fellow veteran texture pack makers. i have a issue does anyone know how to make the spider and spider eyes layers match with random mobs. The textures used to be synced up but after one of the major refracturing's the spider and spider eyes are in different folders.
i use biome specific spider skins and the base texture works but the eye texture is out of sync. this is my spider.properties
so if anyone can tell me how to make the eyes and base texture go back in sync i would be most appreciative.
You may have an uneven amount of spider & spider eye textures. If you want the eye textures to match the same number skin, then you must have the same number of textures for both spider & spider eye textures.
Hey, I've got a question. You know how CIT can add custom item textures based on the amount of damage or enchantment? Can I also apply custom textures to items that have the "TMI Unlimited" property that's you can get with TooManyItems?
Also: What are "weight" and "nbt." in CIT?
When an item has the "TMI Unlimited"property in TMI, it does 2 things: 1) it gives the item a line of Lore that says "TMI Unlimited" & it gives a the item a Compound tag called "TooManyItems" & in that Compound tag there is a Byte tag called "Unlimited". When those 2 things are done, TMI treats the item as an Unlimited item.
So your .properties file for this to work will look something like this:
When an item has the "TMI Unlimited"property in TMI, it does 2 things: 1) it gives the item a line of Lore that says "TMI Unlimited" & it gives a the item a Compound tag called "TooManyItems" & in that Compound tag there is a Byte tag called "Unlimited". When those 2 things are done, TMI treats the item as an Unlimited item.
So your .properties file for this to work will look something like this:
figured out a need a separate config file for spider.properties spider_eyes.properties and cave_spider.properties. literally months of frustration and finally figured out the simplest thing. thank you for the suggestion anyways.
I'm unsure if I'm doing something wrong, or is MCPatcher is broken when it comes to certain aspects. In this particular case, there are two problems I'm having. Firstly, is the Grass Side Overlay, which displays as a missing texture (vanilla pink/black square) when attempting to use random CTM on it. The same thing happens when attempting to apply cit to paper, but only for the cit variants. Any help?
I've double-checked that the correct amount of tiles are present and all that, and even have several other CTMs functioning properly. Same with CIT, I've got plenty of them working properly, but a problem arises with paper. See below for my properties files:
CTM:
Grass Side Overlay.properties matchBlocks=2 method=random tiles=0-15
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Having issues with repeat method for mc 1.5.2...
I'm heavily using the repeat method all over the place and had a repeat pattern for all of my leaves. I recently decided to try to add a biome specific repeat pattern exclusive to all snowy biomes that made it appear that snow had piled up and was clinging to the leaves of all tree types. I'm boggling over the effects i'm getting and can't figure out why it's not happening correctly.
the repeats are working on all leaf types ONLY on fast graphics, and while fast is enabled, the non snowy, "regular" repeat textures are not working on any leaves except birch.
When fast graphics are enabled, the snowy biome specific repeats do not show up at all. I felt it was simply because I didn't have folders for the opaque versions of the leaves and added identical files appropriately, but it isn't fixing the problem..
this is what i've got in game:
FAST graphics ( alternate biome specific repeats visible in biome, outside biome, no leaf repeats working at all )
FANCY enabled ( repeat leaves working, but not biome specific )
here are two of the properties files i'm using: all of my files are just like this, except with relevant metadata and leaf types.
i have seperate files for all the opaque leaf types. that should cover the fast graphics, right? I have double checked the tile numbers and can't see anything i'm doing wrong. Please help.
I'm unsure if I'm doing something wrong, or is MCPatcher is broken when it comes to certain aspects. In this particular case, there are two problems I'm having. Firstly, is the Grass Side Overlay, which displays as a missing texture (vanilla pink/black square) when attempting to use random CTM on it. The same thing happens when attempting to apply cit to paper, but only for the cit variants. Any help?
I've double-checked that the correct amount of tiles are present and all that, and even have several other CTMs functioning properly. Same with CIT, I've got plenty of them working properly, but a problem arises with paper. See below for my properties files:
For CIT, use "texture" not "tile"; you're also missing "type=item".
This can now be done in Vanilla without game modifications, this does open up some great possiblities and may save a bit of programming time on mcpatcher if vanilla now supports random textures.
blockstates/oak_planks.json
{
"__comment": "Fair warning, this format is highly likely to change even more in the future!",
"variants": {
"normal": [
{ "model": "oak_planks", "weight": 30},
{ "model": "oak_planks1", "weight": 10},
{ "model": "oak_planks2", "weight": 10},
{ "model": "oak_planks3", "weight": 10},
{ "model": "oak_planks4", "weight": 10}
]
}
}
You would have the five json files in the models/block directory.
With each file changing the planks_oak bit to the name of the above json file.
models/block/oak_planks.json
{
"__comment": "Fair warning, this format is highly likely to change even more in the future!",
"parent": "block/cube_all",
"textures": {
"all": "blocks/planks_oak"
}
}
This gives the same effect without needing mcpatcher, it's not quite as advanced so no connected textures yet but you never know in the future as this bit is still in flux.
Here's a great page with some of the new blockstates information.
Download the John Smith Legacy snapshot pack for the example above as it will explain it better as to where files go and you can test it in the game.
Now all we need is random entities and I will be much happier.
This in no way takes things away from mcpatcher as I'm a great fan and use it extensively on the John Smith Legacy packs but I guess Minecraft is slowly adding this stuff over time (HD font, animated textures etc..) it may come a time when mcpatcher will no longer be needed but that's a long way off.
I believe mcpatcher will still be needed for some time to come and Kahr, keep up the good work without you Minecraft would be quite plain and just not the same.
For CIT, use "texture" not "tile"; you're also missing "type=item".
I can't imagine what made me think that the texture and tile properties applied to weapons, but not standard items. Thank you, I'll go fix that now.
EDIT: While I do know now that I was using the incorrect format, they still work for other things strangely. Said other things will be changed for consistency, of course, but the reason I'm making this post is that I found that the actual reason my images weren't working is due to my image editing programs trimming the images before saving them, causing strange dimensions. Ugh. Thank you for the help, kwerti.
Minecraft now uses models for all the blocks and has now added blockstates (almost like mcpatcher properties files).
I was messing around with the new random rotated faces and though that maybe it could be used for random textures.
This is how I do it in mcpatcher for Oak Planks in the path below with five images (0.png - 4.png) with the planks_oak.properties file......
Thanks, that worked for me
Now all we need is random entities and I will be much happier.This in no way takes things away from mcpatcher as I'm a great fan and use it extensively on the John Smith Legacy packs but I guess Minecraft is slowly adding this stuff over time (HD font, animated textures etc..) it may come a time when mcpatcher will no longer be needed but that's a long way off.I believe mcpatcher will still be needed for some time to come and Kahr, keep up the good work without you Minecraft would be quite plain and just not the same.
It might actually be easier to maintain and extend MCPatcher if Mojang builds in some of the low-level stuff MCPatcher is currently supporting. I hope so anyway...
I tried doing it, but it crashed if I put the repackaged .jar into the mods folder, w/forge in the package and without. I also tried putting it under patches, but it didn't work there as well. Maybe it's something to do with multimc, may you do a sort of step-by-step in how to install it for multimc5?
I am planning to use forge 1611 for 1.7.2, and mcpatcher's cit only, since I have optifine for the other areas of mcpatcher.
Also using an instance called WynnCraft.
Saw in the error that it involved "The profile MCPatcher", even though there are no profiles in MultiMC5. I couldn't get a stacktrace/a crash log/report for some reason though.
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Owner of the account "Piano", Ex-Player Council Member for Hypixel.
I tried doing it, but it crashed if I put the repackaged .jar into the mods folder, w/forge in the package and without. I also tried putting it under patches, but it didn't work there as well. Maybe it's something to do with multimc, may you do a sort of step-by-step in how to install it for multimc5?
I am planning to use forge 1611 for 1.7.2, and mcpatcher's cit only, since I have optifine for the other areas of mcpatcher.
Also using an instance called WynnCraft.
Saw in the error that it involved "The profile MCPatcher", even though there are no profiles in MultiMC5. I couldn't get a stacktrace/a crash log/report for some reason though.
Patch with optifine and forge. If it doesn't work, don't use one. I suggest keeping mcpatcher because it has more features (betterglass) and doesn't include unneeded optimizations IMO.
I tried doing it, but it crashed if I put the repackaged .jar into the mods folder, w/forge in the package and without. I also tried putting it under patches, but it didn't work there as well. Maybe it's something to do with multimc, may you do a sort of step-by-step in how to install it for multimc5?
I am planning to use forge 1611 for 1.7.2, and mcpatcher's cit only, since I have optifine for the other areas of mcpatcher.
Also using an instance called WynnCraft.
Saw in the error that it involved "The profile MCPatcher", even though there are no profiles in MultiMC5. I couldn't get a stacktrace/a crash log/report for some reason though.
Patch with optifine and forge. If it doesn't work, don't use one. I suggest keeping mcpatcher because it has more features (betterglass) and doesn't include unneeded optimizations IMO.
Okay, then I have a few questions pertaining to this:
Do I patch mcpatcher & forge together into the repackaged jar, or just patch mcpatcher into the repackaged jar? (I don't know if you are familiar w/multimc5, but it has an autoinstall for liteloader & forge built in)
Do I put the repackaged jar into the mods folder?
Will I need forge installed with/without the forgepatched repackaged jar?
Also, thanks for all the help.
I feel like MCF is becoming Reddit.
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Owner of the account "Piano", Ex-Player Council Member for Hypixel.
Most of your questions can be answered by reading the readme.md
Install mcpatcher as you would normally. (Install forge, then mcpatcher using the forge version)
The packager will automatically put the new jar into .minecraft/mods/version/. It will also tell you where it is and what it's named. You can take that file and add it to your mods in multimc.
You need forge if you patch with forge, you need fml if you patch with fml. You can't use either if you don't use either.
So I'm using the latest version of minecraft (1.7.10), the latest version of MCpatcher, and the latest version of Sphax, but no matter what I do, connected textures will not appear. Anyone have any idea what I'm doing wrong?
So I fixed my random grass, but I am still struggling with custom skies. I want random star fields to appear at night-time, but not sure how! And I also saw this 'shooting star' in a pack. It worked, but I don't know how to replicate it D:
Your donation button is not working. I make many resource packs and your mod is essential for my packs to look awesome! I want to let you know how much I appreciate your hard work and donate. Please fix the button.
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(koo-star-neek) The real numbers are countable and I CAN prove it. Cantor was wrong!
You may have an uneven amount of spider & spider eye textures. If you want the eye textures to match the same number skin, then you must have the same number of textures for both spider & spider eye textures.
When an item has the "TMI Unlimited"property in TMI, it does 2 things: 1) it gives the item a line of Lore that says "TMI Unlimited" & it gives a the item a Compound tag called "TooManyItems" & in that Compound tag there is a Byte tag called "Unlimited". When those 2 things are done, TMI treats the item as an Unlimited item.
So your .properties file for this to work will look something like this:
Just the last 2 lines are what you need to have the item's CIT .properties file to determine if the Item is an TMI Unlimited item.
Awesome. Thanks.
You know, one of these days I have to actually use all these tricks I've been asking about
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I've double-checked that the correct amount of tiles are present and all that, and even have several other CTMs functioning properly. Same with CIT, I've got plenty of them working properly, but a problem arises with paper. See below for my properties files:
CTM:
matchBlocks=2
method=random
tiles=0-15
CIT:
matchItems=339 matchItems=339
stackSize=2 stackSize=3-64
tile=0 tile=1
I'm heavily using the repeat method all over the place and had a repeat pattern for all of my leaves. I recently decided to try to add a biome specific repeat pattern exclusive to all snowy biomes that made it appear that snow had piled up and was clinging to the leaves of all tree types. I'm boggling over the effects i'm getting and can't figure out why it's not happening correctly.
the repeats are working on all leaf types ONLY on fast graphics, and while fast is enabled, the non snowy, "regular" repeat textures are not working on any leaves except birch.
When fast graphics are enabled, the snowy biome specific repeats do not show up at all. I felt it was simply because I didn't have folders for the opaque versions of the leaves and added identical files appropriately, but it isn't fixing the problem..
this is what i've got in game:
FAST graphics ( alternate biome specific repeats visible in biome, outside biome, no leaf repeats working at all )
FANCY enabled ( repeat leaves working, but not biome specific )
here are two of the properties files i'm using: all of my files are just like this, except with relevant metadata and leaf types.
file: leaves_spruce.properties
block18a.properties
i have seperate files for all the opaque leaf types. that should cover the fast graphics, right? I have double checked the tile numbers and can't see anything i'm doing wrong. Please help.
For CIT, use "texture" not "tile"; you're also missing "type=item".
Putting the CENDENT back in transcendent!
Minecraft now uses models for all the blocks and has now added blockstates (almost like mcpatcher properties files).
I was messing around with the new random rotated faces and though that maybe it could be used for random textures.
This is how I do it in mcpatcher for Oak Planks in the path below with five images (0.png - 4.png) with the planks_oak.properties file.
mcpatcher/ctm/planks_oak/
This can now be done in Vanilla without game modifications, this does open up some great possiblities and may save a bit of programming time on mcpatcher if vanilla now supports random textures.
blockstates/oak_planks.json
You would have the five json files in the models/block directory.
oak_planks.json
oak_planks1.json
oak_planks2.json
oak_planks3.json
oak_planks4.json
With each file changing the planks_oak bit to the name of the above json file.
models/block/oak_planks.json
This gives the same effect without needing mcpatcher, it's not quite as advanced so no connected textures yet but you never know in the future as this bit is still in flux.
Here's a great page with some of the new blockstates information.
http://minecraft.gamepedia.com/Block_models
Download the John Smith Legacy snapshot pack for the example above as it will explain it better as to where files go and you can test it in the game.
Now all we need is random entities and I will be much happier.
This in no way takes things away from mcpatcher as I'm a great fan and use it extensively on the John Smith Legacy packs but I guess Minecraft is slowly adding this stuff over time (HD font, animated textures etc..) it may come a time when mcpatcher will no longer be needed but that's a long way off.
I believe mcpatcher will still be needed for some time to come and Kahr, keep up the good work without you Minecraft would be quite plain and just not the same.
https://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Minecraft
I can't imagine what made me think that the texture and tile properties applied to weapons, but not standard items. Thank you, I'll go fix that now.
EDIT: While I do know now that I was using the incorrect format, they still work for other things strangely. Said other things will be changed for consistency, of course, but the reason I'm making this post is that I found that the actual reason my images weren't working is due to my image editing programs trimming the images before saving them, causing strange dimensions. Ugh. Thank you for the help, kwerti.
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Thanks, that worked for me
It might actually be easier to maintain and extend MCPatcher if Mojang builds in some of the low-level stuff MCPatcher is currently supporting. I hope so anyway...
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I tried doing it, but it crashed if I put the repackaged .jar into the mods folder, w/forge in the package and without. I also tried putting it under patches, but it didn't work there as well. Maybe it's something to do with multimc, may you do a sort of step-by-step in how to install it for multimc5?
I am planning to use forge 1611 for 1.7.2, and mcpatcher's cit only, since I have optifine for the other areas of mcpatcher.
Also using an instance called WynnCraft.
Saw in the error that it involved "The profile MCPatcher", even though there are no profiles in MultiMC5. I couldn't get a stacktrace/a crash log/report for some reason though.
Owner of the account "Piano", Ex-Player Council Member for Hypixel.
Patch with optifine and forge. If it doesn't work, don't use one. I suggest keeping mcpatcher because it has more features (betterglass) and doesn't include unneeded optimizations IMO.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
Okay, then I have a few questions pertaining to this:
Do I patch mcpatcher & forge together into the repackaged jar, or just patch mcpatcher into the repackaged jar? (I don't know if you are familiar w/multimc5, but it has an autoinstall for liteloader & forge built in)
Do I put the repackaged jar into the mods folder?
Will I need forge installed with/without the forgepatched repackaged jar?
Also, thanks for all the help.
I feel like MCF is becoming Reddit.
Owner of the account "Piano", Ex-Player Council Member for Hypixel.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
http://hypixel.net/threads/diax-resource-pack.199998/
Your donation button is not working. I make many resource packs and your mod is essential for my packs to look awesome! I want to let you know how much I appreciate your hard work and donate. Please fix the button.
Open up that texture pack with the shooting star and see how they did it.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help