Awesome job on the custom colors! Finally Red redstone Torches! Any texture packs besides misa's that utilize it, because I love misa's one, but It makes my PC lag. Like a 32 texture pack.
I just saw Misa's thread that explained the format for the new biome custom colors, but I don't need to be bearer of bad news, but this is not easier than how it was before. Although this does give more customization of the biome colors, wouldn't it be simpler to have an octagon where each point of it was the most central point in the biome, and it fades out towards the other ones and the center where the center is plains? I feel like just taking the previous format and simply placing random dots within the area doesn't make much sense and gives less balance to some biomes than others. If it were to be formatted similar to the hexagon color slider that is occasionally in image editing software then it would be the most balanced except for the plain color, which is honestly the default for biome colors. Also it would be much easier to explain to someone on how to do it, than just to show them the exact format to do it, because honestly there is no way to explain this without graphics.
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New release 2.3.0. This is a big update for texture pack authors. The Custom Colors mod allows texture packs to override many hardcoded colors in the game, including the purple swamps.
I will write up a more complete guide later, but for a head start, here is a template color.properties file which briefly explains the files needed. Also Misa, who was very helpful in providing testing and feedback, uses most of the new features, so take a look at her updated pack to get started.
###############################################################################
# color.properties
###############################################################################
# Sample color.properties file for use with MCPatcher's Custom Colors mod.
#
# This file is offered without any copyright restrictions. Please copy and
# modify it to suit your needs. Then place it at /color.properties in your
# texture pack.
#
# You only need to provide values for the properties you wish to change. The
# default Minecraft values for each property are given below for convenience.
#
# Property names are case-sensitive.
# All colors are in hex rgb format, 000000 to ffffff.
###############################################################################
###############################################################################
# Base color of water drop particle effects
###############################################################################
# Biome water color multiplier is applied to this value. The value should
# match the color of your base water texture. If your base water texture is
# grey so that you do coloring via /misc/watercolorX.png, you should set
# drop.water=ffffff.
drop.water=334cff
###############################################################################
# Lily pad color
###############################################################################
# This is a single color that is used across all biomes.
lilypad=208030
###############################################################################
# Colors for each potion effect
###############################################################################
# Final color is the average of these colors weighted by level of each potion
# effect.
potion.blindness=1f1f23
potion.confusion=551d4a
potion.damageBoost=932423
potion.digSlowDown=4a4217
potion.digSpeed=d9c043
potion.fireResistance=e49a3a
potion.harm=430a09
potion.heal=f82423
potion.hunger=587653
potion.invisibility=7f8392
potion.jump=786297
potion.moveSlowdown=5a6c81
potion.moveSpeed=7cafc6
potion.nightVision=1f1fa1
potion.poison=4e9331
potion.regeneration=cd5cab
potion.resistance=99453a
potion.waterBreathing=2e5299
potion.weakness=484d48
# potion.water represents a plain bottle of water
potion.water=385dc6
###############################################################################
# Spawner egg colors
###############################################################################
egg.Creeper=c04040
egg.Skeleton=c080c0
egg.Spider=c0c100
egg.Zombie=8100c0
egg.Slime=804040
egg.Ghast=8080c0
egg.PigZombie=408100
egg.Enderman=40c080
egg.CaveSpider=4100c0
egg.Silverfish=404040
egg.Blaze=0040c0
egg.LavaSlime=008100
egg.Pig=40c040
egg.Sheep=00c0c0
egg.Cow=010040
egg.Chicken=004080
egg.Squid=008100
egg.Wolf=c08040
egg.MushroomCow=c0c0c0
egg.Villager=404080
###############################################################################
# Complete file list
###############################################################################
# Below is a full list of files used by the Custom Colors mod:
# /color.properties - this file
# /misc/redstonecolor.png - 16x1 redstone colors (0=fully off, 15=fully on)
# /misc/stemcolor.png - 8x1 pumpkin/melon stem colors (0=sprout, 7=fully grown)
# /misc/lavadropcolor.png - Nx1 lava drop colors (x=age of particle in ticks)
# /misc/swampgrasscolor.png - 256x256 swamp grass color palette
# /misc/swampfoliagecolor.png - 256x256 swamp foliage color palette
# /misc/pinecolor.png - 256x256 pine tree color palette
# /misc/birchcolor.png - 256x256 birch tree color palette
# /misc/watercolorX.png - 256x256 water color palette
# /environment/lightmap0.png - Nx32 overworld lighting palettes
# /environment/lightmap-1.png - Nx32 Nether lighting palettes
# /environment/lightmap1.png - Nx32 End lighting palettes
###############################################################################
# Custom biome palettes
###############################################################################
# You may assign custom biome palettes to any standard block (i.e. one that
# does not already have its own special color multiplier method). The syntax
# for this in color.properties is
# palette.block.<image in texture pack>=<list of block IDs>
# The image must exist in your texture pack and must be 256x256. For example,
# to color all stone and ore blocks with /misc/stonecolor.png
# palette.block./misc/stonecolor.png=1 14 15 16 21 56 73 74
I'm not sure if this has been suggested before: add support for semitransparent inventory window. looks like it's either 100% solid colour or 100% transparency for the window. (parts can be 20% opaque in the file but will be 100% solid or 100% transparent in game for those parts)
For some reason, the custom colors option in my MCPatcher is greyed out,and I can't get it to be checkable. Probably the cause of my grey water in the landscape with Misa's pack. Any ideas?
I am running MC1.0.0, Modloader, modloaderMP, Forge 1.2.2, and the Minecart Compatibility Layer 4.0.
I also think it would be great if you could make the animations possible to be read as a .gif format. I feel like this is something so trivial that it has probably been suggested before, but as you can see by my avatar I have no trouble making a .gif, however with the current system it is more difficult to control the frame speed and detail because it isn't as simple as writing in the timing of it into the layer name. The only problem I see is that a .gif doesn't deal with transparencies well because it places the next frame on the last one, instead of removing the previous frame. Although a fix to that could be if you either automatically set the transparency of the .gif when loaded into minecraft at a certain level that is typically used for the animations, or have an editable .txt file that can set the transparency for each animation. Also this would simply in addition to the current system so everyone who already has all of their animations can still use that format if they so please.
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I also think it would be great if you could make the animations possible to be read as a .gif format. I feel like this is something so trivial that it has probably been suggested before, but as you can see by my avatar I have no trouble making a .gif, however with the current system it is more difficult to control the frame speed and detail because it isn't as simple as writing in the timing of it into the layer name. The only problem I see is that a .gif doesn't deal with transparencies well because it places the next frame on the last one, instead of removing the previous frame. Although a fix to that could be if you either automatically set the transparency of the .gif when loaded into minecraft at a certain level that is typically used for the animations, or have an editable .txt file that can set the transparency for each animation. Also this would simply in addition to the current system so everyone who already has all of their animations can still use that format if they so please.
This would be amazing. As of right now testing animations (which are hard as hell to make) is a huge pain.
I can't play Minecraft since a installed the last version.
Everytime i launch Minecraft i get a black screen and it freezes.
I'm sure its not working with the Optifine mod.
(sorry for my bad english) >.<
From the OptiFine thread:
Follow these steps to prevent a possible "Black Screen" problem when installing OptiFine:
Temporarily revert back to the Default Texture Pack.
Uninstall the HD Textures, HD Fonts, and Better Grass mods from the MCPatcher. These functions are included in OptiFine.
Set Graphics to Fancy
Install OptiFine and test with the Default Texture Pack to make sure everything is working.
Select your previous texture pack and graphics settings
Run Minecraft and enjoy
and
MCPatcher is NOT needed for HD textures, HD fonts and BetterGrass, they are included in OptiFine.
Install OptiFine without MCPatcher HD features for best performance.
If you absolutely want MCPatcher (HD Textures): Install OptiFine without the "zh.class" (the mipmaps and fog distance will not be active). For HD fonts install without the "abe.class". For BetterGrass install without "acr.class".
How can I make MCpatcher compatible with ModLoader and Optifine. Any help would be greatly appreciated.
-If u can help at all please reply so I get an immediate e-mail telling me the answer. I must have both mods to play Minecraft.
Nevermind. I figured out the problem. I had to uncheck the box to include HD fonts and Texture. and deselt the class files from modloader that MCpatcher also had.
When I force anisotropic filtering in game I starting to see white borders around torch texture. Not around the torch itself, but the whole texture which is transparent on edges. I think it started with video driver update (ATI Catalyst 11.12). Although I can't (won't) use older version, because of another nasty bugs. And I really hate the way textures looks without anisotropic filtering. Also, this glitch only appears with HD texture packs and not the original pack. So this is the reason why I am posting in this topic. Maybe future versions of patcher can fix it somehow... Or is there any other way to fix it?
Nevermind. I figured out the problem. I had to uncheck the box to include HD fonts and Texture. and deselt the class files from modloader that MCpatcher also had.
For some reason, the custom colors option in my MCPatcher is greyed out,and I can't get it to be checkable.
I have this same problem. I really need the custom colors in order to use Misa's pack but no matter how many times I reinstall the patcher custom colors is grayed out. I have even reinstalled Minecraft and it's still grayed out. I don't know what to do!
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2.3.0_01 is working for me :smile.gif: Thanks for the quick fix.
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Curse PremiumAmazing, absolutely amazing. Thank you so much!
I am running MC1.0.0, Modloader, modloaderMP, Forge 1.2.2, and the Minecart Compatibility Layer 4.0.
This would be amazing. As of right now testing animations (which are hard as hell to make) is a huge pain.
That's nice and all, (I see the changelog and everything), but where's the download link, champ? :tongue.gif:
EDIT: I got bored and built it myself. Never mind. I now offically have too many IDEs installed on my computer :|
From the OptiFine thread:
and
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Curse Premium-If u can help at all please reply so I get an immediate e-mail telling me the answer. I must have both mods to play Minecraft.
http://www.youtube.com/carstorm85
Personal Website
http://www.atsbusinessandgames.com
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Curse PremiumNevermind. I figured out the problem. I had to uncheck the box to include HD fonts and Texture. and deselt the class files from modloader that MCpatcher also had.
http://www.youtube.com/carstorm85
Personal Website
http://www.atsbusinessandgames.com
how do you do that?
I have this same problem. I really need the custom colors in order to use Misa's pack but no matter how many times I reinstall the patcher custom colors is grayed out. I have even reinstalled Minecraft and it's still grayed out. I don't know what to do!