I had been complaining because I want to have many mods but I get crash with error said no more terrain sprites indices left!
What we need is terrain2.png and item2.png. This will add extra room for the mods.
I tried to install a mod that requires ModLoader and when I do, I get a crash. One of the line shows...
java.lang.Exception: No more empty terrain sprite indices left!
This means there's not enough room. If you look at terrain.png, there's only 19 empty spaces. In 1.3.2 there were 32 empty spaces but the amount of empty spaces shrank to 19 in 1.4.2. That means there isn't much room for ModLoader.
For example, I want to use Biomes O' Plenty. It has 19 images that goes into terrain.png. But I have Kittehite mod that uses 2 terrain spaces (Kittehite block and ore). That requires 21 and the terrain.png doesn't have room for both of these mods.
We need terrain2.png and items2.png to be added. This will increase the available space for terrain from 19 to 275. The 19 remaining spaces are to be filled in future updates.
Possible proposal
-Remove doors texture from terrain.png and put image for doors in separate folder to free up 4 spaces. (This will allow for support of door opening/closing animation and make doors look a bit better.)
-Wool icons will be combined into 1, thus freeing up 15 spaces. This will allow for support for more wool colors, including the colors from Classic 0.30.
By doing these, there will be 19 more empty slots for a total of 38 empty slots.
Why don't mod makers just include their own texture files? If they can direct things into the terrain.png they can just as easily direct it to a different file (or at least that makes sense to me, a directory is a directory and a file is a file). This would fix your issue entirely and make mods compatible as none would be trying to use the same spaces.
I have no problem with the terrain.png being expanded but the reasoning here seems silly.
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Possible proposal -Remove doors texture from terrain.png and put image for doors in separate folder to free up 4 spaces. (This will allow for support of door opening/closing animation and make doors look a bit better.)
Doors are two separate blocks, one being the top part and one being the bottom.
And I doubt it'll help in any way with making the animation smoother - lag is what causes that problem, not terrain.png.
-Wool icons will be combined into 1, thus freeing up 15 spaces. This will allow for support for more wool colors, including the colors from Classic 0.30.
I don't really get what you're trying to say here - only one wool color?
*facepalms* We're not removing wool colors. If you look at terrain.png, you can see that grass and leaves are white/gray. That's what should be applied to wool. It won't change the wool colours at all.
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No Support.
Use forge if it's that big of an issue. Most worthwhile mods require forge anyway, or are compatible/supported therein. I am not interested in expanding the terrain.png until Mojang decides that core minecraft needs additional slots. Instead, I suggest that mod makers include their own texture files.
*facepalms* We're not removing wool colors. If you look at terrain.png, you can see that grass and leaves are white/gray. That's what should be applied to wool. It won't change the wool colours at all.
So, what are you talking about?
Do you want Wool to be greyscale, or do you want it to be biome-specific?
If you want it greyscale, that's a big NO.
There would be tons of new IDs, similar with dyeable leather armor, and Dinnerbone said he would never do that again.
If you want it to be biome-specific, then...that wouldn't make too much sense.
Also, what mods are you using?
Most mods are compatible with Forge or ModLoader, and they have their own texture files instead of overwriting the terrain.png.
Don't worry yourself too much, this is one of those suggestions that Mojang will have to implement if they are to continue adding blocks and items to Minecraft, they'll run out of sprite indicies too, you know. Anyway, for the record, this suggestion has my support.
I used 2 mods that add blocks: Kittehite Mod. Adds 2 blocks. And Biomes o' plenty. It adds 19 blocks. In 1.3.2, I had no problem at all but in 1.4.2, it just won't work until I take off one of the mods. The addOverride in ModLoader actually assigns items/block texture to empty slots. There's 19 empty slots but the mods combined uses 21. Let me show you the terrain.png as of 1.4.2.
The purple squares are empty slots. Count them.
Some are never used. The one with "FIRE TEX! Hnst" appears to never be used and the blue square beside the sapling texture, I don't know if that's used.
And no, wools won't be grayscale. You know how the leather armor is colored with dye. We're still keeping colored wools and they won't be affected.
There's an unused image (door.png) under items. Could become potential after image is fixed.
I won't make any Forge mods because Forge is frustrating to install with MCPatcher. I don't like using Forge at all. Whenever I try to install it with MCPatcher and used correct version, I end up with black screen.
I choose ModLoader because it's easy to install with MCPatcher. I don't want to open minecraft.jar using WinRAR zip archiver and I don't want to edit the jar directly at all, which may damage jar. With MCPatcher, I can easily uninstall mod.
Eventually, we will run out of room for mods in 1.5, 1.6, 1.7 and so on, rendering ModLoader unusable for adding items.
The one with "FIRE TEX! Hnst" appears to never be used...
Yeah, I don't know what's with that.
But it's necessary I guess, or else it won't be in the terrain.png in the first place.
...and the blue square beside the sapling texture, I don't know if that's used.
That's the Nether Portal background texture. Took me a while to figure that out too.
And no, wools won't be grayscale. You know how the leather armor is colored with dye. We're still keeping colored wools and they won't be affected.
Yes, that's what I was saying.
Leather armor is grayscale in the texture file - the colors are then added in the game after. The full HTML hexadecimal color set.
Do you have any idea how many that is? (Hint: it's 16,777,216.)
Dinnerbone said he would never do that again.
I won't make any Forge mods because Forge is frustrating to install with MCPatcher. I don't like using Forge at all. Whenever I try to install it with MCPatcher and used correct version, I end up with black screen.
Forge+OptiFine.
Don't tell me you still use ModLoader.
Leather armor is grayscale in the texture file - the colors are then added in the game after. The full HTML hexadecimal color set. Do you have any idea how many that is? (Hint: it's 16,777,216.) Dinnerbone said he would never do that again.
Well it couldn't work anyway. The current game rendering mechanics only allow for the changing of grass/water/leaves on a biome level and doing this to wool would require that we dynamically change the biome of that one block if that's the mechanic the OP wants to employ.
Also, not all 16 million colors are actually attainable in vanilla. They're renderable, but not attainable.
Regardless, this is a moot conversation as it's going to be self-corrected as soon as 19 more objects are added. It would be a LOT easier for mod creators to be less-lazy and supply their own textures.
Easy fix - use forge. If your too scared of not being about to install forge with mcpatcher then you must be sooooo lazy to not just use winrar or 7zip.
Easy fix - use forge. If your too scared of not being about to install forge with mcpatcher then you must be sooooo lazy to not just use winrar or 7zip.
You could also use MultiMC, Magic Launcher, or just looking it up.
I am beginning to wonder if ModLoader will still use the item and terrain sprite sheet in 1.5, and it might be raised to 256 item sprites. Or either the ModLoader will get unlimited texture sprites like Forge.
What we need is terrain2.png and item2.png. This will add extra room for the mods.
I tried to install a mod that requires ModLoader and when I do, I get a crash. One of the line shows...
java.lang.Exception: No more empty terrain sprite indices left!
This means there's not enough room. If you look at terrain.png, there's only 19 empty spaces. In 1.3.2 there were 32 empty spaces but the amount of empty spaces shrank to 19 in 1.4.2. That means there isn't much room for ModLoader.
For example, I want to use Biomes O' Plenty. It has 19 images that goes into terrain.png. But I have Kittehite mod that uses 2 terrain spaces (Kittehite block and ore). That requires 21 and the terrain.png doesn't have room for both of these mods.
We need terrain2.png and items2.png to be added. This will increase the available space for terrain from 19 to 275. The 19 remaining spaces are to be filled in future updates.
Possible proposal
-Remove doors texture from terrain.png and put image for doors in separate folder to free up 4 spaces. (This will allow for support of door opening/closing animation and make doors look a bit better.)
-Wool icons will be combined into 1, thus freeing up 15 spaces. This will allow for support for more wool colors, including the colors from Classic 0.30.
By doing these, there will be 19 more empty slots for a total of 38 empty slots.
Support or no support?
It works for all of my modloader mods.
I have no problem with the terrain.png being expanded but the reasoning here seems silly.
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*facepalms* We're not removing wool colors. If you look at terrain.png, you can see that grass and leaves are white/gray. That's what should be applied to wool. It won't change the wool colours at all.
Use forge if it's that big of an issue. Most worthwhile mods require forge anyway, or are compatible/supported therein. I am not interested in expanding the terrain.png until Mojang decides that core minecraft needs additional slots. Instead, I suggest that mod makers include their own texture files.
So, what are you talking about?
Do you want Wool to be greyscale, or do you want it to be biome-specific?
If you want it greyscale, that's a big NO.
There would be tons of new IDs, similar with dyeable leather armor, and Dinnerbone said he would never do that again.
If you want it to be biome-specific, then...that wouldn't make too much sense.
Also, what mods are you using?
Most mods are compatible with Forge or ModLoader, and they have their own texture files instead of overwriting the terrain.png.
Some do, surprisingly.
I used 2 mods that add blocks: Kittehite Mod. Adds 2 blocks. And Biomes o' plenty. It adds 19 blocks. In 1.3.2, I had no problem at all but in 1.4.2, it just won't work until I take off one of the mods. The addOverride in ModLoader actually assigns items/block texture to empty slots. There's 19 empty slots but the mods combined uses 21. Let me show you the terrain.png as of 1.4.2.
The purple squares are empty slots. Count them.
Some are never used. The one with "FIRE TEX! Hnst" appears to never be used and the blue square beside the sapling texture, I don't know if that's used.
And no, wools won't be grayscale. You know how the leather armor is colored with dye. We're still keeping colored wools and they won't be affected.
There's an unused image (door.png) under items. Could become potential after image is fixed.
I won't make any Forge mods because Forge is frustrating to install with MCPatcher. I don't like using Forge at all. Whenever I try to install it with MCPatcher and used correct version, I end up with black screen.
I choose ModLoader because it's easy to install with MCPatcher. I don't want to open minecraft.jar using WinRAR zip archiver and I don't want to edit the jar directly at all, which may damage jar. With MCPatcher, I can easily uninstall mod.
Eventually, we will run out of room for mods in 1.5, 1.6, 1.7 and so on, rendering ModLoader unusable for adding items.
I think this is for higher resolution fire that isn't patched.
This seems like a problem with ModLoader, not Minecraft (although I'm still having trouble figuring out what the problem is caused by, exactly).
Well it couldn't work anyway. The current game rendering mechanics only allow for the changing of grass/water/leaves on a biome level and doing this to wool would require that we dynamically change the biome of that one block if that's the mechanic the OP wants to employ.
Also, not all 16 million colors are actually attainable in vanilla. They're renderable, but not attainable.
Regardless, this is a moot conversation as it's going to be self-corrected as soon as 19 more objects are added. It would be a LOT easier for mod creators to be less-lazy and supply their own textures.
You could also use MultiMC, Magic Launcher, or just looking it up.
I am beginning to wonder if ModLoader will still use the item and terrain sprite sheet in 1.5, and it might be raised to 256 item sprites. Or either the ModLoader will get unlimited texture sprites like Forge.
Praise be to Spode.
I don't like dragging into minecraft.jar because if something went wrong, I have to waste 1 minute on Force Update.
MCPatcher will remove HD textures and HD fonts from the list of available mods because Minecraft already supports HD textures.