You are using the slab top terrain number - use terrain 5 for the side.
But if you use the block id instead you get more variability.
This is an example of a stone slab ctm -
The ctm.png on top, terrain id used on the left, block id on the right.
source=/ctm/ctm.png
method=vertical
tiles=0-3
metadata=0
// stone slab
Use metadata 0 to 5 for the different slab types (wooden slab - 2 - doesn't work anymore):
Love it! But wouldn't using ctm on the sandstone slabs interfere with the ability to make carved sandstone blocks? (Since you can only make carved sandstone by stacking two slabs on top of one another)
Love it! But wouldn't using ctm on the sandstone slabs interfere with the ability to make carved sandstone blocks? (Since you can only make carved sandstone by stacking two slabs on top of one another)
Chiseled sandstone(The actual official name for it...) is actually made by stacking two slabs in the crafting grid... not actually stacking them.
I think it was because I had saved them in UTF-8 instead of ANSI. They were properly saved as .properties, and that's why I couldn't figure out what was wrong.
PS. The tutorial has been a huge help, thanks for doing it.
Edit: Also wanted to ask if it's possible to make the items in /gui/items.png random using the block id?
As far as I know, you can use CTM for the items, though I haven't tested that yet. I'm working on customizing log tops per each type of wood and creating smooth transitions between different block types (i.e. stone to dirt, etc.)
As far as I know, you can use CTM for the items, though I haven't tested that yet. I'm working on customizing log tops per each type of wood and creating smooth transitions between different block types (i.e. stone to dirt, etc.)
As to the second thing, the smooth transitions, be sure to post the results.
if block 43 is for the slabs. How do you edit them all to have their own sides in one file? I've not found a texturepack yet that shows how this could be done to use as an example.
Hmm i made a "repeat" pattern for the smooth sandstone with the CTM, but it uses another texture already registered in CTM for top and bottom. Any idea how can i cover the top/bottom with another texture?
Thanks!
Anyway, great tutorial you've got there. It helped me a lot!
Cookies for you!
ignore the sidegrass... I'm still working on that.
I think you still need to rename the topics title to mcpatcher AND optifine, sense they both use the same thing :3
You should also make sure to state that file names don't have to all be the same. like you're saying name file randomctm.png, okay what if you run out of room? Then what?! For new people they may get stuck thinking you're stuck with just that one file, but any file under any name will work as long as it's pointed to in the properties files. Really need to point that out ;P
Trust me when I first started, I thought they had to be named such, and also thought only one texture could be per file. My thinking based on how the topics written out was 'okay I can only make one texture this way as I can only have one randomctm.png file'
Then I learned, derp! I can have whatever I want in one file and call that file whatever I please!
Hey doc, i found a small typo on your guide, the green diagram is representing the "TileID" and not the "BlockID"
This though does have block ids and you should be able to use this to create textures independent from their source (ie; fences, buttons, pressure plates)
Hey doc, i found a small typo on your guide, the green diagram is representing the "TileID" and not the "BlockID"
This though does have block ids and you should be able to use this to create textures independent from their source (ie; fences, buttons, pressure plates)
From my own playing around you can have more then one properties file effect a block by using for example: block17.properties block17a.properties block17b.properties etc etc
However it seems you can only have one such file effect one face of a block at a time.
For example the bookcases you'd only be able to apply either the horizontal tileing or the random tileing, otherwise you badly confuse the game and it's not sure what to use. You could still apply another style to another face of the bookshelf. like top, sides, back and so on by defining such by adding say like
faces=top bottom
but you can't edit the same face twice with two styles. ,
Still, it's an item, not a block, so I don't think ctm could be added to it.
As for my own issue I just ran into.
CTM horizontal for the sides of my logs. Works fine, unless the logs are tilted on their sides.
I got the logs tops working fine each with their own, but the log sides only work if there sitting upright.
What metadata am I missing for each log, or does it just not work for the sides?
Yeah I did, what is shown is using that meta data but all the sideways logs are using the default texture for the sides. while the tops as seen clearly are working with no issues.
I'm attempting to use CTM to make it so that the carrots and potatoes look different while they're growing, but it doesn't seem to be working. I've tried several variations with the 'fixed' method.
Right now I'm using a series of four config files that look like this:
I gathered from the front post that this should cause one of the tiles from my ctm file to overwrite the tile in the terrain, and just for just the one block. In the case of the above, it would be the lowest stage of the growth (tile #200 in the terrain.png) for carrots (block #141). Naturally there would be additional files for the other stages, and corresponding files for potatos.
Unfortunately, it seems to be doing absolutely nothing at all. Any ideas?
Edit: I tried the same thing with sand and it works perfectly. Can anyone confirm whether or not this is a bug? If it is, whom do I report it to?
I have found a bug
I don't know how long this has existed, but if you have a random glass texture, and you look at it through water, it uses the normal texture (ie. terrain.png)
Hope this pic helps
Rollback Post to RevisionRollBack
Quoted from Meringue - Too bad i own and have to use PS (at work) - it's clunky and i hate it..
Love it! But wouldn't using ctm on the sandstone slabs interfere with the ability to make carved sandstone blocks? (Since you can only make carved sandstone by stacking two slabs on top of one another)
Chiseled sandstone(The actual official name for it...) is actually made by stacking two slabs in the crafting grid... not actually stacking them.
As far as I know, you can use CTM for the items, though I haven't tested that yet. I'm working on customizing log tops per each type of wood and creating smooth transitions between different block types (i.e. stone to dirt, etc.)
As to the second thing, the smooth transitions, be sure to post the results.
I believe so, but you should try it and post the results!
The smooth transitions have proven difficult, but I've gotten the "repeat" method down pretty well.
I've always thought it was impossible with current MCPatcher!
ignore the sidegrass... I'm still working on that.
You should also make sure to state that file names don't have to all be the same. like you're saying name file randomctm.png, okay what if you run out of room? Then what?! For new people they may get stuck thinking you're stuck with just that one file, but any file under any name will work as long as it's pointed to in the properties files. Really need to point that out ;P
Trust me when I first started, I thought they had to be named such, and also thought only one texture could be per file. My thinking based on how the topics written out was 'okay I can only make one texture this way as I can only have one randomctm.png file'
Then I learned, derp! I can have whatever I want in one file and call that file whatever I please!
Oh my bad! Thanks for finding that.
However it seems you can only have one such file effect one face of a block at a time.
For example the bookcases you'd only be able to apply either the horizontal tileing or the random tileing, otherwise you badly confuse the game and it's not sure what to use. You could still apply another style to another face of the bookshelf. like top, sides, back and so on by defining such by adding say like
faces=top bottom
but you can't edit the same face twice with two styles. ,
As for my own issue I just ran into.
CTM horizontal for the sides of my logs. Works fine, unless the logs are tilted on their sides.
I got the logs tops working fine each with their own, but the log sides only work if there sitting upright.
What metadata am I missing for each log, or does it just not work for the sides?
Also, do you know if its possible to apply custom animations to CTM textures?
Also also, can I apply custom animations and connected textures to mod textures (Better Than Wolves, for example)?
Also check me out on:
WordPress, Etsy, and Spore.
I'm attempting to use CTM to make it so that the carrots and potatoes look different while they're growing, but it doesn't seem to be working. I've tried several variations with the 'fixed' method.
Right now I'm using a series of four config files that look like this:
I gathered from the front post that this should cause one of the tiles from my ctm file to overwrite the tile in the terrain, and just for just the one block. In the case of the above, it would be the lowest stage of the growth (tile #200 in the terrain.png) for carrots (block #141). Naturally there would be additional files for the other stages, and corresponding files for potatos.
Unfortunately, it seems to be doing absolutely nothing at all. Any ideas?
Edit: I tried the same thing with sand and it works perfectly. Can anyone confirm whether or not this is a bug? If it is, whom do I report it to?
I don't know how long this has existed, but if you have a random glass texture, and you look at it through water, it uses the normal texture (ie. terrain.png)
Hope this pic helps
Quoted from Meringue - Too bad i own and have to use PS (at work) - it's clunky and i hate it..