There is a bug where the patcher only installs files in texture packs that are also in minecraft.jar, so you have to drop them in your minecraft.jar or minecraft.original.jar manually the first time.
Alright, I did that and still no luck. I double checked the patched minecraft.jar and the files are in there.
Your custom_water_still.png is a single frame, maybe that is throwing the fix off. I would try repatching with that file removed and see if that enables your flowing water animation.
I have no idea what to do now. I patched my game, and it reverted all my textures, and now I can't get my game to even run without using the MCPatch program to run it. Some one please tell me how to fix this?
I hate to sound desperate, but I just to play my game again :sad.gif: I have no clue how to undo the changes made to my launcher.
Here is my error message.
--- BEGIN ERROR REPORT a1dce528 --------
Generated 10/18/10 6:33 AM
Minecraft: Minecraft Alpha v1.1.2_01
OS: Mac OS X (i386) version 10.6.4
Java: 1.6.0_20, Apple Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Apple Inc.
LWJGL: 2.4.2
OpenGL: NVIDIA GeForce 9400M OpenGL Engine version 2.1 NVIDIA-1.6.18, NVIDIA Corporation
java.lang.ArrayIndexOutOfBoundsException: Coordinate out of bounds!
at sun.awt.image.ByteInterleavedRaster.getDataElements(ByteInterleavedRaster.java:302)
at java.awt.image.BufferedImage.getRGB(BufferedImage.java:951)
at aa.<init>(SourceFile:28)
at net.minecraft.client.Minecraft.a(SourceFile:251)
at net.minecraft.client.Minecraft.run(SourceFile:554)
at java.lang.Thread.run(Thread.java:637)
--- END ERROR REPORT 515b6ef6 ----------
I concur with previous statements, custom animation is definitely way too fast when you consider. I have 16 frames(which is A LOT for an animation, especially water) and it still looks very hyper. I found a .2 delay on frames looks decent enough for still water.
I concur with previous statements, custom animation is definitely way too fast when you consider. I have 16 frames(which is A LOT for an animation, especially water) and it still looks very hyper. I found a .2 delay on frames looks decent enough for still water.
The best I can do is skip advancing for a number of frames, which you can do yourself by having duplicate frames.
I concur with previous statements, custom animation is definitely way too fast when you consider. I have 16 frames(which is A LOT for an animation, especially water) and it still looks very hyper. I found a .2 delay on frames looks decent enough for still water.
The best I can do is skip advancing for a number of frames, which you can do yourself by having duplicate frames.
Hmm? There's no way you can just add a delay between frames? Duplicating frames, especially enough to make any decent slowdown is a tedious process and a lot of copy/pasting. I mean if it comes down to doing that I guess I'll do it, but if there's a simpler way to handle it I'd be a lot happier. It looks like it's going to take a lot of frames to get the desired speed I want.
Hmm, tried the new patcher to try to apply my custom water animation, but the water is still static. What should be checked and where should the custom water animation image be(it's in the zip for my custom pack).
The files should be named custom_water_flowing.png and custom_water_still.png and should be in the top level of your pack. When I ran the patcher I unchecked animated water and checked custom water.
Cheers
Hmm, I've tried a various amount of combinations and still no luck :sad.gif:
I'm having the same kind of issue, it's just not animating at all.
Multiple frames of 16x16 used in both the pngs for water.
Could I get an example as to how to work that?
Ummm.. I dunno where else I can post this. or if I need to get permission on it or something.. but I sort of had an idea for a texture patch, and currently working on it with a program called GIMP 2... either its just gonna be a personal use thing or if theres a permission thing involved, post a texture pack here for it if its ok or if anyone is interested.. its pretty nifty looking so far, its very colorful.. :tongue.gif: BTW the texture packs I downloaded here work just fine and absolutely LOVE them :biggrin.gif: I'm just wondering tho, I'm an artist and love fiddling with art programs, there a way I could help out with anything? like making textures and stuffs? or would I have to get in touch with notch somehow?
There's no way you can just add a delay between frames?
The animation code gets called to update the image at some interval. I can make it skip the update sometimes (which is the same as having a duplicate frame), but changing the actual interval is a higher level and wider impact change than I am willing to make. The default animations do a lot of subtle color changes rather than really moving anything.
Quote from DerrikeG »
I'm having the same kind of issue, it's just not animating at all.
Multiple frames of 16x16 used in both the pngs for water.
Could I get an example as to how to work that?
Look at the lava posted earlier.
Quote from Braxis »
I've been trying to get it to work with a mini-map pack for hours now with no luck.
If you mean MrMessiah's SimpleMap, it's a problem on his end and I think he is fixing it or has already.
I am using dokus rpg pack currently and when i patched the game i had custom water/lava and animation boxes checked but my water in game is not moving what so ever, is there another step i need to take?
I am using dokus rpg pack currently and when i patched the game i had custom water/lava and animation boxes checked but my water in game is not moving what so ever, is there another step i need to take?
Yeah, you need to un-check custom water and lava
If you use the custom water and lava from his pack, they will not be moving
With all these posts that are complaining it doesn't work for them, they did something wrong, not you. This is quite possibly the greatest mod I've ever used for Minecraft. At first I had a hard time figuring out how to get it to work for SMP, but I realized that I had to close your program before starting up Minecraft like I usually do, then it works just fine for SMP. For some reason, leaving the program open, works just fine for Single Player, but not for Multi. Closing it, works for both, Not sure if there is a reason behind that.
Regardless, you sir have quickly become my new favorite person. Thank you very very much for this, keep up the fantastic work you God amongst men.
LATEST UPDATE:
1.1.6 - MrMessiah's Better Grass patch included (with permission). New custom water/lava animation options for artists: if there are files called custom_water_still.png, customer_water_flowing.png, custom_lava_still.png, or custom_lava_flowing.png, each square going downwards will be used as a frame in the animation. For example, a 32x128 image would have 4 frames. Slower default custom lava animation. More helpful error messages. Less scary interface. Easier backup process. More max memory when using .exe launcher. Open source!
I think you have a typo here, but I don't know if it's also coded that way so I thought I'd point it out.
Your custom_water_still.png is a single frame, maybe that is throwing the fix off. I would try repatching with that file removed and see if that enables your flowing water animation.
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Curse PremiumI hate to sound desperate, but I just to play my game again :sad.gif: I have no clue how to undo the changes made to my launcher.
Here is my error message.
--- BEGIN ERROR REPORT a1dce528 --------
Generated 10/18/10 6:33 AM
Minecraft: Minecraft Alpha v1.1.2_01
OS: Mac OS X (i386) version 10.6.4
Java: 1.6.0_20, Apple Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Apple Inc.
LWJGL: 2.4.2
OpenGL: NVIDIA GeForce 9400M OpenGL Engine version 2.1 NVIDIA-1.6.18, NVIDIA Corporation
java.lang.ArrayIndexOutOfBoundsException: Coordinate out of bounds!
at sun.awt.image.ByteInterleavedRaster.getDataElements(ByteInterleavedRaster.java:302)
at java.awt.image.BufferedImage.getRGB(BufferedImage.java:951)
at aa.<init>(SourceFile:28)
at net.minecraft.client.Minecraft.a(SourceFile:251)
at net.minecraft.client.Minecraft.run(SourceFile:554)
at java.lang.Thread.run(Thread.java:637)
--- END ERROR REPORT 515b6ef6 ----------
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Curse PremiumThe best I can do is skip advancing for a number of frames, which you can do yourself by having duplicate frames.
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Curse PremiumHmm? There's no way you can just add a delay between frames? Duplicating frames, especially enough to make any decent slowdown is a tedious process and a lot of copy/pasting. I mean if it comes down to doing that I guess I'll do it, but if there's a simpler way to handle it I'd be a lot happier. It looks like it's going to take a lot of frames to get the desired speed I want.
I'm having the same kind of issue, it's just not animating at all.
Multiple frames of 16x16 used in both the pngs for water.
Could I get an example as to how to work that?
I've been trying to get it to work with a mini-map pack for hours now with no luck.
No matter which order I seem to try either the mini-map gets disabled or the textures are messed up and the water/lava won't animate.
Change constant value 8.5 -> 64.5
Change constant value 7.5 -> 63.5
Fix new array[256] -> 16384 - <init>@30
Fix new array[320] -> 16896 - <init>@12
Fix new array[320] -> 16896 - <init>@21
Fix * 16 -> 128 - <init>@66
Fix * 16 -> 128 - <init>@78
.getRGB(...16,16,...16) to .getRGB(...128,128,...128) - <init>@88
Fix while(i<256) -> while(i<16384) - [email protected]
Fix * 16 -> 128 - [email protected]
Fix * 16 -> 128 - [email protected]
Update const reference 32 -> 150 - [email protected]
Update const reference 32 -> 150 - [email protected]
Update const reference 30 -> 152 - [email protected]
Update const reference 30 -> 152 - [email protected]
Replacing at.class
java.io.FileNotFoundException: newcode/at.class
at MCPatcher.a(Unknown Source)
at MCPatcher.a(Unknown Source)
at s.run(Unknown Source)
at m.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-----
That's the error I get. Sorry if it's been experienced before, but I can't use the search feature since it's too long :sleep.gif:
The animation code gets called to update the image at some interval. I can make it skip the update sometimes (which is the same as having a duplicate frame), but changing the actual interval is a higher level and wider impact change than I am willing to make. The default animations do a lot of subtle color changes rather than really moving anything.
Look at the lava posted earlier.
If you mean MrMessiah's SimpleMap, it's a problem on his end and I think he is fixing it or has already.
Your patcher is missing a file. Where did you download it from / did you do anything to it?
I downloaded it from the OP and I didn't do anything to it.
Yeah, you need to un-check custom water and lava
If you use the custom water and lava from his pack, they will not be moving
Regardless, you sir have quickly become my new favorite person. Thank you very very much for this, keep up the fantastic work you God amongst men.
I think you have a typo here, but I don't know if it's also coded that way so I thought I'd point it out.
see..."customer_water_flowing.png"
Should that also be "custom_" ?
Thanks Xau. This is very nice work.
Nice catch, fixed it in the OP. It is custom_* in the code.