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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    So at the top of your vertical sheet you have your thick frames, and on the renderpass=3 you have your glass? Can't you just crop the top glass so that it doesn't overlap where the frames will be?

    Quote from mmtr1x3

    I am working on a last thing that could help a lot, a script that would rename all layers depending to a list in a text file, with the use of the 3 last scripts, it should let us manualy "convert" from tilesheet in old format to new file by file without efforts.


    That sounds like a good solution and would remove the extra work, yes :) I'm going to be doing some ctm sheets this week so I'll get to try your filter/scripts.
    Posted in: Resource Packs
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Quote from mmtr1x3

    For those using Gimp, I've maked 2 thing that could help you :
    • A collection of 3 script that are in the Filter > Minecraft menu :


    Wow. You're a legend! :steve_shocked:

    I have been using Gimp for months now simply because it's lightweight compared to PS and other games require me to use it. It does pretty much everything PS does, it does some things PS doesn't, but yes.. it's inability to slice layers (or group layers to work on them together) is a major fault.

    Was looking for some filter like this for Gimp and didn't find it. I will try this out over the next few days. I had been manually cropping and saving each CTM grid square! It's not fun :( This will make texture pack work a lot easier. Thanks a lot. :)

    --

    edit: *snip*
    Has anyone got this door glass working?

    I solved my problem of getting different glass to display for top and bottom, using vertical method:

    top half glass is 2.png, bottom is 0.png

    block64a.properties

    matchBlocks=64
    method=vertical
    tiles=0-3
    renderPass=3


    Looks nice in game!

    Quote from Síofra

    I have a Graphic issue that is pretty annoying to me. I asked Misa about but she couldn*'t find a solution and said I should try asking in this thread.


    I hope someone can help me.

    thank you


    Those kind of graphical glitches make me think perhaps it's an overheating problem with your graphics card. Which would make sense if it only begins after you've been playing the game for a while (does it ever happen when you first load Minecraft and your computer is cold - just started up?). If it only happens after x minutes every time then it's almost certainly an overheating thing.

    You could also check whether your graphics card options is setting anything like anisotropic filtering or anti-aliasing for Minecraft specifically, as some people have problems with it giving graphical glitches like that.

    Other than that... try running vanilla fresh install Minecraft and see if it still happens.

    Quote from 13thMurder

    Anyone know if it's possible to get the glass to render under the frame with betterglass?


    First of all your glass looks great already! I love that randomised broken look.

    The way I do it is to have your standard glass block CTM for the frames (no glass), then your renderpass=3 CTM glass pane overlay (no frames).

    Is it not possible to randomise particular tiles from within your glass overlay? Really if you use a CTM sheet for the glass parts you can control the overlap. For the top and bottom where you want a thick metal frame, you simply delete that area of glass from the renderpass=3 CTM sheet, or even add an overlay to your existing frames.

    I think this is the common/only method of doing it.

    edit: like this:

    glass block CTM sheet (purple is transparent area, just for example, not used in final image))


    glass (dark area) overlay doesn't overlap frames
    Posted in: Resource Packs
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Quote from 13thMurder
    For anyone that wants to know how to do it specifically for the portal (regular animation strips and repeat ctm seems to work for everything else)....


    Thanks for posting about this. I had a similar thought with other block constructions - whether you could use ctm with only incomplete files and have it still work. Glad to hear it does!

    I must say that I have recently been thinking a lot about what is possible using combinations of methods to replace tiles, and I think there are a lot of tricks that can be achieved. I've seen some very cool ctm stuff in texture packs over the past year or so but there's more I think people can do!

    I'm personally going to be experimenting a bit and I'll post my results in this thread if I find anything cool.
    Posted in: Resource Packs
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Quote from ULiopleurodon

    Will FORGE mods work with this? Can we just install forge the way this page tells us too, and then just drag forge mods into the Mods folder like normal?


    Yes, you should use the Forge mods folder once you've patched the Forge into Minecraft using MCP. This allows Forge mods to work.
    Posted in: Resource Packs
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Well I'm not good enough at maths to understand that function :) But yes, I can only guess it would be a lot of logic to process each time.

    Luckily texturing with randomised and ctm methods combined is pretty good right now in terms of effects you can achieve. Many thanks to Kahr for that of course. I hope Mojang don't break MCP/texture packs too much in coming weeks/months..
    Posted in: Resource Packs
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Has anyone sucessfully done anything with changing the textures on doors in any version of ctm?

    Initially I thought about using a biome palette to change the colours but it doesn't seem to have any effect - but perhaps I can specify different 'fixed' textures per biome.

    I guess you cannot use a random texture since the upper and lower parts will take different random textures? (haven't tried this yet, though).

    Aside from random coloured doors, what I really want to do is change the texture on the hinge face and the open door end. But the trouble is that I cannot think how to reliably specify the face since doors can face any cardinal direction and there's no way to track which way the top half is facing with metadata (since it doesn't exist for doorupper- ?).

    So yeah... this is mainly a problem with how Mojang haven't given us good consistent metadata and so on, not ctm.

    Also would be good to add glass with a second render pass, which I assume is possible but I haven't tried...

    What we really need is the ability to specify matches for two block ids. 'if block id x is next to block id y....' There are some brilliant texture packs using ctm but I feel like this is the next step - imagine walls with different borders depending on what tile is below them, or ores that blend seamlessly into stone, or multi coloured carpets/wool blocks using multi-tile CTM - but I wonder if it would add too much of a cpu load to calculate?
    Posted in: Resource Packs
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    posted a message on Factorization 0.9.35
    In the OP, the image for the barrel shows a small 3D representation of the block type that is stored inside. Is that no longer something possible with this mod?
    Posted in: Minecraft Mods
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    posted a message on [0.2.6]Mine Painter - simple sculpture and pixel art
    I just installed this mod today and I love it.

    I used to use Red Power's abilities to cut down blocks but that had obvious limitations with block placement. This is incredibly powerful and makes the world look great :)

    One thing that should be noted by future sculptors is that you cannot remove a sculpture block with vanilla tools (well, maybe you can blow it up with TNT or push it with a piston, but I haven't tried that..). I assume that hacking away with the chisels until the block is completely gone actually does remove that block, which is what I had to do just now when I started a sculpture in a stupid place.

    So think carefully about where you are doing your handiwork...

    It would be nice if in the future you could create a tool that could pick up sculptures so we can move them around.

    Until then, I think I will craft all my sculptures in a vast studio buried somewhere dark before turning them into plans and bringing them back to where I need them!

    edit: same feature requests or bug reports as others
    - blocks turn invisible when carving, can be fixed by placing a piece back on the block.
    - mix different block type pieces within same square.
    - track meta data for block type, so that it doesn't break connected textures for things like glass panes (or ctm in general).
    - pick up sculpture blocks.
    - destroy scupture blocks.

    Quote from Oreosmooshy
    And then I decked out a building from Deerassassin's Medieval Buildings Pack:



    Wow. That is... inspiring and a little daunting at the same time. :o
    Posted in: Minecraft Mods
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    posted a message on [1.6.x/universal] More Fuel, Tweaks, and Everything by Grom PE
    Wow, and here I was just literally checking out ye olde More Fuel which I'd used back in 1.2.5 (about a year ago). So happy this has been updated to 1.5.2!
    Posted in: Minecraft Mods
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    posted a message on [1.6.2][SSP/SMP] Project Bench v1.8.0[Forge][25000+ Downloads]
    If you could take the object directly from the bench this would be a next level mod. As it is its very cool and obviously useful for people who have huge crafting rooms set up - but I think it can go further.
    Posted in: Minecraft Mods
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    edit: Solved. not sure what exactly fixed this but I updated Java recently, and now I have properly randomised textures with CTM. I also changed match tiles to match block.

    -

    I've been trying for a few days to get a simple random texture replacement working. I've created rotated variants of ore textures that I want to randomly show instead of the normal orientated one. However, all I get in game is the standard oreIron.png (or whatever) showing, never any rotation. I've patched Minecraft 1.5.2 with MCP 3.0.4 and enabled all the mods.

    In my ctm folder of my texture pack zip I have a folder called oreIron, with three rotated images 0-2.png

    my oreIron.properties file in the same dir is as follows:

    matchTiles=oreIron
    method=random
    tiles=0-2


    So... I'm sure I'm making some obvious newbie error, but does anyone know why my blocks aren't getting randomised? It's quite frustrating...
    Posted in: Resource Packs
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    posted a message on MrMMods (BetterLight|Grass, SimpleMap) 1.8.1
    Quote from dist7action »
    is this still working as of 1.2.2?


    No. Just tried patching and it gives errors and can't compile - so I guess Mr Messiah needs to update his launcher.
    Posted in: Mods Discussion
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    posted a message on Please help
    How did you get on with that?

    I'm going to attempt to follow the chicken meat mod at some point, did you find that the current version is much different from that guide you linked to?

    I found this thread from your post in the custom recipe mod thread - I intend to try and extend the recipes in the game to allow a bigger tech tree for my server, hopefully it's not too difficult!
    Posted in: Mods Discussion
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