For a 32x32 texture pack, they should be 32x(32*number_of_frames). They go in the root of minecraft.jar. You must have the "Custom" options selected on the patcher.
Thanks. I'm not sure what I was doing wrong before but I've got it working now.
As a matter of interest, do you (or anyone else) know how many frames per second the animation runs at?
I find it's around 16 FPS using my 128px pack. Make a custom_flowing_x.png file 16 frames tall and make the first frame black and the rest white and you'll be able to time it with a watch. Here's a 16 frame sample I made to discuss the offset issue.
[java, -cp, C:\Users\Oddbjørn\AppData\Roaming\.minecraft\bin/minecraft.jar;C:\Users\Oddbjørn\AppData\Roaming\.minecraft\bin/lwjgl.jar;C:\Users\Oddbjørn\AppData\Roaming\.minecraft\bin/lwjgl_util.jar;C:\Users\Oddbjørn\AppData\Roaming\.minecraft\bin/jinput.jar, -Djava.library.path=C:\Users\Oddbjørn\AppData\Roaming\.minecraft\bin/natives, -Xmx1024M, -Xms512M, net.minecraft.client.Minecraft]
Exception in thread "main" java.lang.NoSuchMethodError: iq.<init>(II)V
at nl.<clinit>(SourceFile:174)
at nz.<init>(SourceFile:14)
at net.minecraft.client.Minecraft.<init>(SourceFile:142)
at gg.<init>(SourceFile:1447)
at net.minecraft.client.Minecraft.a(SourceFile:1447)
at net.minecraft.client.Minecraft.a(SourceFile:1425)
at net.minecraft.client.Minecraft.main(SourceFile:1493)
I can't seem to get this :< It keeps telling me that my version is unsupported or corrupted (I know it's not corrupted and it's the newest Minecraft update. Running Mac)
i noticed something that nobody else seems to want.
you know how it detects the custom_x_still and custom_x_flowing? if you just patch it normally, it installs the HD fix n' everything, so basically, if you patch with no pack, then run minecraft, switch to an hd pack, it searches for the custom_x_flowing, etc., then if it finds em, it uses em.
like it? try and get this in, plz
Rollback Post to RevisionRollBack
public void AddRecipes(CraftingManager craftingmanager)
craftingmanager.addshapelessrecipe(skittle) new Object[]{
new ItemStack(Item.dyepowder, 1 , 1), new Itemstack(Item.sugar, 1)
}
modding for fun
Click that ^^^^
The patcher gave me black screen. I did everything the walk through told me to and nothing else, and It black screened me. Even after I deleted it, all I get is the black screen. Wtf.
This is too much of a hassle to download. I'll stick with my modified Painterly Pack, TYVM xP
Thanks for the response re: a future version looking in the texture packs for the custom_x files!
Can you explain one thing to me? Why does the animated still water have such a small resolution if a texture pack is not selected when patching. All other textures are scaled to the target resolution, but water appears very small as if it is original resolution and tiled.
here's a suggestion. I think you should remove the size option, and have it detect it, so it makes it easier to use the texture select tool notch put in. it's pretty simple, just divide the size by the number of tiles(terrain.png is 16) for the tile length.
Thanks for the response re: a future version looking in the texture packs for the custom_x files!
Can you explain one thing to me? Why does the animated still water have such a small resolution if a texture pack is not selected when patching. All other textures are scaled to the target resolution, but water appears very small as if it is original resolution and tiled.
I believe this is because the game is actually coded to draw water and lava pixel by pixel rather than use a texture file.
The "Run Minecraft" button doesn't work when it's in the same directory as minecraft.jar, can you try it from somewhere else and just post the part of the log after the [java line?
I moved mcpatcher1.1.8.jar to another directory, and tried running it again, with a fresh copy of minecraft in default trim. Like horsetheking, I then got a silent program exit, with the following error in mcpatcher's shell:
########## GL ERROR ##########
@ Pre render
1281: Invalid value
I noted that you had posted the following reply to horsetheking:
I think this happens when it's trying to use textures of a different size than it's patched for.
so I put a copy of the Brown & Bloom archive into Minecraft's 'texturepacks' directory, ran Minecraft, set the texture pack in the new picker to Brown & Bloom, and then ran the patcher again with B&B selected in its new location.
It works, yay!
You might note in your OP and/or instructions that (at least for Mac), your HD texture fix will only work if you have a texture pack of the same size already selected IN MINECRAFT.
I believe i found why mine isn't working properly but its not an issue i can fix, it needs another update to work properly i believe.
i have the thing setup
the original box points to "C:\Documents and Settings\Owner\Application Data\.minecraft\bin\minecraft.original.jar"
the output box points to "C:\Documents and Settings\Owner\Application Data\.minecraft\bin\minecraft.jar"
however, i browse a for e atexture and choose one on my desktop, it says the texture pack is "C:\Documents and Settings\Owner\Application Data\.minecraft\bin\minecraft.original.jar" i picked a different packagein my documents folder and same thing. which is why it doesn't transfer the textures and why it isn't working. -.- and to think yous all thought i was nuts. thats just sad.
Which now it runs through and doesn't even get to 100% like it use to now it stops at 69% here is the log
I really sorry guys, but not willing to look through 31 pages.
Can I run ORIGINAL 16x16 TEXTURES WITH THIS?
Like, can i install this, use 32x32 textures, and then immediately use a 16x16 right after?
[java, -cp, /Users/Acea/Library/Application Support/minecraft/bin/minecraft.jar:/Users/Acea/Library/Application Support/minecraft/bin/lwjgl.jar:/Users/Acea/Library/Application Support/minecraft/bin/lwjgl_util.jar:/Users/Acea/Library/Application Support/minecraft/bin/jinput.jar, -Djava.library.path=/Users/Acea/Library/Application Support/minecraft/bin/natives, -Xmx1024M, -Xms512M, net.minecraft.client.Minecraft]
28
Loading: net.java.games.input.OSXEnvironmentPlugin
Starting up SoundSystem...
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
OpenAL initialized.
########## GL ERROR ##########
@ Pre render
1281: Invalid value
I find it's around 16 FPS using my 128px pack. Make a custom_flowing_x.png file 16 frames tall and make the first frame black and the rest white and you'll be able to time it with a watch. Here's a 16 frame sample I made to discuss the offset issue.
That's a texture pack issue. Check the pack you're using to see if it has black and white grass on the sides of dirt.
Exception in thread "main" java.lang.NoSuchMethodError: iq.<init>(II)V
at nl.<clinit>(SourceFile:174)
at nz.<init>(SourceFile:14)
at net.minecraft.client.Minecraft.<init>(SourceFile:142)
at gg.<init>(SourceFile:1447)
at net.minecraft.client.Minecraft.a(SourceFile:1447)
at net.minecraft.client.Minecraft.a(SourceFile:1425)
at net.minecraft.client.Minecraft.main(SourceFile:1493)
You're using the wrong version of the patcher.
I think this happens when it's trying to use textures of a different size than it's patched for.
you know how it detects the custom_x_still and custom_x_flowing? if you just patch it normally, it installs the HD fix n' everything, so basically, if you patch with no pack, then run minecraft, switch to an hd pack, it searches for the custom_x_flowing, etc., then if it finds em, it uses em.
like it? try and get this in, plz
craftingmanager.addshapelessrecipe(skittle) new Object[]{
new ItemStack(Item.dyepowder, 1 , 1), new Itemstack(Item.sugar, 1)
}
modding for fun
Click that ^^^^
This is too much of a hassle to download. I'll stick with my modified Painterly Pack, TYVM xP
Thanks for the response re: a future version looking in the texture packs for the custom_x files!
Can you explain one thing to me? Why does the animated still water have such a small resolution if a texture pack is not selected when patching. All other textures are scaled to the target resolution, but water appears very small as if it is original resolution and tiled.
I believe this is because the game is actually coded to draw water and lava pixel by pixel rather than use a texture file.
I say stuff here and here
I moved mcpatcher1.1.8.jar to another directory, and tried running it again, with a fresh copy of minecraft in default trim. Like horsetheking, I then got a silent program exit, with the following error in mcpatcher's shell:
I noted that you had posted the following reply to horsetheking:
so I put a copy of the Brown & Bloom archive into Minecraft's 'texturepacks' directory, ran Minecraft, set the texture pack in the new picker to Brown & Bloom, and then ran the patcher again with B&B selected in its new location.
It works, yay!
You might note in your OP and/or instructions that (at least for Mac), your HD texture fix will only work if you have a texture pack of the same size already selected IN MINECRAFT.
Thank you very much for your assistance.
Redwuff
i have the thing setup
the original box points to "C:\Documents and Settings\Owner\Application Data\.minecraft\bin\minecraft.original.jar"
the output box points to "C:\Documents and Settings\Owner\Application Data\.minecraft\bin\minecraft.jar"
however, i browse a for e atexture and choose one on my desktop, it says the texture pack is "C:\Documents and Settings\Owner\Application Data\.minecraft\bin\minecraft.original.jar" i picked a different packagein my documents folder and same thing. which is why it doesn't transfer the textures and why it isn't working. -.- and to think yous all thought i was nuts. thats just sad.
Which now it runs through and doesn't even get to 100% like it use to now it stops at 69% here is the log
So, having said this before i'll say it again.
This is broken!
Can I run ORIGINAL 16x16 TEXTURES WITH THIS?
Like, can i install this, use 32x32 textures, and then immediately use a 16x16 right after?
i fixed mine by putting mcpatcher in my bin folder and launching it from there.