Since you're adding the connected textures, would it be possible to have that work or ores as well? I have a dream of shimmering streams of diamonds across cave walls, and legitimate gold and iron veins!
I think Khar might actually be implementing connected textures for any block. If they all followed a simple format, I don't see why he couldn't implement it, like how he did with animated textures. Think of the possibilities!
I think Khar might actually be implementing connected textures for any block. If they all followed a simple format, I don't see why he couldn't implement it, like how he did with animated textures. Think of the possibilities!
That's the idea anyway. Borderlands mode anyone?
It's more of a stress test than something actually playable. Currently runs about 15fps with connected textures enabled on every block.
Oh yes, this is awesome! There are so many possibilities that this adds, such as better logs, better sandstone, etc.
EDIT: Forgot to ask...Is there anyway you could put up a template for now so texture pack artists like myself could get started on some connected textures ahead of time?
Also, will this be going be block ID, or tile position? I'm assuming the latter, for blocks with different textures on different sides, like logs and grass.
This seems to be a problem with HD packs (64x64 or higher). I have this problem too, mcpatcher doesn't fix that up to now. Optifine has some features to fix it, but I recommend to use mcpatcher (especially when using texture packs with full Custom Colors support like Misas pack).
Probably mipmapping then. The game doesn't support mipmapping properly and attempts to force it on seem to create as many problems as they solve from what I've seen.
There's an experimental "Better Glass" mod in the code already, but it still has problems I haven't been able to fix. You can enable it with the -experimental flag, though I can't remember what state I left it in. The other features I'll have to think about.
As requested, here are the templates for Connected Textures. It will be compatible with the original CTM mod/Optifine, so if a texture pack already follows the /ctm.png standard, it should just work. Here's the template /ctm.png from the original thread for reference:
In addition, you'll be able to use connected textures with any block. The format is the same as above, but just the glass part. Here's one I made with simple black outlines:
I debated between making this block-based or tile-based, and finally decided to just support both. So name the file /ctm/block<block id>.png or /ctm/terrain<tile number>.png depending on which you want to use. Also remember that the image needs to be the same size as terrain.png (256x256 for 16x texture packs, etc.).
In the future I might be able to support a "random textures" feature, so you could have, say, multiple stone textures that the game can pick from randomly.
Updated to 2.3.6. New features and support for the 12w15a snapshot as well. See OP for details and download links.
Connected textures mod. /ctm.png will be used for glass blocks, bookshelves, and sandstone. Other textures can be overridden either by block id (0-4095) or tile number (0-255) using the filename /ctm/block#.png or /ctm/terrain#.png respectively.
Custom xp orb colors (/misc/xporbcolor.png, any resolution, color will be picked from the image in a sinusoidal pattern)
I am having a problem I have downloaded everything correctly but when I try to start minecraft on the page where it says updating minecraft the green bar gets almost full and then freezes on me and I am not sure how to fix it
Updated to 2.3.6. New features and support for the 12w15a snapshot as well. See OP for details and download links.
Connected textures mod. /ctm.png will be used for glass blocks, bookshelves, and sandstone. Other textures can be overridden either by block id (0-4095) or tile number (0-255) using the filename /ctm/block#.png or /ctm/terrain#.png respectively.
Custom xp orb colors (/misc/xporbcolor.png, any resolution, color will be picked from the image in a sinusoidal pattern)
Where i can found information about indexes for
"custom_terrain_###.png - animation for any tile in terrain.png. ### is the tile index (0-255), not a block or item ID
custom_item_###.png - animation for any tile in items.png. ### is the tile index (0-255), not a block or item ID" ?
Do not be surprised - my English is Google translate. I never play Minecraft without these mods:
ExtraBiomesXl, Industrial Craft, Build Craft, LCTrees++, Metallurgy, Railcraft, Smart Moving, Forestry, Jammy Furniture Mod, Kaevator Super Slopes, Xtra Blocks, ReiMinimap, CraftGuide.
My virus scanner refused the file. Said "There have been many indications this file is untrustworthy"
See the FAQ section about this. If you're worried that the file has been corrupted, compare the md5sum with the value in the OP. Also the full MCPatcher source code is available on github for anyone to examine or build themselves.
Haven't seen this problem before. Wooden planks shouldn't even be affected by the mod. Go to the options tab in MCPatcher and scroll down to Connected Textures. Try disabling each of the options there and see which of them if any make a difference.
i'm messing around with custom colors atm, but i got a problem:
when i try to aplicate custom colors to half-steps i noticed a problem with up-side down half-steps are not being affected by the choosen custom color.
i used the following syntax
palette.block./misc/slabcolor.png=44:0 44:3 44:5
this affects only the old normal slabs but not the up-side down ones.
Upside-down slabs have the 0x8 bit set in their metadata. Try this
Where i can found information about indexes for
"custom_terrain_###.png - animation for any tile in terrain.png. ### is the tile index (0-255), not a block or item ID
Open up terrain.png (or /gui/items.png) and count the tiles from left to right, top to bottom starting at 0. In terrain.png, 0 is the grass texture, 1 is smooth stone, 16 is cobblestone, etc.
Were the huge memory drain fixed?
I can run with OptiFine for hours, but when I switch from OptiFine to MCPatchr, it's a matter of minutes for a game to crash from running out of memory.
1.2.3 or 1.2.5, no matter.
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Curse PremiumI think Khar might actually be implementing connected textures for any block. If they all followed a simple format, I don't see why he couldn't implement it, like how he did with animated textures. Think of the possibilities!
That's the idea anyway. Borderlands mode anyone?
It's more of a stress test than something actually playable. Currently runs about 15fps with connected textures enabled on every block.
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Curse PremiumEDIT: Forgot to ask...Is there anyway you could put up a template for now so texture pack artists like myself could get started on some connected textures ahead of time?
Also, will this be going be block ID, or tile position? I'm assuming the latter, for blocks with different textures on different sides, like logs and grass.
http://www.minecraftforum.net/topic/856514-minecrafthow-to-transfer-your-maps-hd/page__fromsearch__1
Probably mipmapping then. The game doesn't support mipmapping properly and attempts to force it on seem to create as many problems as they solve from what I've seen.
There's an experimental "Better Glass" mod in the code already, but it still has problems I haven't been able to fix. You can enable it with the -experimental flag, though I can't remember what state I left it in. The other features I'll have to think about.
As requested, here are the templates for Connected Textures. It will be compatible with the original CTM mod/Optifine, so if a texture pack already follows the /ctm.png standard, it should just work. Here's the template /ctm.png from the original thread for reference:
In addition, you'll be able to use connected textures with any block. The format is the same as above, but just the glass part. Here's one I made with simple black outlines:
I debated between making this block-based or tile-based, and finally decided to just support both. So name the file /ctm/block<block id>.png or /ctm/terrain<tile number>.png depending on which you want to use. Also remember that the image needs to be the same size as terrain.png (256x256 for 16x texture packs, etc.).
In the future I might be able to support a "random textures" feature, so you could have, say, multiple stone textures that the game can pick from randomly.
Absolutely ecstatic about the new features!
"custom_terrain_###.png - animation for any tile in terrain.png. ### is the tile index (0-255), not a block or item ID
custom_item_###.png - animation for any tile in items.png. ### is the tile index (0-255), not a block or item ID" ?
ExtraBiomesXl, Industrial Craft, Build Craft, LCTrees++, Metallurgy, Railcraft, Smart Moving, Forestry, Jammy Furniture Mod, Kaevator Super Slopes, Xtra Blocks, ReiMinimap, CraftGuide.
See the FAQ section about this. If you're worried that the file has been corrupted, compare the md5sum with the value in the OP. Also the full MCPatcher source code is available on github for anyone to examine or build themselves.
Haven't seen this problem before. Wooden planks shouldn't even be affected by the mod. Go to the options tab in MCPatcher and scroll down to Connected Textures. Try disabling each of the options there and see which of them if any make a difference.
Upside-down slabs have the 0x8 bit set in their metadata. Try this
Open up terrain.png (or /gui/items.png) and count the tiles from left to right, top to bottom starting at 0. In terrain.png, 0 is the grass texture, 1 is smooth stone, 16 is cobblestone, etc.
I can run with OptiFine for hours, but when I switch from OptiFine to MCPatchr, it's a matter of minutes for a game to crash from running out of memory.
1.2.3 or 1.2.5, no matter.
Modloader 1.2.5 breaks Connected Textures Mod, just for your information.