Sorry guys, I have been busy and lost track of the thread. As always, if you had an issue before this post, please try this version. If you still have a problem, please post again.
The OP is in desperate need of a rewrite and reorganization and new screenshots, but I don't really have the time to bother. Does anyone want to take a stab at it? Please PM me.
LATEST UPDATE:
1.1.12 - Improved compatibility with other mods, improved logging, improved error handling, added custom resolution support, added higher resolution font support (include font/default.png in the texture pack, size is independent of pack), added unpatch button, added animation performance warning, removed rar support, removed admin privs requirement on Windows, fixed disabled animations removing sandstone texture.
I have a question about the UNPATCH button. Say I have OPTIMINE installed before I patch it with an HD Pack....if I unpatch the pack back to default will that basically get rid of all my mods or just the line of codes for the texture packs?
MCPatcher will create a backup the first time it is run after each Minecraft update. Pressing unpatch will restore minecraft.jar to whatever state it was in at that time. It just copies the file in the Original field to the file in the Output field.
Do you need WinRAR or an archive program to use this?
Use it when you switch to other packs to be able to enable the packs custom textures among other things. And you just double click the file...no archiver necessary.
Rollback Post to RevisionRollBack
"This may hurt a little, but it's something you'll get used to...."
(second time) Will I never have to patch a texture pack again if I use this? So, I can patch all the texture packs I want and not have to update future versions of this HD Patcher? Or what?
Also, will this version (if I don't update) be able to patch texture packs in Beta 1.3 or future Minecraft updates.
I answered this...use it when you switch texture packs. If you don't switch...don't use it.
When 1.3 comes out, you can probably still use the current version of Xau's, but it depends on what 1.3 breaks
Rollback Post to RevisionRollBack
"This may hurt a little, but it's something you'll get used to...."
I read the whole post.
I am having troubles with this mod on my mac. I installed Stankes HD 32x32 pack.
I downloaded that pack and put the zip file in my texture pack folder. I downloaded this mod as a .DMG file and opened it. When i did so i got this error:
There was an error opening minecraft.jar. This may be because:
-The file has already been patched.
-There is another, conflicting mod applied.
-The jar file is invalid or corrupt
You can re-download the original monecraft.jar by deleting your minecraft/bin folder and running the game normally.
Please see log window for more details.
The log read:
found /Users/Daniels/Library/Application Support/minecraft/bin/minecraft.jar
Found AnimTexture: ah.class
Found Compass: ai.class
Found StillLava: bj.class
Found AnimManager: de/matthiasmann/twl/renderer/lwjgl/LWJGLDynamicImage.class
Found Portal: fn.class
Found FlowLava: fv.class
Found Watch: hp.class
Found Tessellator: jy.class
Found FlowWater: kf.class
Found Tool3D: mf.class
Found Fire: nb.class
Found Minecraft: net/minecraft/client/Minecraft.class
Found Block: pj.class
Found StillWater: py.class
Multiple classes match for AnimManager: de/matthiasmann/twl/renderer/lwjgl/LWJGLDynamicImage.class, de/matthiasmann/twl/renderer/lwjgl/LWJGLTexture.class
Multiple classes match for AnimManager: de/matthiasmann/twl/renderer/lwjgl/LWJGLDynamicImage.class, gs.class
Also it would be nice for you to have a video tutorial on how to use this on Mac.
Thanks.
Do you need WinRAR or an archive program to use this?
MCPatcher does not work with .rar files, so if your texture pack is in the .rar file format, you will need WinRAR to decompress it and then re-archive it into a .zip file.
thank you so much for this ,i am using tc mod manager and have
mo creature
eleveator
singleplayer commands
audio mod
and gui apy
and i tried getting the custom water and lava from my texture pack but couldnt,i used this mcpatcher and i have all of it now with no crashes ,THANK YOU
Paintings:
When using the "256x256" (4096x4096) resolution, a "256x256" "art/kz.png" file causes the game to go to black screen in version 1.1.12. This bug was also in 1.1.11.
Fonts:
The spacing of the fonts is a lot better in 1.1.12, but the spacing still isn't as good as in the default. After checking a high-res font on MCPatcher using every resolution, it looks like 128x128 has the best character spacing.
You can use these for the front page if you wish :tongue.gif:
Menu ui
Blocks (using JohnSmith's custom water and lava)
hey dude, is there a way i can get the texturepack you're using? That would be insanely awesome! Looks really good, and has lighting etc. exactly the way i want it :smile.gif:
Here's something strange. It works with my custom 4096 (256x256 per tile) atlas. However it only works when I hit the "Test Minecraft" button on the patcher. If I try to run Minecraft normally, it completely and totally bombs. This is a bit of a bummer because it means I can't use it on my multiplayer server, only single player.
What happens when I run it normally is the Minecraft Launcher comes up. I login, the Mojang Specifications screen appears after about 5 seconds, then when that goes away, it turns to a black screen and never recovers from that.
When I hit Test Minecraft, it loads up Minecraft, no launcher, no login, Mojang Specifications, then the title screen and everything works as expected EXCEPT that it won't let me connect to my multiplayer server.
Quote from jecowa »
Feature suggestion: 1024x1024 texture support.
Could you make it so that Minecraft uses 4 separate terrain.png files in order to work around the 4096x4096 maximum resolution in graphics cards?
Thank you.
No, that's not possible, sorry. I'm going to give it to you straight. If you have any questions about what I'm talking about here, I suggest googling the following terms "uv map" and "drawcall" as those are the only two real technical things that I'm going to bring up as to why it can't be done. I want to say that I do not work for Notch or anyone even remotely related to the Minecraft project. I am however a rather accomplished video game programmer with experience dating back to the 80s. I am still active in the industry and have been programming 3D games since the late 90s. I've been playing them longer, that's just when I stopped doing sprite games and started doing 3D. So this isn't just some random nobody coming in. Though I am still kind of random. Anyway, before I ramble any more, here's the explanation:
Doing so would quadruple the drawcalls the engine makes. This is bad, very bad. Very very bad. Second of all, most video cards, especially older ones, only support two UV maps. Normally the second UV map is used for light mapping but I've used it for other things myself.
While it is technically possible to use more than two textures on a single model, after you go past two textures there's a requirement that they share the same UV map. Now what could happen is they could make Minecraft go through four seperate passes to build the world mesh. However you're also talking about generating four separate sets of meshes where there was only one set. Well, two minimum technically.
Still, at any rate, as I said before, you're still talking about quadrupling your draw calls. One of the reasons Minecraft is as slow as it is is because it has to make an inordinate number of drawcalls to begin with. A draw call is basically where the program uploads data to the Video card. Video can render a ridiculous number of polygons at once these days as long as they're all in one drawcall, it's the drawcalls that slow them down.
Lets look at how it breaks down here.
First, keep in mind that older systems such as the one I suspect you're using probably can't handle more than 400 draw calls. Some machines can handle upwards of 20,000 drawcalls without feeling any pain but these systems are using copious amounts of DDR3 ram, PCI Express 2.0 16x video cards, and likely have anywhere from 4 to 8 cpu cores. So lets just go with the 400 draw calls number for the average older machine and laptop machine that Minecraft runs on.
Entire segments of the world are in 9x9 chunks. I don't know what notch calls these 9x9 chunks but I'm going to call them "super chunks" for the sake of talking about them. Each chunk is going to take a minimum of 1 drawcall. This means that each superchunk is 81 drawcalls.
I'm not 100% sure on this but I believe the maximum number of superchunks that can be drawn due to view distance is another 3x3 superchunks. That's 81 times 9. We're already at 729 drawcalls using conservative estimates on maximum draw distance. That places us at almost double the healthy "every machine can run this" threshhold. Each additional texture (material) applied to an individual set of geometry requires an additional drawcall. That's 729 times 4 for what you're asking (And this is assuming the technical hurdle of 2 hardware UV maps is taken care of, which it isn't). This brings us up to 2,916. This is where most modern budget machines start to feel strain and all but the absolute fastest machines will sit up and take notice of the work load.
All in all, while it may technically be feasible to work up something which does it, as I said, it would require breaking the world meshes at least in two, preferably in four pieces. This in turn requires completely rewriting the mesh generation loop and probably from scratch. It's simply outside of the scope of anything anyone can do in a mod and expect it to still work. Simply put, it'd likely require completely reworking just about every other system in the game as well from collisions and physics to line of sight checks, even water and lava flows as well as sand/gravel falling dynamics. Farming, mob spawning, grass growing, pretty much the entire game would require a complete rewrite to break the geometry up into smaller chunks and still have everything working just fine.
Here's something strange. It works with my custom 4096 (256x256 per tile) atlas. However it only works when I hit the "Test Minecraft" button on the patcher. If I try to run Minecraft normally, it completely and totally bombs. This is a bit of a bummer because it means I can't use it on my multiplayer server, only single player.
What happens when I run it normally is the Minecraft Launcher comes up. I login, the Mojang Specifications screen appears after about 5 seconds, then when that goes away, it turns to a black screen and never recovers from that.
When I hit Test Minecraft, it loads up Minecraft, no launcher, no login, Mojang Specifications, then the title screen and everything works as expected EXCEPT that it won't let me connect to my multiplayer server.
I had this exact same problem. if you read the rest of the topic you will find how to cure it. but i will be nice and tell you how to fix it anyway:
you need 64 bit windows to do this, so if you don't have it, i'm afraid you just can't run a 256x pack (from what i've found). Using internet explorer (64 bit).exe under all prgroams, go to http://www.java.com and click the download java button. if it is saying you already have it, then uninstall your 32bit version and try again. Download and install it and then run minecraft. it should run but will be very slow (take maybe a minute to start). if it still does not run, then make a batch file in the same directory as your minecraft.exe. (create text file then change .txt at the end to .bat) right click and hit 'edit' and it will open notepad with nothing in it. type exactly this in:
java -Xms2048M -Xmx2048M -jar Minecraft.exe
pause
then save it and exit. run that .bat file rather than the normal .exe and you will start m inecraft with 2GB of RAM available. if you need more (for blowing up TNT or whatever else, just change the 2048s to whatever value you want. currently i have my server running in the same way, with 12GB of RAM. and that is still not enough.
Thing is, for some stupid reason, OpenGL refuses to run at an acceptable speed on 64bit Windows for me. So I use 32bit Windows XP as a fallback for OpenGL applications such as Minecraft and SL. I only have 4gb of system memory so I'm not losing too much by running a 32bit Windows.
So, what you suggest is simply not an option unless I want to deal with a framerate that makes my machine look like a dinosaur. The only thing low spec on it at all is the amount of ram. I've got 8 cores, an nVidia gtx in the 400 series, etc. Just for some stupid reason drawcalls on OpenGL on Windows 64bit take an inordinate amount of time for me.
The OP is in desperate need of a rewrite and reorganization and new screenshots, but I don't really have the time to bother. Does anyone want to take a stab at it? Please PM me.
LATEST UPDATE:
1.1.12 - Improved compatibility with other mods, improved logging, improved error handling, added custom resolution support, added higher resolution font support (include font/default.png in the texture pack, size is independent of pack), added unpatch button, added animation performance warning, removed rar support, removed admin privs requirement on Windows, fixed disabled animations removing sandstone texture.
LATEST DOWNLOAD:
WINDOWS: http://github.com/downloads/pclewis/mcp ... 1.1.12.exe
MAC: http://github.com/downloads/pclewis/mcp ... 1.1.12.dmg
EVERYBODY ELSE: http://github.com/downloads/pclewis/mcp ... 1.1.12.jar
SOURCE: http://github.com/pclewis/mcpatcher
OLD VERSIONS: https://github.com/pclewis/mcpatcher/downloads
"This may hurt a little, but it's something you'll get used to...."
Use it when you switch to other packs to be able to enable the packs custom textures among other things. And you just double click the file...no archiver necessary.
"This may hurt a little, but it's something you'll get used to...."
Menu ui
Blocks (using JohnSmith's custom water and lava)
I answered this...use it when you switch texture packs. If you don't switch...don't use it.
When 1.3 comes out, you can probably still use the current version of Xau's, but it depends on what 1.3 breaks
"This may hurt a little, but it's something you'll get used to...."
I am having troubles with this mod on my mac. I installed Stankes HD 32x32 pack.
I downloaded that pack and put the zip file in my texture pack folder. I downloaded this mod as a .DMG file and opened it. When i did so i got this error:
There was an error opening minecraft.jar. This may be because:
-The file has already been patched.
-There is another, conflicting mod applied.
-The jar file is invalid or corrupt
You can re-download the original monecraft.jar by deleting your minecraft/bin folder and running the game normally.
Please see log window for more details.
The log read:
Also it would be nice for you to have a video tutorial on how to use this on Mac.
Thanks.
Awesome! Thanks! :biggrin.gif:
MCPatcher does not work with .rar files, so if your texture pack is in the .rar file format, you will need WinRAR to decompress it and then re-archive it into a .zip file.
Same thing with me. The dyed wools don't appear, they're just tan.
Not to worry, just let me consult my crystal ball.
Cool, thanks!
Post your texture pack.
Compatibility with that mod should be fixed in the latest version.
mo creature
eleveator
singleplayer commands
audio mod
and gui apy
and i tried getting the custom water and lava from my texture pack but couldnt,i used this mcpatcher and i have all of it now with no crashes ,THANK YOU
Could you make it so that Minecraft uses 4 separate terrain.png files in order to work around the 4096x4096 maximum resolution in graphics cards?
Thank you.
Paintings:
When using the "256x256" (4096x4096) resolution, a "256x256" "art/kz.png" file causes the game to go to black screen in version 1.1.12. This bug was also in 1.1.11.
Fonts:
The spacing of the fonts is a lot better in 1.1.12, but the spacing still isn't as good as in the default. After checking a high-res font on MCPatcher using every resolution, it looks like 128x128 has the best character spacing.
Thank you!
hey dude, is there a way i can get the texturepack you're using? That would be insanely awesome! Looks really good, and has lighting etc. exactly the way i want it :smile.gif:
What happens when I run it normally is the Minecraft Launcher comes up. I login, the Mojang Specifications screen appears after about 5 seconds, then when that goes away, it turns to a black screen and never recovers from that.
When I hit Test Minecraft, it loads up Minecraft, no launcher, no login, Mojang Specifications, then the title screen and everything works as expected EXCEPT that it won't let me connect to my multiplayer server.
No, that's not possible, sorry. I'm going to give it to you straight. If you have any questions about what I'm talking about here, I suggest googling the following terms "uv map" and "drawcall" as those are the only two real technical things that I'm going to bring up as to why it can't be done. I want to say that I do not work for Notch or anyone even remotely related to the Minecraft project. I am however a rather accomplished video game programmer with experience dating back to the 80s. I am still active in the industry and have been programming 3D games since the late 90s. I've been playing them longer, that's just when I stopped doing sprite games and started doing 3D. So this isn't just some random nobody coming in. Though I am still kind of random. Anyway, before I ramble any more, here's the explanation:
Doing so would quadruple the drawcalls the engine makes. This is bad, very bad. Very very bad. Second of all, most video cards, especially older ones, only support two UV maps. Normally the second UV map is used for light mapping but I've used it for other things myself.
While it is technically possible to use more than two textures on a single model, after you go past two textures there's a requirement that they share the same UV map. Now what could happen is they could make Minecraft go through four seperate passes to build the world mesh. However you're also talking about generating four separate sets of meshes where there was only one set. Well, two minimum technically.
Still, at any rate, as I said before, you're still talking about quadrupling your draw calls. One of the reasons Minecraft is as slow as it is is because it has to make an inordinate number of drawcalls to begin with. A draw call is basically where the program uploads data to the Video card. Video can render a ridiculous number of polygons at once these days as long as they're all in one drawcall, it's the drawcalls that slow them down.
Lets look at how it breaks down here.
First, keep in mind that older systems such as the one I suspect you're using probably can't handle more than 400 draw calls. Some machines can handle upwards of 20,000 drawcalls without feeling any pain but these systems are using copious amounts of DDR3 ram, PCI Express 2.0 16x video cards, and likely have anywhere from 4 to 8 cpu cores. So lets just go with the 400 draw calls number for the average older machine and laptop machine that Minecraft runs on.
Entire segments of the world are in 9x9 chunks. I don't know what notch calls these 9x9 chunks but I'm going to call them "super chunks" for the sake of talking about them. Each chunk is going to take a minimum of 1 drawcall. This means that each superchunk is 81 drawcalls.
I'm not 100% sure on this but I believe the maximum number of superchunks that can be drawn due to view distance is another 3x3 superchunks. That's 81 times 9. We're already at 729 drawcalls using conservative estimates on maximum draw distance. That places us at almost double the healthy "every machine can run this" threshhold. Each additional texture (material) applied to an individual set of geometry requires an additional drawcall. That's 729 times 4 for what you're asking (And this is assuming the technical hurdle of 2 hardware UV maps is taken care of, which it isn't). This brings us up to 2,916. This is where most modern budget machines start to feel strain and all but the absolute fastest machines will sit up and take notice of the work load.
All in all, while it may technically be feasible to work up something which does it, as I said, it would require breaking the world meshes at least in two, preferably in four pieces. This in turn requires completely rewriting the mesh generation loop and probably from scratch. It's simply outside of the scope of anything anyone can do in a mod and expect it to still work. Simply put, it'd likely require completely reworking just about every other system in the game as well from collisions and physics to line of sight checks, even water and lava flows as well as sand/gravel falling dynamics. Farming, mob spawning, grass growing, pretty much the entire game would require a complete rewrite to break the geometry up into smaller chunks and still have everything working just fine.
Thing is, for some stupid reason, OpenGL refuses to run at an acceptable speed on 64bit Windows for me. So I use 32bit Windows XP as a fallback for OpenGL applications such as Minecraft and SL. I only have 4gb of system memory so I'm not losing too much by running a 32bit Windows.
So, what you suggest is simply not an option unless I want to deal with a framerate that makes my machine look like a dinosaur. The only thing low spec on it at all is the amount of ram. I've got 8 cores, an nVidia gtx in the 400 series, etc. Just for some stupid reason drawcalls on OpenGL on Windows 64bit take an inordinate amount of time for me.