I wish people would stop perpetuating this myth. It's simply not true. Yes, Optifine has all of the same general categories but there's a lot of granularity like fine control over CIT order, layered CIT, biome-specific mobs, and so forth that Optifine still doesn't have. As far as it's come, in terms of sheer creative power granted to resource pack artists Optifine is still the inferior product.
It just happens to be the one that's up to date.
The problem here is that most of these differences are very technical, documentation is outdated or simply incorrect so sometimes it can be a pain finding out what each actually has aside from first-hand usage. Even then, it's incredibly different than the days where even basic CTM was broken in Optifine and it didn't have any CIT+betterskies. Please, if you haven't, bring up these issues (or any issues you have) on the Optifine thread or better yet Optifine's issue tracker on Github so they can be fixed.
I still wouldn't call it 'inferior' though. Aside from the speed improvements, MCpatcher didn't have built-in shaders, overlay CTM (CTM connecting different blocks for REAL), or Custom Entity Models (it seems really cool but I haven't gotten around to working with this yet). I'm definitely excited about Optifine's progress, if only my models from 1.8 weren't still broken and if only I had some way to mod the game myself to make it fun for me again .__.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
MCpatcher doesn't support the elytra. Optifine has a lot of the same custom item features though, and they added elytra support a while back.
Okay... fair enough. I'm super new to MCPatcher, am I right in assuming it's not going to be updated any time soon?
Also, Optifine, would that allow users to choose what they want their Elytra to look like, or could I have different versions in game, similar to how mobs can have several skins? Of course, if a user didn't have Optifine all the Elytras would look the same.
Okay... fair enough. I'm super new to MCPatcher, am I right in assuming it's not going to be updated any time soon?
Also, Optifine, would that allow users to choose what they want their Elytra to look like, or could I have different versions in game, similar to how mobs can have several skins? Of course, if a user didn't have Optifine all the Elytras would look the same.
All the elytra textures you'd want to have would need to be within a resource pack. The way I went about it was to use the Custom Item Textures (CIT) feature to change the elytra texture based on a bunch of pre-defined display names. (ie, if you rename an elytra to "Raven Wings" it will change to a black bird wing texture. etc.)
All the elytra textures you'd want to have would need to be within a resource pack. The way I went about it was to use the Custom Item Textures (CIT) feature to change the elytra texture based on a bunch of pre-defined display names. (ie, if you rename an elytra to "Raven Wings" it will change to a black bird wing texture. etc.)
And yeah, only people with your resource pack and optifine installed will be able to see your custom elytra textures.
!!!
Oh my god, yes, thank you so much! I'm assuming that this item name change works with all sorts of other items too, so I won't be restricted to say; the 6 available armors. If my users have Optifine, they'll see all the different variations.
Last question! Does the name change also work with different models? Fir instance if I had several 3D swords in my resource pack, with a mix of Optifine could I have a couple iron swords renamed-just like the Elytra-and it change appearance to the other swords?
Last question! Does the name change also work with different models? Fir instance if I had several 3D swords in my resource pack, with a mix of Optifine could I have a couple iron swords renamed-just like the Elytra-and it change appearance to the other swords?
Unfortunately it doesn't work with models yet. You can only change items whose "models" are generated from their textures. If your items use a custom block model, you can't change their models or textures. Not yet at least. I saw someone suggest it on Optifine's github, and it got marked as "todo" so maybe the feature might be available in the future.
But for now you can only change textures of generated items.
Unfortunately it doesn't work with models yet. You can only change items whose "models" are generated from their textures. If your items use a custom block model, you can't change their models or textures. Not yet at least. I saw someone suggest it on Optifine's github, and it got marked as "todo" so maybe the feature might be available in the future.
But for now you can only change textures of generated items.
Oooh, well that's good at least!
Thank you very much <3
Using CIT can you change the enchantment glint of an item with a certain enchantment? For instance, if a diamond and iron sword has sharpness on them, the enchantment glint would be a different pattern. Or can you change how the glint looks on a certain item?
Using CIT can you change the enchantment glint of an item with a certain enchantment? For instance, if a diamond and iron sword has sharpness on them, the enchantment glint would be a different pattern. Or can you change how the glint looks on a certain item?
More or less, yeah. You can change a specific enchantment's glint texture using CIT. You can modify quite a few parameters of how the enchantment glint animates too. Though I think some of the features from MCpatcher don't work in Optifine, but I haven't used it enough to verify.
Hello, i was trying to install mods using Mcpatcher but i read the instructions and when i look at the mods folder at the Mcpatcher. All of it were gone probably because all of it were jar, i was trying to patch Blockysmith and shader texutre packs. Can you help me how to do it properly, i really don't know what to do.
Hello, i was trying to install mods using Mcpatcher but i read the instructions and when i look at the mods folder at the Mcpatcher. All of it were gone probably because all of it were jar, i was trying to patch Blockysmith and shader texutre packs. Can you help me how to do it properly, i really don't know what to do.
You can start by telling us what version of Minecraft you're using.
If you're trying to install Forge mods, don't use MCPatcher. Just put them in the /mods/ folder like you normally would. MCPatcher is used to install mods which alter the game files, including older versions of Forge (the ones from before Forge had it's own patcher/installer).
You can start by telling us what version of Minecraft you're using.
If you're trying to install Forge mods, don't use MCPatcher. Just put them in the /mods/ folder like you normally would. MCPatcher is used to install mods which alter the game files, including older versions of Forge (the ones from before Forge had it's own patcher/installer).
Well the version i am in is 1.7.10
Also i found another problem so i patched 1.7.10 forge with liteloader and optifine. But when i launch the launcher nothing happens, the launcher closes and opens with no crash.
Well the version i am in is 1.7.10
Also i found another problem so i patched 1.7.10 forge with liteloader and optifine. But when i launch the launcher nothing happens, the launcher closes and opens with no crash.
There should still be a crash log even if it's not displayed. You can find them in /.minecraft/crash-reports/ . Open the most recent one, and start a thread in the Modded Client Support forum. Someone there should be able to help you.
im trying to make a custom item texture pack using Mcpatcher and when i open the .exe it comes up with a pop up telling me to check the log then gives me this error log. what does it mean? im using Mc version 1.7.10
MCPatcher version is 5.0.3
OS: Windows 8.1 6.3 x86
JVM: Oracle Corporation 1.8.0_111 (32 bit)
Classpath: C:\Users\Michael Ashbrook\Downloads\mcpatcher-5.0.3.exe
Fetching https://s3.amazonaws.com/Minecraft.Download/versions/versions.json...
Minecraft version is 1.9.4 (md5 cd9fb8309934974b29901971f760ffe5)
WARNING: version is newer than any known version
java.util.zip.ZipException: error in opening zip file
at java.util.zip.ZipFile.open(Native Method)
at java.util.zip.ZipFile.<init>(Unknown Source)
at java.util.zip.ZipFile.<init>(Unknown Source)
at java.util.jar.JarFile.<init>(Unknown Source)
at java.util.jar.JarFile.<init>(Unknown Source)
at com.prupe.mcpatcher.MinecraftJar.getInputJar(MinecraftJar.java:110)
at com.prupe.mcpatcher.MCPatcher.checkModApplicability(MCPatcher.java:312)
at com.prupe.mcpatcher.MainForm$19.runImpl(MainForm.java:630)
at com.prupe.mcpatcher.MainForm$UIWorker.run(MainForm.java:1095)
ok, i think ive got it to work but now i cant get it to recognise forge, have the install instructions changed for the newest version?
The problem here is that most of these differences are very technical, documentation is outdated or simply incorrect so sometimes it can be a pain finding out what each actually has aside from first-hand usage. Even then, it's incredibly different than the days where even basic CTM was broken in Optifine and it didn't have any CIT+betterskies. Please, if you haven't, bring up these issues (or any issues you have) on the Optifine thread or better yet Optifine's issue tracker on Github so they can be fixed.
I still wouldn't call it 'inferior' though. Aside from the speed improvements, MCpatcher didn't have built-in shaders, overlay CTM (CTM connecting different blocks for REAL), or Custom Entity Models (it seems really cool but I haven't gotten around to working with this yet). I'm definitely excited about Optifine's progress, if only my models from 1.8 weren't still broken and if only I had some way to mod the game myself to make it fun for me again .__.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
I said they have the same features. I never said the features that they worked the same way as MCPatcher
Question; would MCPatcher allow me to create several versions of the Elytra, and a custom texture for each of the dyed armors for my resource pack?
MCPatcher is not compatible with 1.10
By with the dyed armor, I believe you can yes
MCpatcher doesn't support the elytra. Optifine has a lot of the same custom item features though, and they added elytra support a while back.
Okay... fair enough. I'm super new to MCPatcher, am I right in assuming it's not going to be updated any time soon?
Also, Optifine, would that allow users to choose what they want their Elytra to look like, or could I have different versions in game, similar to how mobs can have several skins? Of course, if a user didn't have Optifine all the Elytras would look the same.
All the elytra textures you'd want to have would need to be within a resource pack. The way I went about it was to use the Custom Item Textures (CIT) feature to change the elytra texture based on a bunch of pre-defined display names. (ie, if you rename an elytra to "Raven Wings" it will change to a black bird wing texture. etc.)
If you need an example, you can find my pack here.
Also here's a .properties file template that you use for CIT functionality, just for your reference.
And yeah, only people with your resource pack and optifine installed will be able to see your custom elytra textures.
!!!
Oh my god, yes, thank you so much! I'm assuming that this item name change works with all sorts of other items too, so I won't be restricted to say; the 6 available armors. If my users have Optifine, they'll see all the different variations.
Last question! Does the name change also work with different models? Fir instance if I had several 3D swords in my resource pack, with a mix of Optifine could I have a couple iron swords renamed-just like the Elytra-and it change appearance to the other swords?
Unfortunately it doesn't work with models yet. You can only change items whose "models" are generated from their textures. If your items use a custom block model, you can't change their models or textures. Not yet at least. I saw someone suggest it on Optifine's github, and it got marked as "todo" so maybe the feature might be available in the future.
But for now you can only change textures of generated items.
Oooh, well that's good at least!
Thank you very much <3
Using CIT can you change the enchantment glint of an item with a certain enchantment? For instance, if a diamond and iron sword has sharpness on them, the enchantment glint would be a different pattern. Or can you change how the glint looks on a certain item?
More or less, yeah. You can change a specific enchantment's glint texture using CIT. You can modify quite a few parameters of how the enchantment glint animates too. Though I think some of the features from MCpatcher don't work in Optifine, but I haven't used it enough to verify.
Hello, i was trying to install mods using Mcpatcher but i read the instructions and when i look at the mods folder at the Mcpatcher. All of it were gone probably because all of it were jar, i was trying to patch Blockysmith and shader texutre packs. Can you help me how to do it properly, i really don't know what to do.
You can start by telling us what version of Minecraft you're using.
If you're trying to install Forge mods, don't use MCPatcher. Just put them in the /mods/ folder like you normally would. MCPatcher is used to install mods which alter the game files, including older versions of Forge (the ones from before Forge had it's own patcher/installer).
Well the version i am in is 1.7.10
Also i found another problem so i patched 1.7.10 forge with liteloader and optifine. But when i launch the launcher nothing happens, the launcher closes and opens with no crash.
There should still be a crash log even if it's not displayed. You can find them in /.minecraft/crash-reports/ . Open the most recent one, and start a thread in the Modded Client Support forum. Someone there should be able to help you.
im trying to make a custom item texture pack using Mcpatcher and when i open the .exe it comes up with a pop up telling me to check the log then gives me this error log. what does it mean? im using Mc version 1.7.10
MCPatcher version is 5.0.3
OS: Windows 8.1 6.3 x86
JVM: Oracle Corporation 1.8.0_111 (32 bit)
Classpath: C:\Users\Michael Ashbrook\Downloads\mcpatcher-5.0.3.exe
Fetching https://s3.amazonaws.com/Minecraft.Download/versions/versions.json...
Minecraft version is 1.9.4 (md5 cd9fb8309934974b29901971f760ffe5)
WARNING: version is newer than any known version
java.util.zip.ZipException: error in opening zip file
at java.util.zip.ZipFile.open(Native Method)
at java.util.zip.ZipFile.<init>(Unknown Source)
at java.util.zip.ZipFile.<init>(Unknown Source)
at java.util.jar.JarFile.<init>(Unknown Source)
at java.util.jar.JarFile.<init>(Unknown Source)
at com.prupe.mcpatcher.MinecraftJar.getInputJar(MinecraftJar.java:110)
at com.prupe.mcpatcher.MCPatcher.checkModApplicability(MCPatcher.java:312)
at com.prupe.mcpatcher.MainForm$19.runImpl(MainForm.java:630)
at com.prupe.mcpatcher.MainForm$UIWorker.run(MainForm.java:1095)
ok, i think ive got it to work but now i cant get it to recognise forge, have the install instructions changed for the newest version?
I think your better option is to use optifine with forge.
optifine doesnt work for me and doesnt have the .CIT function that i want from Mcpatcher. i need it to load up with forge
Been gone for like a year, just come back to see nothing new has been added, that poor MCPatcher hasn't been updated to 1.9 or later.
So is Kahr officially done with MCPatcher? And is there a replacement that it won't be too hard to port over to?
http://hypixel.net/threads/diax-resource-pack.199998/