odisos, on 19 February 2013 - 09:01 AM, said:
it's better to add texture support for all nbt names (or maybe every nbt data) so renaming a sword "excalibur" change his texture.
Becouse CTM blocks looks know like they should in your inventory, why not support language for texturepack so your 98:15 has the name xyz insted of stonebrick.
These are two goods ideas too, but for the first, It could be difficult and don't totaly depend of CTM.
I think that having a support of language in texturepack is a good idea because a lot of people need to have a good translation of what their block represent ( and not what they represent in minecraft ) but I think that this option must be optionnal in MCPatcher. I think that it would work by overwritting actual language, and if an entry is not found, look into the original language. for unamed blocks or items, I think that entry would be formated like here :
I think that changing the skin depending to nbt names, id and metadata is suficient, Not all nbt data, because it will be too hard to implement. Here that was an idea for Random Mobs, but I think that as you said.
For me the support of custom names would works for :
Custom items textures (depending to id,metadata, nbt names):
- for metadata, we could make a sword to look broken at his end of life ().
- for NBT names, we could make a sword to look powerfull when named "Excalibur".
This would override the block render for blocks items when defined.
Custom mobs textures ... (as defined below by me):
Custom blocks textures (will works with CTM, depending to nbt names):
So when a dispenser is named "Market", it's texture will change to look like an automated market.
Custom gui textures (depending to nbt names):
So when a dispenser is named "Market", the gui texture used for that dispenser is a special one used for market.