This mod allows you to have variations of textures in different way without breaking your saves if you uninstall mod or update Minecraft. It does not provide textures themselves, since I'm not a texture artist and amount of possible variations is too big. However, there is an example compilation for those, who want to see some features. For information about exact features look in customisation section.
Currently supported 24 blocks:
Customise mtv_config.txt and terrain.png or use already customised. There is an example compilation in downloads section.
Play the game and enjoy!
Customisation:
You'll need to edit 2 files: mtv_config.txt and terrain.png.
terrain.png
Here go your new textures. All textures for the same side of same block must be together in a row, like this:
Textures for cobble I used for test: green for main, red for top and blue for bottom.
mtv_config.txt
Here you choose which features to use for block and what textures use for them. If you don't modify settings of block, it'll act like mod isn't installed. Here are descriptions of settings:
number_of_variations
Sets number of variations for all sides, by default will be used for random choice of texture when block is placed.
main_texture
Index of first in a row additional texture in terrain.png for all sides if top/bottom are not specified. Index starts in top-left conner at 0 and goes from left to right, from top to bottom.
bottom_texture
Index of first in a row additional texture in terrain.png for bottom side. Will replace planks texture for bookshelf.
top_texture
Same as above for top side. Top and bottom can share the same textures.
use_pattern
This disables random placement and changes textures of all these blocks to be shown in a pattern, based on position of block and number of variations. To activate change parameter to 1, can't be used with big tile or magic wand.
use_magic_wand
This disables random placement and allows you to scroll through variations of textures by right-clicking block with a stick. Was made for using entirely different textures for the same block. To activate change parameter to 1, can't be used with big tile or pattern.
use_bigger_tile
This disables random placement and allows you to use texture 2 times bigger than resolution of your texture pack. It will be divided between blocks based on position of block in the world. It is possible, for example, to make a 2x2x2 cube that will look as a single big block or make your epic cobblestone wall look good from bigger distance. To activate change parameter to 1 and set main_texture to top-left part of new big texture, can't be used with magic wand or pattern.
transparency
With this glass will be rendered as ice, allowing to have transparent texture for glass. Can be used for getting rid of frame or making stained glass. Doesn't render water behind glass. To activate change parameter to 1.
spruce_birch
Allows to have unique top and bottom textures for spruce and birch. Requires 2 textures in a row, first for spruce. To activate specify index of first in a row texture.
slab:
sand
wood
cobble
Allows to have unique textures for slabs in similar way as stone slabs. Requires 2 textures in a row for each slab, first for side. To activate specify index of first in a row texture.
Might be worth loading the new textures from sprites, instead of putting them into the terrain.png. Higher compatibility rate that way.
From sprites, you mean from separate files, like modloader does? I think it only overrides free slots in terrain.png with those files, so it's not worth the effort. Correct me if I'm wrong, I would certainly like to load as much new textures as I can.
What Proloe means is that some mods may use those free spaces in terrain.png so putting the textures outside of terrain.png would make more mods compatible.
What Proloe means is that some mods may use those free spaces in terrain.png so putting the textures outside of terrain.png would make more mods compatible.
If you read first post, you should know that textures can be placed on any free space in terrain.png, just textures of same side of same block must be in one line. And then you specify in config file where exactly your new textures.
If you read first post, you should know that textures can be placed on any free space in terrain.png, just textures of same side of same block must be in one line. And then you specify in config file where exactly your new textures.
The thing is, that's difficult for the users. As mod makers, our priority should be for the contentment of our users. If we can use a system that does it for the user, rather than forcing the user to do it themselves, then we should. In this case, it's far easier for the user if you load everything from sprites, in the way ModLoader does.
The thing is, that's difficult for the users. As mod makers, our priority should be for the contentment of our users. If we can use a system that does it for the user, rather than forcing the user to do it themselves, then we should. In this case, it's far easier for the user if you load everything from sprites, in the way ModLoader does.
They will be forced to edit terrain.png or create those sprites, since I don't provide any textures, except those in example compilation, which I didn't make myself, and then edit config file to choose exact features for blocks they wanted. There will be two more options for blocks in next versions, and they all exclude each other, so the only convenient way for end users is to use already made compilations. I hope texturepack makers will see this mod and some of them decide to support it, providing art, that goes well with their pack, and settings for it. Also, any user of my mod can ask for help here and I'll try my best to help them.
I did think you were supplying textures with this, so that was my misunderstanding. However, I do still feel that you should load with sprites, for another reason.
ModLoader loads in sprites based on what it deems as "free spaces" in the terrain.png. However, I have personally experienced a scenario in which a mod uses the terrain.png for it's textures, and it simply does not register these textures as used. Thus, it overwrites them with other textures, causing graphical incompatibilities. With your system, users would have to work out which sprite indexes ModLoader is using, and then place the textures accordingly. Loading from sprites could remove this entirely, as long as the sprite index limit is not exceeded.
I did think you were supplying textures with this, so that was my misunderstanding. However, I do still feel that you should load with sprites, for another reason.
ModLoader loads in sprites based on what it deems as "free spaces" in the terrain.png. However, I have personally experienced a scenario in which a mod uses the terrain.png for it's textures, and it simply does not register these textures as used. Thus, it overwrites them with other textures, causing graphical incompatibilities. With your system, users would have to work out which sprite indexes ModLoader is using, and then place the textures accordingly. Loading from sprites could remove this entirely, as long as the sprite index limit is not exceeded.
Well, it's not more than a month since I started to learn Java so can't do all that much right now and have no clue how modloader loads textures from sprites :smile.gif:. But I'll try to improve my current and future mods as much as I'll be able to. If you have any other thoughts on how I can make my mod better, I'd like to see them.
Two new features: magic wand and bigger tile, more information in first post. All main planned features are done, waiting for Minecraft and MCP updates. If you have any ideas, that you think will fit good in this mod - I'm open to suggestions now.
v04: Compatible with 1.7.3. Added options for bookshelf, sandstone, glass (including transparency), log (unique top&bottom textures for spruce and birch), slabs (unique textures for planks, sand- and cobblestone materials). More information in customisation section.
There are still some things I want to do with my mod, but don't have enough knowledge for implementation yet. And I'm working on a second mod, that has nothing to do with textures at all, so won't have time to work with modloader at least until 1.8 comes.
I have been wanting this in minecraft since I noticed that Terraria did it, and it looked amazing! I will make alternate textures for all blocks that need it I just need to know the limits of how many variations are possible for each block.
I have been wanting this in minecraft since I noticed that Terraria did it, and it looked amazing! I will make alternate textures for all blocks that need it I just need to know the limits of how many variations are possible for each block.
It's 16, including base one, if we are talking about code. But there is not enough space in terrain.png for 15 slots in a row, so you cant reach maximum. I'll try to make loading additional textures from other file without overriding default, but don't have time to learn and code right now.
It's 16, including base one, if we are talking about code. But there is not enough space in terrain.png for 15 slots in a row, so you cant reach maximum. I'll try to make loading additional textures from other file without overriding default, but don't have time to learn and code right now.
When I finish I will send you all of the individual textures so you can implement them right.
Currently supported 24 blocks:
Customisation:
You'll need to edit 2 files: mtv_config.txt and terrain.png.
terrain.png
Here go your new textures. All textures for the same side of same block must be together in a row, like this:
Textures for cobble I used for test: green for main, red for top and blue for bottom.
mtv_config.txt
Here you choose which features to use for block and what textures use for them. If you don't modify settings of block, it'll act like mod isn't installed. Here are descriptions of settings:
Sets number of variations for all sides, by default will be used for random choice of texture when block is placed.
Index of first in a row additional texture in terrain.png for all sides if top/bottom are not specified. Index starts in top-left conner at 0 and goes from left to right, from top to bottom.
Index of first in a row additional texture in terrain.png for bottom side. Will replace planks texture for bookshelf.
Same as above for top side. Top and bottom can share the same textures.
This disables random placement and changes textures of all these blocks to be shown in a pattern, based on position of block and number of variations. To activate change parameter to 1, can't be used with big tile or magic wand.
This disables random placement and allows you to scroll through variations of textures by right-clicking block with a stick. Was made for using entirely different textures for the same block. To activate change parameter to 1, can't be used with big tile or pattern.
This disables random placement and allows you to use texture 2 times bigger than resolution of your texture pack. It will be divided between blocks based on position of block in the world. It is possible, for example, to make a 2x2x2 cube that will look as a single big block or make your epic cobblestone wall look good from bigger distance. To activate change parameter to 1 and set main_texture to top-left part of new big texture, can't be used with magic wand or pattern.
With this glass will be rendered as ice, allowing to have transparent texture for glass. Can be used for getting rid of frame or making stained glass. Doesn't render water behind glass. To activate change parameter to 1.
Allows to have unique top and bottom textures for spruce and birch. Requires 2 textures in a row, first for spruce. To activate specify index of first in a row texture.
Allows to have unique textures for slabs in similar way as stone slabs. Requires 2 textures in a row for each slab, first for side. To activate specify index of first in a row texture.
Randomly placed cobble with unique top and bottom textures.
Stone and dirt using pattern.
Sand using bigger tile.
Transparent glass, unique textures for sandstone slab and top&bottom of birch log.
SadZeem for providing textures for example compilation.
Report bugs, if there any. Feedback is very appreciated. Feel free to correct me if I'm wrong somewhere, since English is not my native language.
http://www.planetminecraft.com/member/spejs/
Looks interesting though, and it's certainly original.
From sprites, you mean from separate files, like modloader does? I think it only overrides free slots in terrain.png with those files, so it's not worth the effort. Correct me if I'm wrong, I would certainly like to load as much new textures as I can.
http://www.planetminecraft.com/member/spejs/
http://www.planetminecraft.com/member/spejs/
Excellent work!
If you read first post, you should know that textures can be placed on any free space in terrain.png, just textures of same side of same block must be in one line. And then you specify in config file where exactly your new textures.
http://www.planetminecraft.com/member/spejs/
The thing is, that's difficult for the users. As mod makers, our priority should be for the contentment of our users. If we can use a system that does it for the user, rather than forcing the user to do it themselves, then we should. In this case, it's far easier for the user if you load everything from sprites, in the way ModLoader does.
They will be forced to edit terrain.png or create those sprites, since I don't provide any textures, except those in example compilation, which I didn't make myself, and then edit config file to choose exact features for blocks they wanted. There will be two more options for blocks in next versions, and they all exclude each other, so the only convenient way for end users is to use already made compilations. I hope texturepack makers will see this mod and some of them decide to support it, providing art, that goes well with their pack, and settings for it. Also, any user of my mod can ask for help here and I'll try my best to help them.
http://www.planetminecraft.com/member/spejs/
ModLoader loads in sprites based on what it deems as "free spaces" in the terrain.png. However, I have personally experienced a scenario in which a mod uses the terrain.png for it's textures, and it simply does not register these textures as used. Thus, it overwrites them with other textures, causing graphical incompatibilities. With your system, users would have to work out which sprite indexes ModLoader is using, and then place the textures accordingly. Loading from sprites could remove this entirely, as long as the sprite index limit is not exceeded.
Well, it's not more than a month since I started to learn Java so can't do all that much right now and have no clue how modloader loads textures from sprites :smile.gif:. But I'll try to improve my current and future mods as much as I'll be able to. If you have any other thoughts on how I can make my mod better, I'd like to see them.
http://www.planetminecraft.com/member/spejs/
http://www.planetminecraft.com/member/spejs/
http://www.planetminecraft.com/member/spejs/
http://www.planetminecraft.com/member/spejs/
http://www.planetminecraft.com/member/spejs/
It's 16, including base one, if we are talking about code. But there is not enough space in terrain.png for 15 slots in a row, so you cant reach maximum. I'll try to make loading additional textures from other file without overriding default, but don't have time to learn and code right now.
http://www.planetminecraft.com/member/spejs/
When I finish I will send you all of the individual textures so you can implement them right.