When I'm using MC Patcher on really any HD Texture Pack (right now Scatic Craft) vines, bushes, things of the sort are mostly transparent and it lets me see through blocks. Is there something wrong that I'm doing?
Is it just me, or are the pictures in the thread broken? :/
I'm trying to see the CTM templates, but they show the broken symbol.
When I right-click them and open them in a new tab, I get:
403.That’s an error. Your client does not have permission to get URL /-pgqIs0XmiUY/T4w-uQV7zpI/AAAAAAAAAHc/0TrmGUz1NFY/s800/ctm_template.pngfrom this server. (Client IP address: ...)
Does Connected Textures work with non-solid blocks (glass panes, vines, sugarcanes, ...) too ?
For now only standard blocks. In mcp terms, that's anything that goes through the RenderBlocks.renderStandardBlock method. Glass panes are next on the to-do list after I do some optimization.
When I'm using MC Patcher on really any HD Texture Pack (right now Scatic Craft) vines, bushes, things of the sort are mostly transparent and it lets me see through blocks. Is there something wrong that I'm doing?
Please post your OS and hardware information. Does the problem go away if you uncheck everything under Connected Textures in the MCPatcher options tab?
Is it just me, or are the pictures in the thread broken? :/
I'm trying to see the CTM templates, but they show the broken symbol.
When I right-click them and open them in a new tab, I get:
Seems to be working again, but I went ahead and converted the images to links to save on bandwidth.
For now only standard blocks. In mcp terms, that's anything that goes through the RenderBlocks.renderStandardBlock method. Glass panes are next on the to-do list after I do some optimization.
Please post your OS and hardware information. Does the problem go away if you uncheck everything under Connected Textures in the MCPatcher options tab?
Seems to be working again, but I went ahead and converted the images to links to save on bandwidth.
Toshiba Satellite C655, Windows 7, 4gb RAM, Intel Pentium Processor
I just cleared out my entire .minecraft folder and reapplied everything through MC Patcher but it still does that. I tried unchecking all of the Connected Textures options and it didn't fix it. Though, when I pressed F1 to hide my HUD the odd transparent graphic on the vines went away. It did this too when I paused it by pressing ESC.
A friend of mine raised a very interesting question.
If you have both an animation for a block, and a ctm.png for it, which takes priority?
Can you animate the ctm.png for a block just like any other .png?
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Theevilpplz is so fabulous, hetrosexual men turn bi when he passes by.
do i have to patch it and add mods at the same time by using the + sign? and when i patch my MC and i'm using Optifine would i be able to use 256x Texture Packs?
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.
Pretty sure that's bookshelves, not planks. This stuff is happening to me as well - it worked initially but upon each new start and load a world where glass/etc. affected by the mod is present the blocks are just a solid white. I can stop and save, swap between a texture pack and it seems to correct itself but every fresh launch seems to exhibit this weirdness.
Please post your OS and hardware information. Does the problem go away if you uncheck everything under Connected Textures in the MCPatcher options tab?
not sure how to find what OS and hardware my laptop has, all i know is that, im using a windows vista dell laptop, nah it didnt fix when i unchecked the other options
A friend of mine raised a very interesting question.
If you have both an animation for a block, and a ctm.png for it, which takes priority?
Can you animate the ctm.png for a block just like any other .png?
The ctm takes priority because it tells the game to not even look at terrain.png where animations are normally written. You're right, animating ctm.png would probably work, although I haven't actually tried it. You'd have to cover all 48 tiles with the animation (x=0, y=0, w=192, h=64 for a 16x texture pack), and a long animation could easily kill performance.
do i have to patch it and add mods at the same time by using the + sign? and when i patch my MC and i'm using Optifine would i be able to use 256x Texture Packs?
Optifine is not compatible with any of the mods included with MCPatcher, but you can still use MCPatcher as a mod manager if you like. Add Optifine (and any other mods you have) using the + button and uncheck HD Textures, HD Font, Better Grass, Random Mobs, Custom Colors, and Connected Textures.
Pretty sure that's bookshelves, not planks. This stuff is happening to me as well - it worked initially but upon each new start and load a world where glass/etc. affected by the mod is present the blocks are just a solid white. I can stop and save, swap between a texture pack and it seems to correct itself but every fresh launch seems to exhibit this weirdness.
Between this and my own testing, I have an idea why this is happening now. Basically, my method of getting current texture (in order put it back after doing ctm stuff) isn't guaranteed to work, and the result is that sometimes the rest of the scene is drawn with the wrong texture. The texture handling in ctm is a mess(*) and I was planning to rewrite it anyway.
I hope to have a new release in a day or two. I'll also allow texture packs to pack multiple ctm tile sets into a single png so there's not so much wasted space.
(*) I'm not a 3D graphics programmer, I just play one on the internet.
For some reason, connected textures aren't working for glass panes. Glass works fine, but trying to do a separate ctm texture for glass panes (Although it's the same tile as glass, so maybe that's why?) doesn't work at all. Doing it by ID doesn't work either.
For now only standard blocks. In mcp terms, that's anything that goes through the RenderBlocks.renderStandardBlock method. Glass panes are next on the to-do list after I do some optimization.
Please post your OS and hardware information. Does the problem go away if you uncheck everything under Connected Textures in the MCPatcher options tab?
Seems to be working again, but I went ahead and converted the images to links to save on bandwidth.
Toshiba Satellite C655, Windows 7, 4gb RAM, Intel Pentium Processor I just cleared out my entire .minecraft folder and reapplied everything through MC Patcher but it still does that. I tried unchecking all of the Connected Textures options and it didn't fix it. Though, when I pressed F1 to hide my HUD the odd transparent graphic on the vines went away. It did this too when I paused it by pressing ESC.
can anyone help me get modloader and this to work together? I can't use custom colors if I install modloader after or if I install modloader first, it gets overwritten!
please help
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Proud Minecraft player since Thursday, September 16, 2010 2:31 PM
New version 2.3.6_01 which should fix the texture problems.
A new feature is the ability to have multiple custom connected texture tile sets in the same image. This will improve the efficiency of using CTM on many types of blocks. You must provide .properties file specifying the texture and the list of tiles to use. Rather than try to explain it, here is a sample texture pack using the feature. 5 of the colored wool blocks (dark red, green, blue, purple, cyan) are given connected textures from /ctm/myctm.png.
As a bonus, in the .properties file you can also specify method=random. Instead of the default "connect to neighbors" logic, the game simply picks at random from the list of tiles. Use this to add variety to grass, stone, or other common blocks.
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ModLoader
Forge
PlayerAPI
<here goes the rest>
this is happening to me too
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Retired StaffI'm trying to see the CTM templates, but they show the broken symbol.
When I right-click them and open them in a new tab, I get:
:/
For now only standard blocks. In mcp terms, that's anything that goes through the RenderBlocks.renderStandardBlock method. Glass panes are next on the to-do list after I do some optimization.
Please post your OS and hardware information. Does the problem go away if you uncheck everything under Connected Textures in the MCPatcher options tab?
Seems to be working again, but I went ahead and converted the images to links to save on bandwidth.
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Retired StaffIt works! Thank you. Now to see if I can get my head around connected textures unlike last time I attempted them..
Toshiba Satellite C655, Windows 7, 4gb RAM, Intel Pentium Processor
I just cleared out my entire .minecraft folder and reapplied everything through MC Patcher but it still does that. I tried unchecking all of the Connected Textures options and it didn't fix it. Though, when I pressed F1 to hide my HUD the odd transparent graphic on the vines went away. It did this too when I paused it by pressing ESC.
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Retired StaffIf you have both an animation for a block, and a ctm.png for it, which takes priority?
Can you animate the ctm.png for a block just like any other .png?
Bump!
Is it just me or Modloader is doing that for everyone?
not sure how to find what OS and hardware my laptop has, all i know is that, im using a windows vista dell laptop, nah it didnt fix when i unchecked the other options
It is just you.
http://www.minecraftforum.net/topic/232701-12w15a-125update-416-mcpatcher-hd-fix-236/page__view__findpost__p__14326646
The ctm takes priority because it tells the game to not even look at terrain.png where animations are normally written. You're right, animating ctm.png would probably work, although I haven't actually tried it. You'd have to cover all 48 tiles with the animation (x=0, y=0, w=192, h=64 for a 16x texture pack), and a long animation could easily kill performance.
Optifine is not compatible with any of the mods included with MCPatcher, but you can still use MCPatcher as a mod manager if you like. Add Optifine (and any other mods you have) using the + button and uncheck HD Textures, HD Font, Better Grass, Random Mobs, Custom Colors, and Connected Textures.
Between this and my own testing, I have an idea why this is happening now. Basically, my method of getting current texture (in order put it back after doing ctm stuff) isn't guaranteed to work, and the result is that sometimes the rest of the scene is drawn with the wrong texture. The texture handling in ctm is a mess(*) and I was planning to rewrite it anyway.
I hope to have a new release in a day or two. I'll also allow texture packs to pack multiple ctm tile sets into a single png so there's not so much wasted space.
(*) I'm not a 3D graphics programmer, I just play one on the internet.
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Curse PremiumI don't wanna go into people's texturepacks and use those in fear of stealing other's work. >.< if I missed something on here please let me know.
Toshiba Satellite C655, Windows 7, 4gb RAM, Intel Pentium Processor
I just cleared out my entire .minecraft folder and reapplied everything through MC Patcher but it still does that. I tried unchecking all of the Connected Textures options and it didn't fix it. Though, when I pressed F1 to hide my HUD the odd transparent graphic on the vines went away. It did this too when I paused it by pressing ESC.
please help
A new feature is the ability to have multiple custom connected texture tile sets in the same image. This will improve the efficiency of using CTM on many types of blocks. You must provide .properties file specifying the texture and the list of tiles to use. Rather than try to explain it, here is a sample texture pack using the feature. 5 of the colored wool blocks (dark red, green, blue, purple, cyan) are given connected textures from /ctm/myctm.png.
As a bonus, in the .properties file you can also specify method=random. Instead of the default "connect to neighbors" logic, the game simply picks at random from the list of tiles. Use this to add variety to grass, stone, or other common blocks.