Heh, I tried with a new minecraft.jar and now it's fixed. I also tried adding some mods (with and without using MCPatcher, but I didnt use HD fonts and these stuff) and its fixed. Maybe the jar must not be patched for this (AWESOME) texturepack... idk here's a picture to prove
Anyways, thanks dude
PS. I am using MC 1.5.2 and MCPatcher 3.0.4
I can't see for sure if you've got MC Patcher working or not from that pic, as the landscape is so barren. If you were closer to a tree or there were some plants in view I would be able to tell that MC Patcher was firing on all cylinders by the range of random extra foliage. So I'm not too clear from what you say above if it's fixed for use with MC Patcher or just for standard Minecraft.
There's certainly nothing wrong with the Patcher version you're using for MC 1.5.2, that's what I'm using still when I go back to 1.5.2. When editing for the next update I of course use the beta versions of MC Patcher, so it gets a bit confusing for me too.
If MC Patcher 3.0.4 still isn't working for you try removing the 'sky0' folder (to a safe place on the desktop) from the 'environment' folder in the texture pack. That folder contains my 'betterskies' starfield texture and it's pretty resource hungry for some. If that doesn't cure it, get back to me.
Hey Glim,
I have a question. You know the 600+ X32 alt textures? Well how do you kinda get it working? I mean I can tell just by looking at them that you need all the sheets and that then it should do random textures out of the numerous blocks there are there, but I don't understand how you do that ...
P.S. Yay! Somebody who isn't american!
Howdy Zorkalorp.
The alt textures are there for those brave enough to snip and paste in Gimp or Photoshop. They are just arranged in convenient old 'terrain.png' format sized sheets, but you can't use them ingame for random block purposes or MC Patcher 'ctm' until you chop them up.
Mostly they get used by those making supporting mod textures for my pack.
There are already chopped up versions in the pack that you can just rename and use in place of existing block and item textures. You'll find these in the 'GS alt collection' folder in the pack.
Its working now as it SHOULD work. But when i use the patcher it makes it like before.
idk is the problem with the patcher?
Here's a screenshot with all the blocks
BTW AWESOME pack dude, I <3 it! :3
Thanks, glad you like it. Looks good in the pic you posted. I keep meaning to include a pic like that in my OP. I'll get round to it eventually though!
That's very peculiar with regard to MC Patcher.
Have you tried Optifine, at least for testing purposes. Other than that I can only say try downloading everything again and mess with the settings in MC Patcher. Logic would dictate from what you say that it must be something to do with the version of MC Patcher you're using. On a clean setup it should work fine, barring lag for those with less powerful systems.
If anything occurs to me I'll PM you. In the meantime someone else around here might have solved what the problem is from past experience.
I tried with optifine installed and its working, but when I use the mods included in the patcher it breaks the pack again :o. I also tried installing it via MCPatcher and its working. idk whats the problem -.-
And you're absolutely not running any other mods?
Have you tried re-downloading my texture pack. Sometimes it can help, but getting a garbled download has never happened to me yet.
Have you tried ruling out what's causing the problem in MC Patcher? By a process of elimination, eg. switch all the extra things off like randommobs, betterskies, etc. see how things work, then re-patch adding just one new feature each time.
Then do the same for choices under MC Patcher's 'options' tab. It's a lot of messing. but it might pinpoint the problem.
I haven't even asked how you fair with other packs and MC Patcher. I take it this is just with my Glimmar's Steampunk pack?
I love the way everything looks, but when I have the mod on it makes all of the text look like a bunch of squiggly lines. Is that the way it is supposed to look or did I do something wrong?
I love the way everything looks, but when I have the mod on it makes all of the text look like a bunch of squiggly lines. Is that the way it is supposed to look or did I do something wrong?
Which mod, what version of Minecraft, what version of the mod, and does it happen to any other texture packs that have custom fonts?
Thanks for the advice Glim ... I've decided to use the Texture Mixer thingy. I'll fiddle around a little and see what I can do.
How do you make it do the alt textures? To be honest I have no clue. I can find the alt textures from youe texture pack but what do I do with it?
What version of Minecraft are you currently using? I ask this because since v1.5, Minecraft no longer uses a 'terrain.png' sheet, so it's not necessary to cut and paste onto a terrain sheet any more or use The_Fool 76's Texture Mixer thingy.
All blocks and items are saved as separate little texture files (16x, 32x, 64x), so you can pick and choose any little texture you like the look of and so long as you rename it to whatever block you want to change to, you can just drop it straight into the 'textures/blocks folder in the pack. If the block in the pack you want to change has an accompanying '.txt' file it means it's an animated block and if you swap this block for something else then you need to remove the .txt file too! Otherwise it's just a straight swap with whatever you choose (remembering to use the correct block name of course).
Most of my alt textures are already cut up and ready to be renamed in my 'GS alt collection' folder, probably the most useful folder in there is the one containing all the ready cut-up textures from my alt texture sheets. The folder you're looking for is called 'GS main 32x alt tile collection'. There are other more recent 64x alt textures in other folders.
Remember that a lot of my blocks are animated, so they appear as anim strips and have that associated .txt file mentioned above.
Looks like they just rolled out Resource Packs in this latest snapshot. Texture Packs in their current form will no longer work, but they are providing a converter tool. Something tells me that the converter won't necessarily convert the MCPatcher stuff properly, so you'll probably have to wait until Kahr releases one… and by completely changing how textures work again, I bet that MCPatcher might not be updated for a while.
Looks like they just rolled out Resource Packs in this latest snapshot. Texture Packs in their current form will no longer work, but they are providing a converter tool. Something tells me that the converter won't necessarily convert the MCPatcher stuff properly, so you'll probably have to wait until Kahr releases one… and by completely changing how textures work again, I bet that MCPatcher might not be updated for a while.
lol! I was just launching the new launcher about 5mins ago and glad I noticed it had changed. Not that it makes any difference that I didn't go ahead and launch, because I now don't have access to any of my previous snapshots, so I can't continue editing the new stuff until kahr manages to come up with something...and I was leaving the skeleton horse and blocks until last. I wish Mojang had given us texture pack artists the chance to still continue using the old snapshot launcher for editing purposes. I had a nice setup with Snapshot 13w19a with MC Patcher and TMI and now I can't use either on the new textures.
I know if I was kahr I'd have probably given up long ago as he just has to keep fixing stuff all the time. Apparently the 'official' converter is already messing up some texture packs.
So now I just play a waiting game. I'll probably try the converter out and see if I can get my head around the new resource pack structure and see what kahr comes up with.
I'd be grateful for any extra info, sheep and anyone else looking in as to what the changes are and any hidden stuff I should know about.
I see already from reading the comments on the news page that the .txt name has been replaced with .mcmeta. That's just rendered my explanation to Zorkalorp above a ticking time bomb. There's going to be an awful lot of confusion in all departments. Oh dear!
Actually, I believe you can revert back to a prior snapshot. I saw someone else asking Dinnerbone about that via a tweet, and he said there's a tab on the launcher that gives you that option (I think). I haven't tried any of the snapshots, so I don't know what the new launcher is like, but there is supposedly a way to "downgrade" to a version that still works for you and your textures, at least until Kahr gets some sort of patch out.
Actually, I believe you can revert back to a prior snapshot. I saw someone else asking Dinnerbone about that via a tweet, and he said there's a tab on the launcher that gives you that option (I think). I haven't tried any of the snapshots, so I don't know what the new launcher is like, but there is supposedly a way to "downgrade" to a version that still works for you and your textures, at least until Kahr gets some sort of patch out.
Nah! It got jiggered for me night before last when I patched 23a. Up 'till then I was constantly reverting back to snapshot 19 for the convenience of TMI. All my previous versions are in the versions folder, and show up in the list on the launcher, but not in the version selection box. Only 23a was there, but even that has been scrubbed now!
I actually think this was intentional on the part of Mojang as it would need to have a clean slate, as converted texture packs presumably wouldn't be backward compatible. All very inconvenient for those of us at the coal face. Not helped by those who don't use texture packs over on the news comments saying, "just use the converter tool...Minecraft wasn't supposed to be textured anyways!" The converter tool seems to work for some and not others from what I read. The wording of the article isn't helpful either, as people are taking Sacheverell's words literally when he says, "Removed texture pack support...." further grist to the mill of the ire of those who worship vanilla.
I shall cry, if somehow things like BetterSkies can't be converted by kahr, after spending so much time on mine.
How the heck does one open and read '.mcmeta' files, which have now replaced '.txt' files? I've tried notepad and although it displays what was previously in the .txt files, the letters are arranged in a very unreadable way...in effect jumbled.
The converter really does change the order and placement of absolutely everything and after 3 years of the familiar texture pack setup it's a head-scratcher for sure.
I think I see some long hours ahead for us all but I'll do what I can to shorten them for the rest of you.
So some quick comments based on my brief skimming of the last couple posts.
Right-click in the profiles listing in the latest launcher to get the option to create a new profile. You can then pick what version of MC you want that profile to run. It's a little more trouble to setup than just picking the version to launch, but it lets you have multiple copies of the same version all with different mods applied. (Or at least that's the theory, I haven't tried it in practice yet.)
My application of choice for dealing with those mcmeta files is Notepad++. It's all free and open source (like GIMP) and makes for much nicer text editor on Windows than plain old Notepad.
mcmeta files themselves are a form of Javascript (JSON to be specific) and are fairly easy to deal with once you get past all the syntax cruft. One of the really nice potential side effects of moving to the new mcmeta files is that they are easily extendable. That means that it should be possible for all of the CTM info to be added into them alongside the stuff the vanilla game looks for without causing problems for un-modded games. (Provided of course Kahr wants to support them.)
My plan for this evening basically consists of diving into the new format, seeing what there is to see, and then documenting it six ways from Sunday.
I think I see some long hours ahead for us all but I'll do what I can to shorten them for the rest of you.
So some quick comments based on my brief skimming of the last couple posts.
Right-click in the profiles listing in the latest launcher to get the option to create a new profile. You can then pick what version of MC you want that profile to run. It's a little more trouble to setup than just picking the version to launch, but it lets you have multiple copies of the same version all with different mods applied. (Or at least that's the theory, I haven't tried it in practice yet.)
My application of choice for dealing with those mcmeta files is Notepad++. It's all free and open source (like GIMP) and makes for much nicer text editor on Windows than plain old Notepad.
mcmeta files themselves are a form of Javascript (JSON to be specific) and are fairly easy to deal with once you get past all the syntax cruft. One of the really nice potential side effects of moving to the new mcmeta files is that they are easily extendable. That means that it should be possible for all of the CTM info to be added into them alongside the stuff the vanilla game looks for without causing problems for un-modded games. (Provided of course Kahr wants to support them.)
My plan for this evening basically consists of diving into the new format, seeing what there is to see, and then documenting it six ways from Sunday.
Many thanks, mate, for that.
Any and all help + suggestions will be much appreciated. Someone replied with a similar explanation to a plea for help over on the MC Patcher thread re: the launcher losing all my versions (or me losing 'em all!), so it's certainly nice to know I can get them back, despite the radical changes snapshot 24 brings? Hope so, because I really want to get back to my TMI/MC Patcher version if I can. I presume using an older version will also use my old unconverted 'texture pack'.
I shall download Notepad++ and see what sense I can make with it. I'm hoping that Mojang have just rushed things to get the launcher out and may consider converting the mcmeta files to something simple non-programming artists like me can get their heads round. Perhaps kahr might be able give ongoing conversion to these files if not.
I know there is a reason for changing the file structure and nomenclature of nearly everything, but there's a reason why creating texture packs has become the phenomena it has, as the previous structure was very easy to understand and navigate and didn't make a novice feel like they were delving into code. Like anything new, it's scary at first, but with so much missing without MC Patcher, it also feels very barren. I do hope we're not going to have to deal with brackets within brackets for all simple animations and such, I already struggle to hold one line of CTM instruction in my head.
When I first converted a copy of my pack I was really confused, as most of the files I was familiar with in the new pack were just empty!...then I found everything crammed into a 'textures' folder. This is going to take a bit of getting used to after 3 years.
Major change like this, on top of trying to texture all the new stuff, edit old material and suddenly losing sight of things you've spent a lot of time on like my Better (cloudy daytime) Skies, makes it confusing and bit depressing really. I hope things work out ok with no further changes to format. New blocks, entities (getting the lingo already!) and such is taxing enough without scary change!
Thanks for the link to Notepad++, Fool. It's made a lot more sense of things and is a pretty neat application, but I still shiver at nested brackets and other such code-like formats!
Following your advice about the launcher went smoothly, until I actually tried launching one of the earlier re-instated snapshots. After clicking the 'play' button, the launcher runs through a few lines of code and then crashes out with the final line stating:
"Can't run version, missing minecraftArguments Deleting"
There were no problems with getting earlier versions listed in the 'Version Selection Profile' box, no probs with login either, just won't actually launch an older version. I'll just flit between 1.5.2 and the latest snapshot for fun and editing purposes, until Mojang get their act together for the final release, but many thanks for the help.
Your quite welcome. That program is what I use for pretty much all of my text editing in windows. (In linux I use vim which I wouldn't inflict on anyone who isn't a programmer.)
Looks like there was a new launcher pushed out along with the 'b' snapshot and I didn't have any problems running the older versions with that new launcher. (Not that I tried all of them.)
I've not yet had quite as much time as I'd like to poke around stuff. Last night consisted of making sure the cats don't starve, we don't starve, and fretting about all the forest fires in the area. I barely had time to submit the one bug I fund. (Which got fixed in the 'b' snapshot yay! - It's the last one on the list about the biome colors.)
About the only thing useful I've determined is that you can zip up a resource pack the same way you did texture packs and they will work. (You have to exclude the top level folder in your .zip) We will see what today brings.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
Your quite welcome. That program is what I use for pretty much all of my text editing in windows. (In linux I use vim which I wouldn't inflict on anyone who isn't a programmer.)
Looks like there was a new launcher pushed out along with the 'b' snapshot and I didn't have any problems running the older versions with that new launcher. (Not that I tried all of them.)
I've not yet had quite as much time as I'd like to poke around stuff. Last night consisted of making sure the cats don't starve, we don't starve, and fretting about all the forest fires in the area. I barely had time to submit the one bug I fund. (Which got fixed in the 'b' snapshot yay! - It's the last one on the list about the biome colors.)
About the only thing useful I've determined is that you can zip up a resource pack the same way you did texture packs and they will work. (You have to exclude the top level folder in your .zip) We will see what today brings.
My problems just seem to get worse too!
I've been too busy looking after my youngest who came down with a stomach bug in the night. She's asleep now, so just a quick look in and install the latest launcher with the 'b' snapshot and I might just use that 'b' in it's expletive sense. Now it just crashes out when trying to launch MC and still won't load any of my older snapshots, but strangely still launches snapshot '24a'. All very confusing on 1 hours sleep.
Not sure what to do now, other than try launching the game with the vanilla textures chosen rather than my pack, then if that works, try re-converting my pack again. Getting the older snapshots to work now seems lost in the mist.
All the while nothing gets done on finishing off 1.6 textures. I'm guessing, like ksheep said, that kahr will be a long time on making a converter and beating everything MC Patcher-wise into a workable form for the new system.
Yep! I can confirm there's something wrong with my converted resource/texture pack. Snapshot 24b works fine with vanilla textures, but crashes when I select Glimmar's Steampunk, but GS works fine with 24a. I do like a good fixing session...not!
Sorry to hear about all the trouble you all have been having. I've been having a bit of builder's block myself, nothing when compared to the amount of stress from mojang changing the format for texture packs again....
On a happier topic I've been busy refitting my ships and bringing old ones up to specs. Here are a few pictures to show what i build with this awesome pack.
The new and improved thunderhead class light carrier HMS Harbinger. Carrying gunboats instead of monoplane fighters
Also the dreadnought class light attack ship, the HMS Stratica.
Sorry t hear about all the trouble you all have been having. I've been having a bit of builder's block myself, nothing when compared to the amount of stress from mojang changing the format for texture packs again....
On a happier topic I've been busy refitting my ships and bringing old ones up to specs. Here are a few pictures to show what i build with this awesome pack.
The new and improved thunderhead class light carrier HMS Harbinger. Carrying gunboats instead of monoplane fighters
Also the dreadnought class light attack ship, the HMS Stratica.
Awesome stuff as per usual, asikar!
Ah! I don't like change, but it's usually a nervous knee-jerk reaction in my case. I'm kinda getting used to the resource pack format already and The_Fool 76's recommendation of Notebook++ helped with the new style of notation for the old .txt files, though I still find them a little daunting, as I have to think harder! My only worry is how all this effects my use of MC Patcher and how more confusing ctm will get if kahr decides to adopt the same mcmeta style. However, I understand that change had to come if the mod api system was ever going to be implemented.
In fairness to Mojang, if I think things are difficult and confusing, what those guys are going through to keep the peace on all sides - mod coders, artists, players, lovers of vanilla and their (Mojang's) own aspirations for where the game should go - then it's not so bad. I'm sure the Mojang team would like nothing better than to just create new mobs, game modes and other cool things, instead of giving everyone what they want for personalising their game, so we shouldn't forget that.
If I've got the time, then I'll slowly but surely adapt, but like the loss of the old terrain and item texture sheets, I will miss the old familiar layout of a texture pack. Artists are traditionally the hardest group to please, so expect a lot of griping and moaning from me along the way.
Yep! I can confirm there's something wrong with my converted resource/texture pack. Snapshot 24b works fine with vanilla textures, but crashes when I select Glimmar's Steampunk, but GS works fine with 24a. I do like a good fixing session...not!
Haha! I've learned it's not to do with my pack, but that snapshot 24b doesn't get on with HD texture packs, so Mojang are hard at work on resolving this.
Sorry to hear about all the trouble you all have been having. I've been having a bit of builder's block myself, nothing when compared to the amount of stress from mojang changing the format for texture packs again....
On a happier topic I've been busy refitting my ships and bringing old ones up to specs. Here are a few pictures to show what i build with this awesome pack.
The new and improved thunderhead class light carrier HMS Harbinger. Carrying gunboats instead of monoplane fighters
Also the dreadnought class light attack ship, the HMS Stratica.
I've just placed a link in my OP to a personalised copy of my GS texture pack which asikar has provided for those wishing to view his airship creations in the way he intended. You'll find it under the 'Feature Showcase' section.
Please note: this is with permission, so please don't willy-nilly upload your own personalised versions of the pack here and especially outside this thread (any material posted outside this thread without my permission will be reported).
Incidentally, if anyone else is working on any large projects using my texture pack (and it's legal!) drop me a PM, it might make a nice feature in my OP, but no promises!
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Curse PremiumI can't see for sure if you've got MC Patcher working or not from that pic, as the landscape is so barren.
There's certainly nothing wrong with the Patcher version you're using for MC 1.5.2, that's what I'm using still when I go back to 1.5.2. When editing for the next update I of course use the beta versions of MC Patcher, so it gets a bit confusing for me too.
If MC Patcher 3.0.4 still isn't working for you try removing the 'sky0' folder (to a safe place on the desktop) from the 'environment' folder in the texture pack. That folder contains my 'betterskies' starfield texture and it's pretty resource hungry for some. If that doesn't cure it, get back to me.
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Curse PremiumHowdy Zorkalorp.
The alt textures are there for those brave enough to snip and paste in Gimp or Photoshop. They are just arranged in convenient old 'terrain.png' format sized sheets, but you can't use them ingame for random block purposes or MC Patcher 'ctm' until you chop them up.
Mostly they get used by those making supporting mod textures for my pack.
There are already chopped up versions in the pack that you can just rename and use in place of existing block and item textures. You'll find these in the 'GS alt collection' folder in the pack.
Thanks, glad you like it.
That's very peculiar with regard to MC Patcher.
Have you tried Optifine, at least for testing purposes. Other than that I can only say try downloading everything again and mess with the settings in MC Patcher. Logic would dictate from what you say that it must be something to do with the version of MC Patcher you're using. On a clean setup it should work fine, barring lag for those with less powerful systems.
If anything occurs to me I'll PM you. In the meantime someone else around here might have solved what the problem is from past experience.
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Curse PremiumAnd you're absolutely not running any other mods?
Have you tried re-downloading my texture pack. Sometimes it can help, but getting a garbled download has never happened to me yet.
Have you tried ruling out what's causing the problem in MC Patcher? By a process of elimination, eg. switch all the extra things off like randommobs, betterskies, etc. see how things work, then re-patch adding just one new feature each time.
Then do the same for choices under MC Patcher's 'options' tab. It's a lot of messing. but it might pinpoint the problem.
I haven't even asked how you fair with other packs and MC Patcher. I take it this is just with my Glimmar's Steampunk pack?
Which mod, what version of Minecraft, what version of the mod, and does it happen to any other texture packs that have custom fonts?
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Curse PremiumWhat version of Minecraft are you currently using? I ask this because since v1.5, Minecraft no longer uses a 'terrain.png' sheet, so it's not necessary to cut and paste onto a terrain sheet any more or use The_Fool 76's Texture Mixer thingy.
All blocks and items are saved as separate little texture files (16x, 32x, 64x), so you can pick and choose any little texture you like the look of and so long as you rename it to whatever block you want to change to, you can just drop it straight into the 'textures/blocks folder in the pack. If the block in the pack you want to change has an accompanying '.txt' file it means it's an animated block and if you swap this block for something else then you need to remove the .txt file too! Otherwise it's just a straight swap with whatever you choose (remembering to use the correct block name of course).
Most of my alt textures are already cut up and ready to be renamed in my 'GS alt collection' folder, probably the most useful folder in there is the one containing all the ready cut-up textures from my alt texture sheets. The folder you're looking for is called 'GS main 32x alt tile collection'. There are other more recent 64x alt textures in other folders.
Remember that a lot of my blocks are animated, so they appear as anim strips and have that associated .txt file mentioned above.
Have fun!
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Curse Premiumlol! I was just launching the new launcher about 5mins ago and glad I noticed it had changed. Not that it makes any difference that I didn't go ahead and launch, because I now don't have access to any of my previous snapshots, so I can't continue editing the new stuff until kahr manages to come up with something...and I was leaving the skeleton horse and blocks until last. I wish Mojang had given us texture pack artists the chance to still continue using the old snapshot launcher for editing purposes. I had a nice setup with Snapshot 13w19a with MC Patcher and TMI and now I can't use either on the new textures.
I know if I was kahr I'd have probably given up long ago as he just has to keep fixing stuff all the time. Apparently the 'official' converter is already messing up some texture packs.
So now I just play a waiting game. I'll probably try the converter out and see if I can get my head around the new resource pack structure and see what kahr comes up with.
I'd be grateful for any extra info, sheep and anyone else looking in as to what the changes are and any hidden stuff I should know about.
I see already from reading the comments on the news page that the .txt name has been replaced with .mcmeta. That's just rendered my explanation to Zorkalorp above a ticking time bomb. There's going to be an awful lot of confusion in all departments. Oh dear!
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Curse PremiumNah! It got jiggered for me night before last when I patched 23a. Up 'till then I was constantly reverting back to snapshot 19 for the convenience of TMI. All my previous versions are in the versions folder, and show up in the list on the launcher, but not in the version selection box. Only 23a was there, but even that has been scrubbed now!
I actually think this was intentional on the part of Mojang as it would need to have a clean slate, as converted texture packs presumably wouldn't be backward compatible. All very inconvenient for those of us at the coal face. Not helped by those who don't use texture packs over on the news comments saying, "just use the converter tool...Minecraft wasn't supposed to be textured anyways!" The converter tool seems to work for some and not others from what I read. The wording of the article isn't helpful either, as people are taking Sacheverell's words literally when he says, "Removed texture pack support...." further grist to the mill of the ire of those who worship vanilla.
I shall cry, if somehow things like BetterSkies can't be converted by kahr, after spending so much time on mine.
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Curse PremiumThe converter really does change the order and placement of absolutely everything and after 3 years of the familiar texture pack setup it's a head-scratcher for sure.
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Curse PremiumSo some quick comments based on my brief skimming of the last couple posts.
Right-click in the profiles listing in the latest launcher to get the option to create a new profile. You can then pick what version of MC you want that profile to run. It's a little more trouble to setup than just picking the version to launch, but it lets you have multiple copies of the same version all with different mods applied. (Or at least that's the theory, I haven't tried it in practice yet.)
My application of choice for dealing with those mcmeta files is Notepad++. It's all free and open source (like GIMP) and makes for much nicer text editor on Windows than plain old Notepad.
mcmeta files themselves are a form of Javascript (JSON to be specific) and are fairly easy to deal with once you get past all the syntax cruft. One of the really nice potential side effects of moving to the new mcmeta files is that they are easily extendable. That means that it should be possible for all of the CTM info to be added into them alongside the stuff the vanilla game looks for without causing problems for un-modded games. (Provided of course Kahr wants to support them.)
My plan for this evening basically consists of diving into the new format, seeing what there is to see, and then documenting it six ways from Sunday.
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Curse PremiumMany thanks, mate, for that.
Any and all help + suggestions will be much appreciated. Someone replied with a similar explanation to a plea for help over on the MC Patcher thread re: the launcher losing all my versions (or me losing 'em all!), so it's certainly nice to know I can get them back, despite the radical changes snapshot 24 brings? Hope so, because I really want to get back to my TMI/MC Patcher version if I can.
I shall download Notepad++ and see what sense I can make with it. I'm hoping that Mojang have just rushed things to get the launcher out and may consider converting the mcmeta files to something simple non-programming artists like me can get their heads round. Perhaps kahr might be able give ongoing conversion to these files if not.
I know there is a reason for changing the file structure and nomenclature of nearly everything, but there's a reason why creating texture packs has become the phenomena it has, as the previous structure was very easy to understand and navigate and didn't make a novice feel like they were delving into code. Like anything new, it's scary at first, but with so much missing without MC Patcher, it also feels very barren. I do hope we're not going to have to deal with brackets within brackets for all simple animations and such, I already struggle to hold one line of CTM instruction in my head.
When I first converted a copy of my pack I was really confused, as most of the files I was familiar with in the new pack were just empty!...then I found everything crammed into a 'textures' folder. This is going to take a bit of getting used to after 3 years.
Major change like this, on top of trying to texture all the new stuff, edit old material and suddenly losing sight of things you've spent a lot of time on like my Better (cloudy daytime) Skies, makes it confusing and bit depressing really. I hope things work out ok with no further changes to format. New blocks, entities (getting the lingo already!) and such is taxing enough without scary change!
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Curse PremiumFollowing your advice about the launcher went smoothly, until I actually tried launching one of the earlier re-instated snapshots. After clicking the 'play' button, the launcher runs through a few lines of code and then crashes out with the final line stating:
"Can't run version, missing minecraftArguments
Deleting"
There were no problems with getting earlier versions listed in the 'Version Selection Profile' box, no probs with login either, just won't actually launch an older version. I'll just flit between 1.5.2 and the latest snapshot for fun and editing purposes, until Mojang get their act together for the final release, but many thanks for the help.
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Curse PremiumLooks like there was a new launcher pushed out along with the 'b' snapshot and I didn't have any problems running the older versions with that new launcher. (Not that I tried all of them.)
I've not yet had quite as much time as I'd like to poke around stuff. Last night consisted of making sure the cats don't starve, we don't starve, and fretting about all the forest fires in the area. I barely had time to submit the one bug I fund. (Which got fixed in the 'b' snapshot yay! - It's the last one on the list about the biome colors.)
About the only thing useful I've determined is that you can zip up a resource pack the same way you did texture packs and they will work. (You have to exclude the top level folder in your .zip) We will see what today brings.
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Curse PremiumMy problems just seem to get worse too!
I've been too busy looking after my youngest who came down with a stomach bug in the night. She's asleep now, so just a quick look in and install the latest launcher with the 'b' snapshot and I might just use that 'b' in it's expletive sense. Now it just crashes out when trying to launch MC and still won't load any of my older snapshots, but strangely still launches snapshot '24a'. All very confusing on 1 hours sleep.
Not sure what to do now, other than try launching the game with the vanilla textures chosen rather than my pack, then if that works, try re-converting my pack again. Getting the older snapshots to work now seems lost in the mist.
All the while nothing gets done on finishing off 1.6 textures. I'm guessing, like ksheep said, that kahr will be a long time on making a converter and beating everything MC Patcher-wise into a workable form for the new system.
Hope the forest fires keep their distance.
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Curse PremiumOn a happier topic I've been busy refitting my ships and bringing old ones up to specs. Here are a few pictures to show what i build with this awesome pack.
Also the dreadnought class light attack ship, the HMS Stratica.
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Curse PremiumAwesome stuff as per usual, asikar!
Ah! I don't like change, but it's usually a nervous knee-jerk reaction in my case. I'm kinda getting used to the resource pack format already and The_Fool 76's recommendation of Notebook++ helped with the new style of notation for the old .txt files, though I still find them a little daunting, as I have to think harder!
In fairness to Mojang, if I think things are difficult and confusing, what those guys are going through to keep the peace on all sides - mod coders, artists, players, lovers of vanilla and their (Mojang's) own aspirations for where the game should go - then it's not so bad. I'm sure the Mojang team would like nothing better than to just create new mobs, game modes and other cool things, instead of giving everyone what they want for personalising their game, so we shouldn't forget that.
If I've got the time, then I'll slowly but surely adapt, but like the loss of the old terrain and item texture sheets, I will miss the old familiar layout of a texture pack. Artists are traditionally the hardest group to please, so expect a lot of griping and moaning from me along the way.
Haha! I've learned it's not to do with my pack, but that snapshot 24b doesn't get on with HD texture packs, so Mojang are hard at work on resolving this.
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Curse PremiumI've just placed a link in my OP to a personalised copy of my GS texture pack which asikar has provided for those wishing to view his airship creations in the way he intended. You'll find it under the 'Feature Showcase' section.
Please note: this is with permission, so please don't willy-nilly upload your own personalised versions of the pack here and especially outside this thread (any material posted outside this thread without my permission will be reported).
Incidentally, if anyone else is working on any large projects using my texture pack (and it's legal!) drop me a PM, it might make a nice feature in my OP, but no promises!