Yeah, Plenty_of_FIsh already answered the first two.
As for the third question, noone knows, I am kind of "scared" of that update, it's gonna change the way MCPatcher and OptiFine works from the scratch...
Yeah, It'll be really hard for mods that work with old default textures/texture packs to update... Well, It may not be THAT hard, but this method will definitely change, so will the methods for Optifine, MCPatcher, and any mods that use the old terrain/sprite index.
I'm trying to make a random texture for something placed down, even better if the 4 sides are diffrent. What is a good block to do this with, and what are some of the .properties? I've noticed the use of terrain and block; there's so mention of which to use for what blocks. Might be useful for "novices" like me.
How would one go about making random textures for beds considering they take up 2 16x16 squares?
Well, there are 2 individual textures for each door and 5 textures for the bed. You can make each of the parts have random variants like you would for any other blocks, however, I don't believe you can put random variants for the whole bed / door, you can only make the variants blend in with eachother...
I have a question. Is it possible to make a random texture for a texture added from a mod ?
You cannot do this with the terrainX.properties files, because those are only for textures that exist in the terrain.png file and the "X" is replaced by a number in it. But there is another option of .properties files provided by CTM, which is blockX.properties, where "X" is replaced by a block ID. Blocks in mods do have their ID, so theoretically, it should work. However, when I tried it with trying to change the tops of the trees added by Biomes O' Plenty, it did not work. Maybe I've done it wrong or it doesn't work on thos and does on some other, but idk, it doesn't seem to work. You can try it with blockX.properties.
Well I converted my TP with MC Patcher. Had randomctm.png and the terrain.properties in ctm-folder.
After the conversion there is a randomctm-folder (with tiles and properties of the random stuff) inside the ctm-folder.
All tiles are now in a single png-file named by its number (0.png and so on). All properties are now named like the block.png's in the textures/blocks folder (f.e. oreCoal.properties). Inside the random properties files there are still the method, tiles and weights like before, source doesn't exist anymore.
I hope that is helpfull to you. But random textures for growing plants still doesn't work...