I want to add a texture pack called "Faithful 32x32" to minecraft. So i downloaded the mcpatcher for platforms other than windows. When the MediaFire window pops up it says that i am downloading "mcpatcher-2.3.1_01.jar". But when it's done downloading i have mcpatcher-2.3.1_01.zip, inside is a folder filled with classes. Is there anything else i need to do to get the program running? Or am i doing it wrong.
For consistency, the drop.water property has been renamed to particle.water since it applies to all water-based particle effects. The old name will continue to work however.
Kahr, I have a pretty good idea for a future feature if you'd be interested:
- Random Blocks -
Think of it as Random Mobs, but for terrain items. Imagine having the possibility of different styled tall grass (Like the Wild Grass mod), flowers, and anything else you can think of. The possibilities are endless.
I don't know how hard it would be to implement, but if you can do it with mobs, I'm sure you could do it with terrain blocks, and maybe even items. The way I see it, is terrain blocks would be named like "terrain_*terrain number*_*random block number*" so say we have 5 different styled lily pads...You'd name them terrain_76_1, terrain_76_2, and so on.
Forgive me if this has been suggested, turned down, or what have you before, but the idea just struck me while playing, and I had to share it with you, as it's a brilliant idea IMO.
Kahr, I have a pretty good idea for a future feature if you'd be interested:
- Random Blocks -
Think of it as Random Mobs, but for terrain items. Imagine having the possibility of different styled tall grass (Like the Wild Grass mod), flowers, and anything else you can think of. The possibilities are endless.
I don't know how hard it would be to implement, but if you can do it with mobs, I'm sure you could do it with terrain blocks, and maybe even items. The way I see it, is terrain blocks would be named like "terrain_*terrain number*_*random block number*" so say we have 5 different styled lily pads...You'd name them terrain_76_1, terrain_76_2, and so on.
Forgive me if this has been suggested, turned down, or what have you before, but the idea just struck me while playing, and I had to share it with you, as it's a brilliant idea IMO.
Iam not Kahr but i can tell yiu, that idea has already been suggested, but I think that would make a massive lag cause of the memory occuped for the fifferent block types , so please, think first in our computers <:/
Requesting help with Animated Textures NOT LIQUIDS
Emphasis on Not Liquids because any search for Animated Textures Guide/Tutorial/Help brings up just water, lava and portals :sad.gif:
I tried to replace a block with an animated Gif (I created the Vertical strip) however instead of showing each frame one at a time, the animation scrolls as if it were flowing water! I cannot for the life of me understand why this is happening because this does not happen with the "Sparkly Ores" texture pack, and that pack does not contain any .properties files.
I have tried changing the duration but like I said, the Sparkly Ores pack does NOT use any special properties and yet it functions fine :blink.gif: :sad.gif:
Maybe it doesn't work with strips at 128x128 pixels?
**EDIT I just tried it with another texture and it works perfectly fine.. I have no idea what's going on here..
Ok, I just we back and recreated the first image strip but this time limited it to 8 frames, and still scrolls.
... it's displaying all the frames of the animation but the whole thing is scrolling like water, like when your old TV isn't all the way on the channel
** EDIT FINAL
Animated textures must be width x frames = height for the animation to stay in place, else it will scroll. It also scrolls faster the more stretched it is. You should add this to the OP under "Information for Texture Pack Authors", unless I somehow missed it?
It may sound like 'DUH' but there are a pile of newbs (myself included) who will just throw together frames from an animated forum avatar and wonder why it isn't working :tongue.gif:
I have some problems with the custom color mod .
The color proprieties of potion only change when i close and reload minecraft, else previous color from previous texture stay in variables . Have made test with 2 texture packs 1 with blue water potion and one with a red water potion.
I hope all other colors proprieties are refreshed when a new texture is loaded .
Cant do the test with last beta 1.2 cause many items dont work with. (eggs color seems to work)
heres a great idea for the mcpatcher team but i no u can do it........random blocks, it would be just like the random mobs addon except it would be with blocks. for eexample, dirt could be a variety of different textures and stuff like that.....
heres a great idea for the mcpatcher team but i no u can do it........random blocks, it would be just like the random mobs addon except it would be with blocks. for eexample, dirt could be a variety of different textures and stuff like that.....
Ok, it looks that you dont know, there is no "MC Patcher Team" is just one man (Kahr) Random blocks have been suggested before but people never thinks how much lag it will produce, to save all the block configurations, also, why the hell you put all of those emoticons? Are you a 10 years old kid? ¬¬
Its not working says MineCraft is modded or old when it isn't?
I noticed it gives you that warning even if all you did was remove the META-INF or whatever file by hand or through another program.
@MCpatcher Team
Any plans on make this remember paths outside the standard path?
For example through like Minecraft Profile Manager, or Multicraft? I notice when I use it to work on something in one of the other instances the Original and Output locations revert to the default Minecraft install.
I've noticed custom colors is crashing my game. When I try to patch the game everything is fine up until the 'saving chunks' portion of the loading screen. I have other mods installed but they work when I have custom colors unchecked.
My mods installed are:
ModLoader
Dynamic Lights
Single Player Commands
Too Many Items
Rei's Minimap
Here's the error report:
--- BEGIN ERROR REPORT 7b3fb53f --------
Generated 26/01/12 20:43
Minecraft: Minecraft 1.1
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_27, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce GTX 460/PCI/SSE2 version 4.1.0, NVIDIA Corporation
java.lang.ArrayIndexOutOfBoundsException: 324
at com.pclewis.mcpatcher.mod.Colorizer.reloadBlockColors(Colorizer.java:523)
at com.pclewis.mcpatcher.mod.Colorizer.checkUpdate(Colorizer.java:404)
at com.pclewis.mcpatcher.mod.Colorizer.computeFogColor(Colorizer.java:324)
at kz.g(SourceFile:1284)
at kz.a(SourceFile:840)
at kz.b(SourceFile:747)
at EntityRendererProxy.b(EntityRendererProxy.java:15)
at net.minecraft.client.Minecraft.x(SourceFile:742)
at net.minecraft.client.Minecraft.run(SourceFile:662)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 34de1fb7 ----------
I can continue playing with vanilla but it's nothing compared to the enrichment provided by the patcher's biome support. Any insight will be really appreciated.
PLEASE HELP! i install mods manually i do not use the patcher for that, i do use the patcher so i can play with a HD texture. I downloaded the newest version for 1.1 and patched it. But there is a problem, everytime i patch it deletes all my mods and i have to reinstall them, plus i try using it with the X-ray mod but it crashes everytime i join a server! If you know how to fix this problem please let me know because i would like to keep all my mods plus play with a HD texture!
Umm yeah I'm probably just having a slow moment, but I can't find the answer. When ever I add Modloader, and patch it, when ever I start up and log in to minecraft it just black screens, I have no clue what I did wrong. When adding an "other" mod to MCPatcher and I select which folder to add, what do I do if none of the folders are labeled "Classes"?
Okay so I figured that out, but now every time I put in a mod it either chrashes or the mod doesn't show up at all.
PLEASE HELP! i install mods manually i do not use the patcher for that, i do use the patcher so i can play with a HD texture. I downloaded the newest version for 1.1 and patched it. But there is a problem, everytime i patch it deletes all my mods and i have to reinstall them, plus i try using it with the X-ray mod but it crashes everytime i join a server! If you know how to fix this problem please let me know because i would like to keep all my mods plus play with a HD texture!
I'm having the same problem, I'd really like to know how to make it so it doesn't remove my mods when I use MC Patcher.
Whenever I start Minecraft using this I get this error message:
--- BEGIN ERROR REPORT a1dce528 --------
Generated 1/27/12 8:51 PM
Minecraft: Minecraft 1.1
OS: Windows Vista (amd64) version 6.0
Java: 1.6.0_13, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 4350 version 2.1.8537 Release, ATI Technologies Inc.
java.lang.ArrayIndexOutOfBoundsException: 324
at com.pclewis.mcpatcher.mod.Colorizer.reloadBlockColors(Colorizer.java:523)
at com.pclewis.mcpatcher.mod.Colorizer.checkUpdate(Colorizer.java:404)
at com.pclewis.mcpatcher.mod.Colorizer.computeFogColor(Colorizer.java:324)
at kz.g(SourceFile:1284)
at kz.a(SourceFile:840)
at kz.b(SourceFile:747)
at net.minecraft.client.Minecraft.x(SourceFile:742)
at net.minecraft.client.Minecraft.run(SourceFile:662)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 6c961c7f ----------
HELP!
No, I don't think it would cause massive lag. I say this because a mod that did this existed backin 1.7.3 AND it worked on my old computer smoothly. Maybe was coded "differently" from randomob, and I think that the effort to create something like this in mcpatcher would be fair enough, considering the possibility it holds.
Especially if we can alter the "randomness" of a randomtexture depending on the biome, so if I have a jungly flower texture I could say in a propertis file
flowertexture_0.block(id of flower)= (80 jungle, 15 swamp, 5 other)
or something like that, to specify the relative frequency. This, BTW, could be done for mobtexture.
So, Khar, do you think this would be remotly codeable in minecraft or is actual impossible?
Agree with the power of
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Thanks.
This is the new part of color.properties with the default game colors:
For consistency, the drop.water property has been renamed to particle.water since it applies to all water-based particle effects. The old name will continue to work however.
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Curse PremiumThink of it as Random Mobs, but for terrain items. Imagine having the possibility of different styled tall grass (Like the Wild Grass mod), flowers, and anything else you can think of. The possibilities are endless.
I don't know how hard it would be to implement, but if you can do it with mobs, I'm sure you could do it with terrain blocks, and maybe even items. The way I see it, is terrain blocks would be named like "terrain_*terrain number*_*random block number*" so say we have 5 different styled lily pads...You'd name them terrain_76_1, terrain_76_2, and so on.
Forgive me if this has been suggested, turned down, or what have you before, but the idea just struck me while playing, and I had to share it with you, as it's a brilliant idea IMO.
Iam not Kahr but i can tell yiu, that idea has already been suggested, but I think that would make a massive lag cause of the memory occuped for the fifferent block types , so please, think first in our computers <:/
Emphasis on Not Liquids because any search for Animated Textures Guide/Tutorial/Help brings up just water, lava and portals :sad.gif:
I tried to replace a block with an animated Gif (I created the Vertical strip) however instead of showing each frame one at a time, the animation scrolls as if it were flowing water! I cannot for the life of me understand why this is happening because this does not happen with the "Sparkly Ores" texture pack, and that pack does not contain any .properties files.
I have tried changing the duration but like I said, the Sparkly Ores pack does NOT use any special properties and yet it functions fine :blink.gif: :sad.gif:
Maybe it doesn't work with strips at 128x128 pixels?
**EDIT I just tried it with another texture and it works perfectly fine.. I have no idea what's going on here..
Ok, I just we back and recreated the first image strip but this time limited it to 8 frames, and still scrolls.
... it's displaying all the frames of the animation but the whole thing is scrolling like water, like when your old TV isn't all the way on the channel
** EDIT FINAL
Animated textures must be width x frames = height for the animation to stay in place, else it will scroll. It also scrolls faster the more stretched it is. You should add this to the OP under "Information for Texture Pack Authors", unless I somehow missed it?
It may sound like 'DUH' but there are a pile of newbs (myself included) who will just throw together frames from an animated forum avatar and wonder why it isn't working :tongue.gif:
- Mike
The color proprieties of potion only change when i close and reload minecraft, else previous color from previous texture stay in variables . Have made test with 2 texture packs 1 with blue water potion and one with a red water potion.
I hope all other colors proprieties are refreshed when a new texture is loaded .
Cant do the test with last beta 1.2 cause many items dont work with. (eggs color seems to work)
Ok, it looks that you dont know, there is no "MC Patcher Team" is just one man (Kahr) Random blocks have been suggested before but people never thinks how much lag it will produce, to save all the block configurations, also, why the hell you put all of those emoticons? Are you a 10 years old kid? ¬¬
I noticed it gives you that warning even if all you did was remove the META-INF or whatever file by hand or through another program.
@MCpatcher Team
Any plans on make this remember paths outside the standard path?
For example through like Minecraft Profile Manager, or Multicraft? I notice when I use it to work on something in one of the other instances the Original and Output locations revert to the default Minecraft install.
My mods installed are:
ModLoader
Dynamic Lights
Single Player Commands
Too Many Items
Rei's Minimap
Here's the error report:
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Curse PremiumRemove all the items from "palette.block.*".
Like if you are running doku, you will have this code.
change it to
That will fix the crash
Umm yeah I'm probably just having a slow moment, but I can't find the answer. When ever I add Modloader, and patch it, when ever I start up and log in to minecraft it just black screens, I have no clue what I did wrong. When adding an "other" mod to MCPatcher and I select which folder to add, what do I do if none of the folders are labeled "Classes"?Okay so I figured that out, but now every time I put in a mod it either chrashes or the mod doesn't show up at all.
I'm having the same problem, I'd really like to know how to make it so it doesn't remove my mods when I use MC Patcher.
--- BEGIN ERROR REPORT a1dce528 --------
Generated 1/27/12 8:51 PM
Minecraft: Minecraft 1.1
OS: Windows Vista (amd64) version 6.0
Java: 1.6.0_13, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 4350 version 2.1.8537 Release, ATI Technologies Inc.
java.lang.ArrayIndexOutOfBoundsException: 324
at com.pclewis.mcpatcher.mod.Colorizer.reloadBlockColors(Colorizer.java:523)
at com.pclewis.mcpatcher.mod.Colorizer.checkUpdate(Colorizer.java:404)
at com.pclewis.mcpatcher.mod.Colorizer.computeFogColor(Colorizer.java:324)
at kz.g(SourceFile:1284)
at kz.a(SourceFile:840)
at kz.b(SourceFile:747)
at net.minecraft.client.Minecraft.x(SourceFile:742)
at net.minecraft.client.Minecraft.run(SourceFile:662)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 6c961c7f ----------
HELP!
"There are no stupid questions, just stupid people." - Scott R. Adams
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Curse PremiumAgree with the power of