'/2279, l='MpServer', x=-179.50, y=78.00, z=1912.50], ur['Skeleton'/1503, l='MpServer', x=-206.50, y=16.00, z=1982.50], uw['Zombie'/1498, l='MpServer', x=-298.50, y=53.00, z=2052.50], bgi['shoeboxam'/110, l='MpServer', x=-256.84, y=116.23, z=1992.11], sk['Bat'/1780, l='MpServer', x=-194.92, y=23.05, z=1938.61], ut['Spider'/1527, l='MpServer', x=-181.50, y=40.00, z=1998.50], uf['Creeper'/2105, l='MpServer', x=-225.50, y=35.00, z=1941.50], uf['Creeper'/2104, l='MpServer', x=-224.50, y=35.00, z=1942.50], ur['Skeleton'/2824, l='MpServer', x=-305.50, y=26.00, z=2035.50], ur['Skeleton'/2825, l='MpServer', x=-305.50, y=26.00, z=2034.50], uf['Creeper'/1987, l='MpServer', x=-225.50, y=22.00, z=1936.50], ur['Skeleton'/1986, l='MpServer', x=-182.50, y=32.00, z=2025.50], uw['Zombie'/1745, l='MpServer', x=-298.50, y=44.00, z=2042.50], uw['Zombie'/1746, l='MpServer', x=-299.50, y=44.00, z=2040.50], ur['Skeleton'/1984, l='MpServer', x=-182.50, y=32.00, z=2023.50], uw['Zombie'/1747, l='MpServer', x=-299.50, y=44.00, z=2039.50], sk['Bat'/185, l='MpServer', x=-265.41, y=18.10, z=1910.53], uf['Creeper'/190, l='MpServer', x=-269.47, y=27.00, z=1935.03], uw['Zombie'/191, l='MpServer', x=-264.50, y=18.00, z=1960.50], uf['Creeper'/1989, l='MpServer', x=-230.50, y=22.00, z=1937.50], uf['Creeper'/1988, l='MpServer', x=-228.31, y=22.00, z=1937.08], uw['Zombie'/189, l='MpServer', x=-256.50, y=27.00, z=1931.50], uf['Creeper'/2677, l='MpServer', x=-178.50, y=35.00, z=2048.50], uw['Zombie'/192, l='MpServer', x=-268.38, y=19.00, z=1963.84], ur['Skeleton'/2656, l='MpServer', x=-286.50, y=17.00, z=1990.50], ur['Skeleton'/461, l='MpServer', x=-219.50, y=29.00, z=1946.50], uw['Zombie'/223, l='MpServer', x=-246.59, y=28.00, z=1934.03], uw['Zombie'/2933, l='MpServer', x=-285.50, y=22.00, z=2001.50], uf['Creeper'/2935, l='MpServer', x=-292.50, y=36.00, z=2043.50], uw['Zombie'/2934, l='MpServer', x=-276.50, y=22.00, z=1999.50], ur['Skeleton'/2395, l='MpServer', x=-212.50, y=25.00, z=1917.50], uw['Zombie'/1723, l='MpServer', x=-202.50, y=66.00, z=1942.50], uw['Zombie'/2882, l='MpServer', x=-317.50, y=18.00, z=2023.50], uf['Creeper'/2883, l='MpServer', x=-316.50, y=18.00, z=2024.50], uw['Zombie'/2881, l='MpServer', x=-318.50, y=18.00, z=2022.50], uf['Creeper'/2884, l='MpServer', x=-317.50, y=18.00, z=2025.50], uf['Creeper'/2402, l='MpServer', x=-179.50, y=40.00, z=2041.50], uf['Creeper'/704, l='MpServer', x=-220.50, y=39.00, z=1912.50], ug['Enderman'/2409, l='MpServer', x=-309.50, y=17.00, z=2040.50], uf['Creeper'/2655, l='MpServer', x=-286.50, y=17.00, z=1995.50], ug['Enderman'/2410, l='MpServer', x=-308.50, y=17.00, z=2039.50], uw['Zombie'/224, l='MpServer', x=-242.50, y=24.00, z=1955.50], so['Horse'/254, l='MpServer', x=-213.50, y=64.00, z=2067.50], su['Pig'/253, l='MpServer', x=-216.50, y=71.00, z=1963.31], ur['Skeleton'/250, l='MpServer', x=-220.50, y=29.00, z=1949.50], sk['Bat'/2147, l='MpServer', x=-177.90, y=59.99, z=1939.04], sk['Bat'/484, l='MpServer', x=-195.08, y=49.54, z=1948.67], uf['Creeper'/242, l='MpServer', x=-231.50, y=25.00, z=1953.50]]
    Retry entities: 0 total; []
    Server brand: vanilla
    Server type: Integrated singleplayer server
    Stacktrace:
    at bgd.a(SourceFile:301)
    at awq.b(SourceFile:1901)
    at awq.e(SourceFile:713)
    at net.minecraft.client.main.Main.main(SourceFile:104)

    -- System Details --
    Details:
    Minecraft Version: 13w39b
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.7.0_25, Oracle Corporation
    Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 249617848 bytes (238 MB) / 616300544 bytes (587 MB) up to 954466304 bytes (910 MB)
    JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
    AABB Pool Size: 11299 (632744 bytes; 0 MB) allocated, 2 (112 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
    Launched Version: 13w39b-mcpatchersnapshot
    LWJGL: 2.9.0
    OpenGL: Intel® HD Graphics 2000 GL version 3.1.0 - Build 9.17.10.3062, Intel
    Is Modded: Very likely; Jar signature invalidated
    Type: Client (map_client.txt)
    Resource Packs: [Soartex_Fanver, Soartex_Renovated]
    Current Language: English (US)
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 744 (41664 bytes; 0 MB) allocated, 12 (672 bytes; 0 MB) used
    Hope this helps!

    EDIT: Would it make sense, or be possible, to have an exemption list of textures from Mojang's mipmapping? I'd like to disable the mipmapping on the splash screen, options background, font and glass. Not that this has much to do with MCPatcher, but I've also noticed Mojang's mipmapping turns tall grass edges black. Anyone else having problems like this?

    Another request. If there are a number of people experiencing this, it may be important. Would it be possible to determine the offset of bolded font? Minecraft renders bold by adding a second text layer with an offset, but because soartex font is thinner than default, the two layers separate.
  • #9297
    What "custom potion partcicls" mean?
    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?
  • #9298
    Quote from Kahr
    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.


    Well I just checked again in your latest beta and the w39b snapshot, it appears to be happening with mipmapping on or off and with anisotropic filtering on or off as well. So basically it seems to be happening no matter what settings I use (I also checked all the lighting types, none made any sort of difference). I also noticed that it's not actually a specific distance either, I checked various distances and flying up and down (vertically) made the betterglass layer flash in and out, seemingly randomly, not at any specific height or distance as far as I could tell (although if the transition lagged behind at all it might've been happening more specifically than I noticed)
  • #9299
    Quote from Soartex

    I can confirm the problem only occurs when mipmaps are enabled. Soartex water has low alpha values, so it disappears pretty often, unfortunately.

    Another request. If there are a number of people experiencing this, it may be important. Would it be possible to determine the offset of bolded font? Minecraft renders bold by adding a second text layer with an offset, but because soartex font is thinner than default, the two layers separate.



    Actually, it happens seemingly no matter what options are selected. Here's a Mojira issue about it. It used to affect rain and GUI, but now it just affects blocks, triggered and fixed based on a large number of odd factors.

    The bold issue in that menu can be fixed. Try adding this to your .lang file if you have one for your pack:

    resourcePack.available.title=§r§nAvailable Resource Packs
    resourcePack.selected.title=§r§nSelected Resource Packs

    Which will remove just the "bold" effect. If the .lang file is older, don't worry, just add those lines. The .lang files work similar in a way to resource packs in general or like character usage, Minecraft knows where to get something if it isn't all there. You can chop out a majority of the .lang files and Minecraft doesn't even care, it finds all the names from the original .lang file in the .jar.
  • #9300
    I've got this little bug with 4.3.0-beta2: skyboxes only render partially at render distance 4 or 5 basically leaving huge triangular "windows" in the sky. At distance 6 the problem seems to disappear.


    Last edited by Wedhro: 9/29/2013 8:54:33 AM

  • #9301
    I have a nother question to do with random mobs. I would love to make my wolf textures to spawn in different biomes with help of mob.properties but i wouldn't like if they would spawn undergrond(if that is even posible) couse i dont know the how the heights go and am asking you if there is anywhere any information about hights or anything, hope you understand my wierdly asked question :P ~ Thank you!

    Just remembered, i have one more question :) In mob.properties can i unite weights and biomes ?

    like this:
    
    skins.1=2-6
    weights.1=9 7 5 3 10
    biomes.1=Forest Taiga
    minHeight.1=55
    maxHight.1=85
    
    or like this:
    
    skins.1=2-6
    weights.1=9 7 5 3 10
    minHeight.1=55
    maxHight.1=85
    
    skins.1=2-6
    biomes.1=Forest Taiga
    minHeight.1=55
    maxHight.1=85
    
    or any other? :)
  • #9302
    Quote from Vojife
    I've got a question about the custom enchantment glints (which is an amazing feature by the way) - is it somehow possible to make it non-transparent?

    Yes, use blend=replace in the properties file, which simply replaces pixels rather than adding to them.

    Quote from amitkilo

    What "custom potion partcicls" mean?
    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?

    Potion colors for each potion type can be customized in color.properties. The custom colors are applied to the particle effects that appear around players too.

    No plans for random arrow textures, and I don't know what "door/snow cover block ctm" is.

    Quote from Soartex

    By the way, animated CTM textures cause a crash. I have an animated random horizontal CTM nether bookshelf that trips the game up.

    There is an error in your mcmeta files. In 80.png.mcmeta and 112.png.mcmeta, you have index 1, 2, 3, 4. Index is 0-based, so it should be 0, 1, 2, 3. The fact that it's crashing instead of reporting the error is probably Mojang's fault, so try making the same error in a non-CTM texture and see if it crashes without MCPatcher. If so, file a bug report in Atlassian about it.

    Quote from Soartex

    Would it make sense, or be possible, to have an exemption list of textures from Mojang's mipmapping? I'd like to disable the mipmapping on the splash screen, options background, font and glass.

    Not that this has much to do with MCPatcher, but I've also noticed Mojang's mipmapping turns tall grass edges black. Anyone else having problems like this?

    Yes, MCPatcher's mipmapping implementation dealt with these problems, but shoehorning just those bits of it into Mojang's code isn't feasible.

    So again, I'd rather people file bug reports for stuff like this. In general, if it's a legitimate problem that you can reproduce without MCPatcher, it's better that Mojang fix it themselves.

    Quote from XSSheep
    Well I just checked again in your latest beta and the w39b snapshot, it appears to be happening with mipmapping on or off and with anisotropic filtering on or off as well. So basically it seems to be happening no matter what settings I use (I also checked all the lighting types, none made any sort of difference).

    Mojang has been tweaking the min-alpha threshold in the last few snapshots. I think it went from 0.1 to 0.5, then back to 0.1, and I don't know what it is now. I suspect they're doing it to try to fix the black outline problem. Trust me, I went down that road myself and it's not going to work.
  • #9303
    Quote from Kahr

    Yes, use blend=replace in the properties file, which simply replaces pixels rather than adding to them.

    Thank you very much! :)
    You want a signature? Fine!
  • #9304
    Quote from Mark3942

    I have a nother question to do with random mobs. I would love to make my wolf textures to spawn in different biomes with help of mob.properties but i wouldn't like if they would spawn undergrond(if that is even posible) couse i dont know the how the heights go and am asking you if there is anywhere any information about hights or anything, hope you understand my wierdly asked question ~ Thank you!

    Just remembered, i have one more question In mob.properties can i unite weights and biomes ?

    like this:
    
    skins.1=2-6
    weights.1=9 7 5 3 10
    biomes.1=Forest Taiga
    minHeight.1=55
    maxHight.1=85
    
    or like this:
    
    skins.1=2-6
    weights.1=9 7 5 3 10
    minHeight.1=55
    maxHight.1=85
    
    skins.1=2-6
    biomes.1=Forest Taiga
    minHeight.1=55
    maxHight.1=85
    
    or any other? :)



    The height option doesn't dictate whether a mob will spawn at that given height, it denotes at what height the texture will be applied. That's all randomobs really does, it doesn't have any control over the spawn algorithms, it just applies a new texture to the mob depending on the defined conditions. The heights, also, can be used together with weight and biome conditions, there's no real reason to keep them separate unless you're daisy-chaining properties files for a complex purpose. Your first example is probably the best approach for using those conditions together.

    It's also not really necessary to use the heights for everything unless you specifically want a texture to be applied at a certain height, like if you want pure white wolves to occur on high taiga mountains, or black creepers to occur very deep underground. Leaving the heights out just has that texture occur across the whole biome that's defined, if one is defined at all.
    Last edited by DMagnus: 9/29/2013 12:57:59 PM
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