The only problem I've seen with this mod is that it looks like it breaks the bed texture. I'm assuming it's the mod, because the bottom is completely transparent. I'm assuming this is the mod, because the last thing I installed was this mod, and I checked my terrain.png.
Oh, and the Planetminecraft download for Fiftyninecraft includes the .txt folder to make it compatible. :biggrin.gif:
The only problem I've seen with this mod is that it looks like it breaks the bed texture. I'm assuming it's the mod, because the bottom is completely transparent. I'm assuming this is the mod, because the last thing I installed was this mod, and I checked my terrain.png.
Oh, and the Planetminecraft download for Fiftyninecraft includes the .txt folder to make it compatible. :biggrin.gif:
Yep, I was just about to post about this issue too
That is strange. My mod isn't set-up to change the bed texture; the mod affects many different textures (grass, stone, gravel, sand, etc...) but the bed textures was one of the textures I left out. It shouldn't be doing anything with the bed texture, but it certainly is anyway. I'll have to look into why it's doing that.
It would take some work to ruin any texture packs with this mod. If you don't put a Natural_Texture_Settings.txt in a texture pack's zip file, then it will just render that texture pack normally, with no transformations applied. Also, since each Natural_Texture_Settings.txt is specific to each texture pack, you can easily switch between texture packs that do use this mod (have a Natural_Texture_Settings.txt) to texture packs that don't use this mod (do NOT have a Natural_Texture_Settings.txt), and vis versa.
The only problem I've seen with this mod is that it looks like it breaks the bed texture. I'm assuming it's the mod, because the bottom is completely transparent. I'm assuming this is the mod, because the last thing I installed was this mod, and I checked my terrain.png.
Oh, and the Planetminecraft download for Fiftyninecraft includes the .txt folder to make it compatible. :biggrin.gif:
Hmm, I'm getting a remarkably odd issue with the textures when using this mod. They seem to rotate correctly, but wherever I look there are white lines on the border of some blocks an there's a strange glitch where I look at the bottom of some dirt blocks and the texture for them is half sand. I'm using quite a few mods, but I'm fairly certain the incompatibility is with Optifine. Anything I can do to rectify this issue?
Love the mod. Always annoyed me having the "quilting effect" going on. Having only one issue, the some dirt blocks have the arrow on the bottom showing their orientations. Not a big deal just annoying. I think it has something to do with the spot the block is in because you can remove the block and replace it and it still has the glitch. Other than that it is awesome. Notch, this should be in the game.
Mods I am running for anyone for future reference: Portal mod, dynamic lights, and this mod.
2. All the new stuff I did by directly editing Minecraft class files. Sharing modified Minecraft class files is a bad idea. I would much rather create new/separate class files that use something like modloader. However, I haven't been able to find hardly any documentation on how to write mods for Modloader. I do not know why Risugami woudl release something like Modloader and then not provide very good documentation... However, despite that, I read the javadoc and looked at Modloader decompiled as well, and I don't think modloader will do what I want it to do. ModLoader seems to let you add new blocks and new items to the game, but nothing much more than that. In order to use Natural Textures Mod to use modloader, ModLoader would have to be able to override some very important parts of the Renderblocks class (cv.class) and Block class (uu.class)... which I don't think it will. IF any one has any advise about this, I'd appreciate it. :smile.gif:
I may have the solution you are looking for I have a block that is rendered through a custom render class and it's modloader compatible I assume.
The mod_xxxxx.class loads the block through modloader normally as all the tutorials suggest.
the block class Blockxxxx.class
package net.minecraft.src;
import java.util.Random;
public class Blockxxxx extends Block
{
public Blockxxxx(int i, int j)
{
super(i, j, Material.wood);
}
public int quantityDropped(Random random)
{
return 1;
}
public int idDropped(int i,Random random)
{
return mod_TestMod.testBlockId;
}
public int getRenderType()
{
return customrender.renderStandardBlock;
}
public boolean renderAsNormalBlock()
{
return false;
}
public boolean isOpaqueCube()
{
return false;
}
}
and then the customrender.class which is pretty much just a copy of RenderBlocks
Try that seemed to work for a render I did of just a plain block for a test.
Im a java noob so please excuse the un-used excessive code in the customrender lol :smile.gif:
for a complete copy of RenderBlocks.java you just need to edit the first few lines like this
// Decompiled by Jad v1.5.8g. Copyright 2001 Pavel Kouznetsov.
// Jad home page: http://www.kpdus.com/jad.html
// Decompiler options: packimports(3) braces deadcode
package net.minecraft.src;
import net.minecraft.client.Minecraft;
import org.lwjgl.opengl.GL11;
// Referenced classes of package net.minecraft.src:
// Block, BlockRail, ModLoader, Tessellator,
// IBlockAccess, BlockBed, ModelBed, BlockRedstoneRepeater,
// BlockPistonBase, BlockPistonExtension, Vec3D, BlockFire,
// BlockRedstoneWire, EntityRenderer, Material, BlockFluid,
// MathHelper, World, BlockDoor
public class customrender extends RenderBlocks
{
public static int renderBlockByRenderType;
public customrender(IBlockAccess iblockaccess)
{
this();
blockAccess = iblockaccess;
}
if you are using the complete copy of the Renderblocks
you need to change your Blockxxx.java a little aswell
package net.minecraft.src;
import java.util.Random;
public class BlockTest extends Block
{
public BlockTest(int i, int j)
{
super(i, j, Material.wood);
}
public int quantityDropped(Random random)
{
return 1;
}
public int idDropped(int i,Random random)
{
return mod_TestMod.testBlockId;
}
public int getRenderType()
{
return customrender.renderBlockByRenderType = 10;// on normal blocks this would just be return 0;
}
public boolean renderAsNormalBlock()
{
return false;
}
public boolean isOpaqueCube()
{
return false;
}
not sure how you would go about doing that for original blocks maybe you could somehow overide which render they point to or just edit the class for each one which wouldnt be to much of an issue as majority of mods dont touch the block classes
Oh, and the Planetminecraft download for Fiftyninecraft includes the .txt folder to make it compatible. :biggrin.gif:
Yep, I was just about to post about this issue too
Screen shot of the bug
That's awesome that you made Fiftyninecraft compatible. Thank you, thank you, thank you! :biggrin.gif:
Mods I am running for anyone for future reference: Portal mod, dynamic lights, and this mod.
I may have the solution you are looking for I have a block that is rendered through a custom render class and it's modloader compatible I assume.
The mod_xxxxx.class loads the block through modloader normally as all the tutorials suggest.
the block class Blockxxxx.class
and then the customrender.class which is pretty much just a copy of RenderBlocks
Try that seemed to work for a render I did of just a plain block for a test.
Im a java noob so please excuse the un-used excessive code in the customrender lol :smile.gif:
for a complete copy of RenderBlocks.java you just need to edit the first few lines like this
if you are using the complete copy of the Renderblocks
you need to change your Blockxxx.java a little aswell