I just ran this with my custom texture.png file and nothing changed in game except a bizzarre popping clicking sound began. I quit and checked the terrain.png file that was in the minecraft.jar file and it was uprezzed by the installer, but the default terrain.png image. I did have my custom file named something other than terrain.png and that was likely the cause for the failure to install it. I replaced it with my custom terrain.png file.
I was happy. My new textures appeared, no popping sound and water, fire and lave all animated. The default animations are much smaller and slower ( nice though ) than they were. However, my custom texture.png file needs some significant work. Grass tiles beautifully, but from a distance it's freaking me out with all the noisiness it comes off as. I'll have to tweak that quite a bit.
Thank you so much for the mod!
EDIT: Performance of large texture files info for those curious.
I run minecraft on a 5-6 year old hand built PC with a single AMD 64 3700+ ( 2.2Ghz ) 2GB of RAM ( DDR 400 ) and a Nvidia 8800GTS ( 512 MB ). My custom terrain.png file is a 128 pixel texture and it does not cause any issues with this hardware. Animations run nicely ( haven't checked the ocean yet ) and my framerates rarely drop below my preset 60fps cap.
Okay, I turned the .jar into a folder with something called "archive utility". Then I replaced the files with the texture pack, ran the patch, then hit the "run minecraft button" and this shows up:
[java, -cp, null/minecraft.jar:null/lwjgl.jar:null/lwjgl_util.jar:null/jinput.jar, -Djava.library.path=null/natives, -Xmx1024M, -Xms512M, net.minecraft.client.Minecraft]
Exception in thread "main" java.lang.NoClassDefFoundError: net/minecraft/client/Minecraft
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.Minecraft
at java.net.URLClassLoader$1.run(URLClassLoader.java:200)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:188)
at java.lang.ClassLoader.loadClass(ClassLoader.java:315)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:330)
at java.lang.ClassLoader.loadClass(ClassLoader.java:250)
at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:398)
Can't someone just tp over here and do this for me?
I think the "Run Minecraft" button is broken if your minecraft.jar is in the same directory as the patcher. If you see "[java, -cp, null/minecraft.jar:" that is probably why. So just run the patcher somewhere else.
Also if you don't know what you're doing, please just use the Texture Pack option on the installer and choose the .zip/.rar file of the texture pack you downloaded. There is no reason to make it difficult.
I moved the patcher out of the file and one the the desktop, the run button worked, but did nothing to minecraft.
As far as RAR goes, I download this file: http://www.rarlab.com/download.htm (the one that says mac) and It has no program that does anything. At all. So that is why I just can't do that route.
STEP 1: Download the texture pack. Do not unzip it. Do not unrar it. Do not install it. You should have a file called browncraft_v.1.1_02.rar.
STEP 2: Run mcpatcher-1.1.6.jar from your desktop by double clicking on it.
STEP 3: Click the Browse button next to the "Texture Pack" field.
STEP 4: Find browncraft_v.1.1_02.rar and select it. Hit Open.
STEP 5: Click the Patch button.
STEP 6: Click the Run Minecraft button.
Got a problem. I was having a problem putting my custom texture files and stuff in there. I found out that I needed to put the files in a .rar and use that.
Well, I put my terrain.png and items.png into a .rar file, and the terrain works. (Although, the leaves look...very very weird from far away. I'll put up a screenshot if needed, but it's probably minecraft/the texture that does it, not your fix)
The items, however, do not work. I didn't change much, but I know I change the iron sword. But it didn't look changed at all. In the little console window thing, it said "Upscaling items.png. (256x256>512x12) Or something.
Tried to use this with the Zelda pack so i could get the inserted 16x16 lava and water in and animated finally, but doing so causes Minecraft to crash shortly after loading a map with a number of overflow errors. From patching then running is:
#### Success! ...probably ####
[java, -cp, C:\Users\*********\AppData\Roaming\.minecraft\bin/minecraft.jar;C:\Users\*********\AppData\Roaming\.minecraft\bin/lwjgl.jar;C:\Users\*********\AppData\Roaming\.minecraft\bin/lwjgl_util.jar;C:\Users\*********\AppData\Roaming\.minecraft\bin/jinput.jar, -Djava.library.path=C:\Users\*********\AppData\Roaming\.minecraft\bin/natives, -Xmx1024M, -Xms512M, net.minecraft.client.Minecraft]
28
Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin
Failed to initialize device Wacom Virtual Hid Driver because of: java.io.IOException: Failed to acquire device (8007001e)
Starting up SoundSystem...
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
OpenAL initialized.
Loading texture http://www.minecraft.net/skin/Player***.png
Player count: 1
java.nio.BufferOverflowException
at java.nio.DirectByteBuffer.put(Unknown Source)
at java.nio.ByteBuffer.put(Unknown Source)
at ey.a(SourceFile:135)
at ey.a(SourceFile:53)
at bq.a(SourceFile:69)
at iq.c(SourceFile:355)
at iq.b(SourceFile:284)
at net.minecraft.client.Minecraft.run(SourceFile:608)
at java.lang.Thread.run(Unknown Source)
This is a great tool-- thanks, and thanks to ANARKY for the heads up about it. Shame I spent all that time working on getting my 16x16 textures looking just the way I wanted them, but it's worth it to have higher res AND flowing water and flickering flames. And now I get to do a whole new set of textures just the way I want them.
I do have one suggestion though-- I believe it would make more sense if the program defaulted to Custom Water and Custom Lava unchecked rather than checked. Having it unchecked with a pack that includes custom water and lava just results in default water and lava, but having it checked with a pack that does not include custom water and lava results in missing textures.
With that tiny quibble aside though, really, this is a tremendous tool, and thanks.
And by the bye:
Quote from xau »
Quote from WirelessFlower »
i ran the patch, now everything starts lagging up a storm about 2-10 seconds into playing
Based on the extensive information you have given about your setup, the only solution is buy a new computer. A really, really expensive one. Sorry.
I love the custom water and lava animations! I just wish you could control the timing of them :/ Having a custom animated still water texture is awesome, slowly making 64 frames of animation so it moves slowly is not D:
Alright, it patched just fine on my Mac. But it never gives me a chance to login with my USername and password when I click on "Run minecraft", so, of course, every server get's "Bad Login" ANy help?
ok, so the patch works, but it gives me this error when it first starts up. other than that, it does what it needs to do. just thought i'd post it so people know it exists.
Feel free to try them if you are looking for animated textures. :smile.gif: custom-lava.zip
edit: GIF preview (scaled 3x):
This is awesome, by the way, thanks for posting it.
Quote from Xechorizo »
+1 for adding 512x512 support :biggrin.gif:
256x256 is ridiculous enough, 512x512 would try to allocate a bunch of 256mB buffers and rummage through them doing per-pixel calculations and the thread would be full of posts like "help java says i need 800gb more ram hwo do i installed"
Quote from SpitfireBro »
Custom armour textures are reset with this for me. Really annoying as I have to choose between glitchy block textures or default armour.
Please be more detailed. What texture pack did you install, how did you install it, are you installing it in minecraft.jar and then overwriting minecraft.jar with minecraft.original.jar by using the patcher, etc.
Quote from Darc_Wolf »
Well, I put my terrain.png and items.png into a .rar file, and the terrain works. The items, however, do not work.
Make sure items.png is under a folder called gui.
Quote from Crysta Elf »
Tried to use this with the Zelda pack so i could get the inserted 16x16 lava and water in and animated finally, but doing so causes Minecraft to crash shortly after loading a map with a number of overflow errors.
I kinda sorta know what's wrong. As a workaround for now you can replace ey.class with the original one after patching.
Quote from Arlo »
I do have one suggestion though-- I believe it would make more sense if the program defaulted to Custom Water and Custom Lava unchecked rather than checked. Having it unchecked with a pack that includes custom water and lava just results in default water and lava, but having it checked with a pack that does not include custom water and lava results in missing textures.
There isn't really a "missing texture" though, it's a square of pixels which is there in every texture pack. If your texture pack's custom water is a square of black pixels, well, maybe that's what you want. Most packs I've seen have at least the defaults in the right spots, so I think on by default makes the most sense.
Quote from Patback96 »
when I try to run the patcher and it stays at 1% for a large amount of time i'm not sure if its supposed to do this but can someone help?
You will need to post what comes up in the log window.
Quote from Cespinarve »
Alright, it patched just fine on my Mac. But it never gives me a chance to login with my USername and password when I click on "Run minecraft", so, of course, every server get's "Bad Login" ANy help?
The "Run Minecraft" button is for troubleshooting. You need to use the normal launcher to log in.
Quote from AOTA »
ok, so the patch works, but it gives me this error when it first starts up. other than that, it does what it needs to do. just thought i'd post it so people know it exists.
If the first minecraft.jar it finds is screwed up, it will keep looking. I assume you ran it with the linux minecraft.jar launcher in the same directory and it opened that first, popped up the error, and then found the correct minecraft.jar in your .minecraft/bin. You can actually get the error to pop up 9 times in a row and then still patch and work fine if you try.
I do have one suggestion though-- I believe it would make more sense if the program defaulted to Custom Water and Custom Lava unchecked rather than checked. Having it unchecked with a pack that includes custom water and lava just results in default water and lava, but having it checked with a pack that does not include custom water and lava results in missing textures.
There isn't really a "missing texture" though, it's a square of pixels which is there in every texture pack. If your texture pack's custom water is a square of black pixels, well, maybe that's what you want. Most packs I've seen have at least the defaults in the right spots, so I think on by default makes the most sense.
Mmm.... figured it out.
Painterly and SMP's, at least, don't have any water textures on the terrain.png. I presume that the game on its own just pulls the textures from the water.png instead then, because they work fine on their own. I would also presume that your program forces the game to pull the water textures from the terrain.png, since with both of those installed through your program (with Custom Water checked) the water is textured with the default background color of the terrain.png (what I meant by "missing textures").
But those are the only two I've found that do that, and are undoubtedly the exception rather than the rule, so you're probably right, and I could've just kept my suggestion to myself. :biggrin.gif:
I presume that the game on its own just pulls the textures from the water.png instead then, because they work fine on their own. I would also presume that your program forces the game to pull the water textures from the terrain.png
Normally the game draws the textures on top of your terrain.png in memory while you're playing. They are not based on any textures anywhere, it is code drawing them on the fly. This is what causes the fire to wind up in the middle of other textures when you use a higher res texture pack: it's still drawing it where it would be on a 16x16 texture image. The water and lava are also drawn in the wrong place (but not on top of other blocks), so it lets whatever textures are on terrain.png at the locations it uses come through instead.
With "Animated Water" unchecked, you get the normal non-16x16 behavior: the animations aren't drawn on top of the tiles and the static textures come through. With "Animated Water" checked, you get the normal 16x16 behavior: the game draws its own animations on top of your terrain.png, the patcher just puts them in the right place and makes them the right size. With "Custom Water" checked, the patcher makes the game animate the texture from terrain.png (or custom_water_*.png) instead of drawing on top of it.
16x16 texture packs may skip the fire/water/lava textures because you can't normally see them anyway, but any higher res texture packs should have them.
Quote from Karl »
Why do I get lines?
Is that just me or does everyone else get annoying white lines too?
Either your video card is broken, or there's just a line at the top of your terrain.png.
edit: Don't listen to me, listen to the guy below who actually knows what he's talking about!
When I go to open the Patch, nothing happens... I click 'Open' and the loading thing comes up next to my mouse, then it goes away, then nothing happens
Is that just me or does everyone else get annoying white lines too?
Either your video card is broken, or there's just a line at the top of your terrain.png.
Actually, it's not.
Karl, what's happened is that anti-aliasing has been enabled through your graphics card control panel. Minecraft and/or the graphics card don't know how to handle it correctly, and as such, the edges of blocks don't blend seamlessly into each other, creating those lines.
Is that just me or does everyone else get annoying white lines too?
Either your video card is broken, or there's just a line at the top of your terrain.png.
Actually, it's not.
Karl, what's happened is that anti-aliasing has been enabled through your graphics card control panel. Minecraft and/or the graphics card don't know how to handle it correctly, and as such, the edges of blocks don't blend seamlessly into each other, creating those lines.
I've forced AA in minecraft via nvidia control panel and never experienced any white lines. Nothing changed at all to be honest.
Rollback Post to RevisionRollBack
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I was happy. My new textures appeared, no popping sound and water, fire and lave all animated. The default animations are much smaller and slower ( nice though ) than they were. However, my custom texture.png file needs some significant work. Grass tiles beautifully, but from a distance it's freaking me out with all the noisiness it comes off as. I'll have to tweak that quite a bit.
Thank you so much for the mod!
EDIT: Performance of large texture files info for those curious.
I run minecraft on a 5-6 year old hand built PC with a single AMD 64 3700+ ( 2.2Ghz ) 2GB of RAM ( DDR 400 ) and a Nvidia 8800GTS ( 512 MB ). My custom terrain.png file is a 128 pixel texture and it does not cause any issues with this hardware. Animations run nicely ( haven't checked the ocean yet ) and my framerates rarely drop below my preset 60fps cap.
Okay... but the minecraft.jar inside of the bin is a document, not a folder. How would I go about doing this?
[java, -cp, null/minecraft.jar:null/lwjgl.jar:null/lwjgl_util.jar:null/jinput.jar, -Djava.library.path=null/natives, -Xmx1024M, -Xms512M, net.minecraft.client.Minecraft]
Exception in thread "main" java.lang.NoClassDefFoundError: net/minecraft/client/Minecraft
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.Minecraft
at java.net.URLClassLoader$1.run(URLClassLoader.java:200)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:188)
at java.lang.ClassLoader.loadClass(ClassLoader.java:315)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:330)
at java.lang.ClassLoader.loadClass(ClassLoader.java:250)
at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:398)
Can't someone just tp over here and do this for me?
Oh... wait, no.
Also if you don't know what you're doing, please just use the Texture Pack option on the installer and choose the .zip/.rar file of the texture pack you downloaded. There is no reason to make it difficult.
As far as RAR goes, I download this file: http://www.rarlab.com/download.htm (the one that says mac) and It has no program that does anything. At all. So that is why I just can't do that route.
Assuming you are trying to use Brown and Bloom:
STEP 1: Download the texture pack. Do not unzip it. Do not unrar it. Do not install it. You should have a file called browncraft_v.1.1_02.rar.
STEP 2: Run mcpatcher-1.1.6.jar from your desktop by double clicking on it.
STEP 3: Click the Browse button next to the "Texture Pack" field.
STEP 4: Find browncraft_v.1.1_02.rar and select it. Hit Open.
STEP 5: Click the Patch button.
STEP 6: Click the Run Minecraft button.
Just reinsert them manually (after you run the patcher, of course)and wait for a fix (if it will be fixed).
Well, I put my terrain.png and items.png into a .rar file, and the terrain works. (Although, the leaves look...very very weird from far away. I'll put up a screenshot if needed, but it's probably minecraft/the texture that does it, not your fix)
The items, however, do not work. I didn't change much, but I know I change the iron sword. But it didn't look changed at all. In the little console window thing, it said "Upscaling items.png. (256x256>512x12) Or something.
Replacing at.class
Replacing eg.class
Patching class: AnimManager (ey.class)
Change constant value 1048576 -> 262144
Update const reference 2 -> 313 - <init>@35
Replacing ht.class
Replacing ml.class
Reading terrain.png...
Patching class: AnimTexture (z.class)
Reading gui/items.png...
Patching class: Minecraft (net/minecraft/client/Minecraft.class)
pass Minecraft to ml.<init> - <init>@124
pass Minecraft to ht.<init> - [email protected]
pass Minecraft to at.<init> - <init>@136
pass Minecraft to eg.<init> - [email protected]
Replacing WaterAnimation.class
#### Success! ...probably ####
[java, -cp, C:\Users\*********\AppData\Roaming\.minecraft\bin/minecraft.jar;C:\Users\*********\AppData\Roaming\.minecraft\bin/lwjgl.jar;C:\Users\*********\AppData\Roaming\.minecraft\bin/lwjgl_util.jar;C:\Users\*********\AppData\Roaming\.minecraft\bin/jinput.jar, -Djava.library.path=C:\Users\*********\AppData\Roaming\.minecraft\bin/natives, -Xmx1024M, -Xms512M, net.minecraft.client.Minecraft]
28
Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin
Failed to initialize device Wacom Virtual Hid Driver because of: java.io.IOException: Failed to acquire device (8007001e)
Starting up SoundSystem...
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
OpenAL initialized.
Loading texture http://www.minecraft.net/skin/Player***.png
Player count: 1
java.nio.BufferOverflowException
at java.nio.DirectByteBuffer.put(Unknown Source)
at java.nio.ByteBuffer.put(Unknown Source)
at ey.a(SourceFile:135)
at ey.a(SourceFile:53)
at bq.a(SourceFile:69)
at iq.c(SourceFile:355)
at iq.b(SourceFile:284)
at net.minecraft.client.Minecraft.run(SourceFile:608)
at java.lang.Thread.run(Unknown Source)
I do have one suggestion though-- I believe it would make more sense if the program defaulted to Custom Water and Custom Lava unchecked rather than checked. Having it unchecked with a pack that includes custom water and lava just results in default water and lava, but having it checked with a pack that does not include custom water and lava results in missing textures.
With that tiny quibble aside though, really, this is a tremendous tool, and thanks.
And by the bye:
That made me laugh out loud.
EDIT:Nvm I fixed it I disabled custom water and lava i'll add those later
I say stuff here and here
This is awesome, by the way, thanks for posting it.
256x256 is ridiculous enough, 512x512 would try to allocate a bunch of 256mB buffers and rummage through them doing per-pixel calculations and the thread would be full of posts like "help java says i need 800gb more ram hwo do i installed"
Please be more detailed. What texture pack did you install, how did you install it, are you installing it in minecraft.jar and then overwriting minecraft.jar with minecraft.original.jar by using the patcher, etc.
Make sure items.png is under a folder called gui.
I kinda sorta know what's wrong. As a workaround for now you can replace ey.class with the original one after patching.
There isn't really a "missing texture" though, it's a square of pixels which is there in every texture pack. If your texture pack's custom water is a square of black pixels, well, maybe that's what you want. Most packs I've seen have at least the defaults in the right spots, so I think on by default makes the most sense.
You will need to post what comes up in the log window.
The "Run Minecraft" button is for troubleshooting. You need to use the normal launcher to log in.
If the first minecraft.jar it finds is screwed up, it will keep looking. I assume you ran it with the linux minecraft.jar launcher in the same directory and it opened that first, popped up the error, and then found the correct minecraft.jar in your .minecraft/bin. You can actually get the error to pop up 9 times in a row and then still patch and work fine if you try.
Mmm.... figured it out.
Painterly and SMP's, at least, don't have any water textures on the terrain.png. I presume that the game on its own just pulls the textures from the water.png instead then, because they work fine on their own. I would also presume that your program forces the game to pull the water textures from the terrain.png, since with both of those installed through your program (with Custom Water checked) the water is textured with the default background color of the terrain.png (what I meant by "missing textures").
But those are the only two I've found that do that, and are undoubtedly the exception rather than the rule, so you're probably right, and I could've just kept my suggestion to myself. :biggrin.gif:
Thanks again.
Normally the game draws the textures on top of your terrain.png in memory while you're playing. They are not based on any textures anywhere, it is code drawing them on the fly. This is what causes the fire to wind up in the middle of other textures when you use a higher res texture pack: it's still drawing it where it would be on a 16x16 texture image. The water and lava are also drawn in the wrong place (but not on top of other blocks), so it lets whatever textures are on terrain.png at the locations it uses come through instead.
With "Animated Water" unchecked, you get the normal non-16x16 behavior: the animations aren't drawn on top of the tiles and the static textures come through. With "Animated Water" checked, you get the normal 16x16 behavior: the game draws its own animations on top of your terrain.png, the patcher just puts them in the right place and makes them the right size. With "Custom Water" checked, the patcher makes the game animate the texture from terrain.png (or custom_water_*.png) instead of drawing on top of it.
16x16 texture packs may skip the fire/water/lava textures because you can't normally see them anyway, but any higher res texture packs should have them.
Either your video card is broken, or there's just a line at the top of your terrain.png.edit: Don't listen to me, listen to the guy below who actually knows what he's talking about!
Any help would be appreciated :smile.gif:
Actually, it's not.
Karl, what's happened is that anti-aliasing has been enabled through your graphics card control panel. Minecraft and/or the graphics card don't know how to handle it correctly, and as such, the edges of blocks don't blend seamlessly into each other, creating those lines.
I've forced AA in minecraft via nvidia control panel and never experienced any white lines. Nothing changed at all to be honest.