Have you ever thought to join up with the Optifine team? Sense their mod does a lot of things mcpatcher has, with the CTM and stuff, along with more options to cut back on lag. Maybe join the two together so we all have one thing, and not a pick between the two and thus, picking if we want less lag + less ctm supported options or normal lag, and all options.
Have you ever thought to join up with the Optifine team? Sense their mod does a lot of things mcpatcher has, with the CTM and stuff, along with more options to cut back on lag. Maybe join the two together so we all have one thing, and not a pick between the two and thus, picking if we want less lag + less ctm supported options or normal lag, and all options.
Have you ever thought to join up with the Optifine team? Sense their mod does a lot of things mcpatcher has, with the CTM and stuff, along with more options to cut back on lag. Maybe join the two together so we all have one thing, and not a pick between the two and thus, picking if we want less lag + less ctm supported options or normal lag, and all options.
I have a question that nobody wants to answer: How do I specify a texture to do a ctm to if there is no more terrain.png in minecraft after 1.4? Using the block id won't work because of blocks with multiple sides, like crafting tables and sandstone.
First of all, thanks to whoever moved the thread back to the Texture Packs forum.
I spent the last couple days overhauling the CTM format and tackling the 4k texture limit. This required reworking a lot of MCPatcher's internals, so this release may have new bugs.
I also brought back the custom compass feature (not as hard as I thought it would be) and fixed the rendering bugs others reported.
First of all, thanks to whoever moved the thread back to the Texture Packs forum.
I spent the last couple days overhauling the CTM format and tackling the 4k texture limit. This required reworking a lot of MCPatcher's internals, so this release may have new bugs.
I also brought back the custom compass feature (not as hard as I thought it would be) and fixed the rendering bugs others reported.
...and thanks again for all this extra work you're having to do, kahr. Undoubtedly much appreciated by countless users.
I have a question that nobody wants to answer: How do I specify a texture to do a ctm to if there is no more terrain.png in minecraft after 1.4? Using the block id won't work because of blocks with multiple sides, like crafting tables and sandstone.
You use the faces property to restrict the CTM effects to specific sides (i.e. top, bottom, sides, etc.)
Ever since I started using the beta patchers for mcpatcher 3.0, I have been getting sudden stops in the conversion processes. Whenever I try to convert a texture pack, I have tried it on multiple, this message, or at least something similar, appears in the log.
Pass #3
anim/custom_fire_e_w.properties -> textures/blocks/fire_0.txt
anim/custom_fire_e_w.png -> textures/blocks/fire_0.png
Exception in thread "Thread-5" java.lang.NullPointerException
at com.pclewis.mcpatcher.TexturePackConverter.convertAnimation(TexturePackConverter.java:271)
at com.pclewis.mcpatcher.TexturePackConverter.convert(TexturePackConverter.java:152)
at com.pclewis.mcpatcher.MainForm$17.run(MainForm.java:551)
at java.lang.Thread.run(Thread.java:680)
Sorry about not putting that in spoiler text, I forgot how...
Seems like a fine enderchest to me, oh wait the bottom part is invisible.
Anyways, has anyone gotten ctm to work with the newest snapshot? It just flat out doesn't work in the new ctm format. Dunno about the old, I'll check after classes.
Seems like a fine enderchest to me, oh wait the bottom part is invisible.
Anyways, has anyone gotten ctm to work with the newest snapshot? It just flat out doesn't work in the new ctm format. Dunno about the old, I'll check after classes.
I got mine to work, but only some of the ctm is working, it made the files alright, and everything is split proper, but some don't show up in game. Like my vertical dirt.
Does ANYBODY have documentation on the new CTM format?
The default glass, sandstone, & chest textures are split up. Each part of the image is split into individual image sheets like the default terrain & item textures
Pass #3
anim/custom_fire_e_w.properties -> textures/blocks/fire_0.txt
anim/custom_fire_e_w.png -> textures/blocks/fire_0.png
Exception in thread "Thread-5" java.lang.NullPointerException
at com.pclewis.mcpatcher.TexturePackConverter.convertAnimation(TexturePackConverter.java:271)
at com.pclewis.mcpatcher.TexturePackConverter.convert(TexturePackConverter.java:152)
at com.pclewis.mcpatcher.MainForm$17.run(MainForm.java:551)
at java.lang.Thread.run(Thread.java:680)
Not sure how that could happen, but I added a null check to stop it from bailing out there.
I got mine to work, but only some of the ctm is working, it made the files alright, and everything is split proper, but some don't show up in game. Like my vertical dirt.
Your vertical dirt is working here. Is this what I should be seeing?
Intentional, at least for now. I considered changing them to use block names, but since the "official" block names are only in the Java code, they'd be hard to find, and some of them conflict with the new tile names anyway.
You can actually name the .properties file anything you want as long as you set either the matchBlocks or matchTiles property.
Does ANYBODY have documentation on the new CTM format?
Properties file /ctm/xxx.properties. Textures /ctm/xxx/0.png, /ctm/xxx/1.png, etc. Just look at a converted pack for the rest. Still subject to change before 1.5 releases.
I second this. Although, there IS a way to get Optifine speed with MCPatcher CTM, etc. Head to this page:
http://www.minecraftforum.net/topic/1646752-mcpatcher-and-optifine-working-together-from-a-texture-artists-perspective-discussion-thread/
In particular, Meringue's post down the page. It's a good setup, I use it and it works quite nicely
I SUPPORT THIS COMMENT
First of all, thanks to whoever moved the thread back to the Texture Packs forum.
I spent the last couple days overhauling the CTM format and tackling the 4k texture limit. This required reworking a lot of MCPatcher's internals, so this release may have new bugs.
I also brought back the custom compass feature (not as hard as I thought it would be) and fixed the rendering bugs others reported.
Awesomely good news!
Many thanks admin!
...and thanks again for all this extra work you're having to do, kahr. Undoubtedly much appreciated by countless users.
You use the faces property to restrict the CTM effects to specific sides (i.e. top, bottom, sides, etc.)
Pass #3
anim/custom_fire_e_w.properties -> textures/blocks/fire_0.txt
anim/custom_fire_e_w.png -> textures/blocks/fire_0.png
Exception in thread "Thread-5" java.lang.NullPointerException
at com.pclewis.mcpatcher.TexturePackConverter.convertAnimation(TexturePackConverter.java:271)
at com.pclewis.mcpatcher.TexturePackConverter.convert(TexturePackConverter.java:152)
at com.pclewis.mcpatcher.MainForm$17.run(MainForm.java:551)
at java.lang.Thread.run(Thread.java:680)
Sorry about not putting that in spoiler text, I forgot how...
Anyways, has anyone gotten ctm to work with the newest snapshot? It just flat out doesn't work in the new ctm format. Dunno about the old, I'll check after classes.
I got mine to work, but only some of the ctm is working, it made the files alright, and everything is split proper, but some don't show up in game. Like my vertical dirt.
Again for testing, heres a link to my pack converted: https://www.dropbox....ddale (16x).zip
And the default can be found in my sig to compare.
Some of the ctm is still using blockXX. files.
I really hope you'll work with optifine so both can have the same ctm support.
The default glass, sandstone, & chest textures are split up. Each part of the image is split into individual image sheets like the default terrain & item textures
Same here with the Enderchest problem
there are quite a few mods that have been experiencing this same issue with ender/locked chests.
edit: probably unrelated since it's been happening for months
No new textures, just grass_top.
Not sure how that could happen, but I added a null check to stop it from bailing out there.
Fixed!
Your vertical dirt is working here. Is this what I should be seeing?
Intentional, at least for now. I considered changing them to use block names, but since the "official" block names are only in the Java code, they'd be hard to find, and some of them conflict with the new tile names anyway.
You can actually name the .properties file anything you want as long as you set either the matchBlocks or matchTiles property.
Properties file /ctm/xxx.properties. Textures /ctm/xxx/0.png, /ctm/xxx/1.png, etc. Just look at a converted pack for the rest. Still subject to change before 1.5 releases.
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