zekeyspaceylizard, on 04 June 2013 - 05:31 AM, said:
Thank you but I honestly have no idea what you're suggesting. :c
The directions in the original post on how CTM works are already vague and confusing as it is and this advice only seems to turn a knot into a fractal.
So on that note, screw my earlier idea of the Yoshi's Islands style big block chunks.
It's never gonna work how I want so I'm not gonna bother worrying.
So instead of that, let me ask something else entirely.
How do I get CTM to use several textures as random textures for something? Is there a simple easy way to do it that does not involve the glass palette or is that thing the golden rule?
For example lets say I was to make like 10 alternate dirt textures and 10 alternate grass textures.
And I wanted to have the game randomly use these to replace the default ones in my pack already.
How would I do that so it uses the textures at random? And would the method to do so also work on tree leaves? And would the 10 alternative grass textures still follow my color pallete in the color.properties? Cause I wouldn't want my alternatives to grass to be all....miscolored. Ya know?
I tried to do it before with stone but it didn't work. Which is a common theme whenever I look inside other texture packs and try to follow their example. So instead I'd like a nice simple explanation if anyone has the time to do so. Thank you in advance!
Actually since nobody is online I'm going to try once again to simply copy what Misa's texture pack does and see if I can get it to work with mine. I'm not anticipating much.
Firstly, about biomes coloration, if a block is already colored depending to biomes, changed textures with ctm would also be colored, simply because CTM change the texture and not the entire block.
For ramdom texture you need to use the CTM random method, it was described in the file I put in the laqt post :
# (Required) List of any number of tiles to choose from.
tiles=<list of tiles>
# (Optional) List of weights to apply to the random choice. For example, if
# you have
# weights=10 1 10 2 7 3
# then tiles 6 and 8 will have a weight of 10, 7 will have a weight of 1, etc.
# Weights do not have to total 100 or any other particular value. In the above
# example, tiles 6 and 8 will each be used ~30.3% (10/(10+1+10+2+7+3)) of the
# time and so forth.
weights=<same-size list of weights>
# (Optional) Desired level of symmetry for the faces of each block. Applies to
# standard 6-sided blocks only.
# none: All 6 faces are textured independently. This is the default.
# opposite: 2-way symmetry; opposing faces have the same texture, but each pair
# can potentially have a different texture.
# all: All 6 faces have the same texture.
symmetry=<none | opposite | all>
Here a example for you :
#define random textures in replacement of /textures/blocks/dirt.png texture, asigned to 0.png to 7.png
#define random textures in replacement of /textures/blocks/grass_top.png texture, asigned to 8.png to 15.png
#define random textures in replacement of /textures/blocks/leaves.png texture, asigned to 16.png to 23.png
#define random textures in replacement of /textures/blocks/leaves.png texture, asigned to 24.png to 31.png
If you want to look, my own texture pack is an bit complete example of what can be done with MCPatcher