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.
Ah! This is the MCPatcher I know and love, features that require extra files that I have no hope of ever understanding or comprehending ;-;
But if I do figure out how these files work, beyond just a basic ctm.png, I can do so much!
Rollback Post to RevisionRollBack
Theevilpplz is so fabulous, hetrosexual men turn bi when he passes by.
It seems that upon downloading MCPatcher, Norton Virus Program picks it up as a virus/threat to my computer. Please fix this problem, as Default Texture Sucks.
EDIT: I think I see the problem. I thought putting the multiple CTM bits in one .png would get them to connect to each other if placed next to each other. It seems to only do that when the blocks share the same block ID, like the wools do in your test texture pack. That explains why the wool connected to each other, my solid ore blocks didn't, and when I did the stone bricks on its own, it connected to the Mossy Stone Bricks without anything telling it to, as seen in this picture:
So I was merely confused as to what the single .png actually did.
Here's my original post, if you are interested:
Ok Kahr, I'm confused.
I thought I had everything copied from your example CTM pack, and edited so it would work with my blocks. But it doesn't seem to work.
Here is the image I'm using:
The textures are, in order, Solid Iron Block, Solid Gold Block, Solid Diamond Block, and Solid Lapis Lazuli Block.
The above png is ctm/solidoreblocks.png
I have ctm/terrain22.properties with the following content:
The diamond block has taken the texture of the iron block, none of them connect to each other, and Lapis and Gold refuse to connect to themselves.
I have the exact .png and .properties copied from your test texture pack to show comparison, as I edited what I found there rather than creating anew, but did my best to make sure it worked for me, but it hasn't.
Hmm, seems random textures isn't working at all, even when using the multictm test pack, and changing the method to random. It'll just always use the ctm method no matter what.
As i said this ISN'T the block ID.
That's why i'm asking here.
Anyway Thank you.
maybe you could look at the link that was posted, and scroll down to the wool section. http://www.minecraftwiki.net/wiki/Block_ids#Wool It's all in there. BlockIDs for everything and the necessary metadata for stuff like wool
It's probably been mentioned before the 3 or 4 pages back I scanned, but can you get this guy: Minecraft Version Patcher | MCPatcher [1.2.5, InDev-MC 1.2.5] 180000+ DLs to name his program something besides MCPatcher? When I searched for MCPatcher that's what I got which caused me some confusion for a bit.
Thanks.
Edit: Oh I should also thank you for your program! I've been using it since I started playing modded MC back in 1.8.1. I especially like the mod installer that shows conflicts in an easy to understand manner. I won't mod my game without it.
I found out that fire acts differently in the nether. It supports partial transparency unless you are in a text box or press F1 to have no gui. It also will support partial transparency in the normal world if you are on fire or step into lava. When on fire, it takes your fire texture animation and tiles it 2x1 across the bottom of your screen.
proof of concept:
Would it be possible for you to include a fix to allow partial transparency for fire regardless of dimension?
It would also be nice to have partial transparency on glass.
Another thing I would like to see:
I have something I have figured out but I don't know if you already knew this.
You know those particles that look like smoke underwater? Well, they are smoke. They are derived from the first frame of animation in the first row of the particles.png
The animations also starts at the 16th frame and as it rises goes to the 1st frame right before it disappears.
Also, I found that smoke particles do not have to be purely greyscale. The game will automatically add a "shading profile" as I call it to each of them, regardless of color. For an example/proof, here are two pictures.
For some reason, the minecraft coding takes the particle from the first box and uses it for the particles that appear underwater as well as other places such as near bedrock.
What I'm asking for is to have separate places for the separate particles so you don't have to ruin your smoke particle animation. It would be nice to have it stay in the particles.png, but if it can't go there, it would still be nice.
Hey, sorry for being a pain in the butt, but when I try to use some HD texture packs after patching, I get this error:
Mods loaded: 3
ModLoader 1.2.5
mod_MinecraftForge 3.0.1.85
mod_PortalGun 1.2.5v1
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 7b65e600 --------
Generated 4/21/12 3:36 PM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (x86) version 6.1
Java: 1.7.0_03, Oracle Corporation
VM: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce GTX 560/PCI/SSE2/3DNOW! version 4.2.0, NVIDIA Corporation
java.lang.IllegalArgumentException: Number of remaining buffer elements is 1024, must be at least 4096
at org.lwjgl.BufferChecks.throwBufferSizeException(BufferChecks.java:143)
at org.lwjgl.BufferChecks.checkBufferSize(BufferChecks.java:158)
at org.lwjgl.BufferChecks.checkBuffer(BufferChecks.java:163)
at org.lwjgl.opengl.GL11.glTexSubImage2D(GL11.java:2908)
at aaw.a(RenderEngine.java:532)
at net.minecraft.client.Minecraft.k(Minecraft.java:1535)
at net.minecraft.client.Minecraft.x(Minecraft.java:819)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT d63fe04c ----------
I get the same error when I'm not using any mods too. The texture pack im trying to use is last days 32x32. I used to be able to use this texture pack fine, and i wanted to re-download it after a while of not using it, and now its giving me this error which is weird. I have windows 7 32-bit.
I probably screwed up on my end, but I figured I'd post here to see if someone could help. Tried checking the last couple of pages first.
I updated one of my mods and then it started crashing my game. Switching to default textures was the only thing that worked. I figured it was a problem with my texture pack so I tried another one but got the same crash. I then decided it'd be a nice idea to "Patch" in MCPatcher and then my game gets this crash:
Mods loaded: 16
ModLoader 1.2.5
mod_MinecraftForge 3.0.1.75
mod_BE MC: 1.2.3 ; BE: 1.2.3
mod_Magecraft 1.2.5
mod_betterDungeons 0.93
mod_BetterThanTestificates 1.0 for MC 1.2.5
mod_EE 1.4.3.0
mod_floatingRuins 1.2.5.c modified by bspkrs
mod_AddonTimeMachine Time Machine Add-on Engaged
mod_Fossil Mod FOSSIL / ARCHEOLOGY v6.2 Patch-1 Engaged
DrZhark's Mo'Creatures v3.5.0 (MC 1.2.5)
mod_Zeppelin 1.2.5.0.30
mod_SwordsPlus v1.4.1 for MC 1.2.5
mod_gempack TFC's Gem Pack (RECODED) Including: Topaz, Amethyst, Ruby, Sapphire, Apatite, Obsidian, Opal, and Emerald Tools/Armor
mod_TwilightForest 1.8.1
mod_ThaumCraft 2.1.3b
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT e966851b --------
Generated 4/22/12 10:38 AM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_31, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce GTX 550 Ti/PCI/SSE2 version 4.1.0, NVIDIA Corporation
java.lang.NoClassDefFoundError: PlayerBase
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at mod_Magecraft.load(mod_Magecraft.java:211)
at ModLoader.init(ModLoader.java:891)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(ahu.java:77)
at ahu.<clinit>(ahu.java:8)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: PlayerBase
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 19 more
--- END ERROR REPORT b86bcf85 ----------
Any advice or recommendations would be appreciated.
texture artists utilize it efficiently...
Get going texture people: bookshelves for libraries, seamless glass and other textures-- Go!
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Retired StaffAh! This is the MCPatcher I know and love, features that require extra files that I have no hope of ever understanding or comprehending ;-;
But if I do figure out how these files work, beyond just a basic ctm.png, I can do so much!
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Retired StaffHere's my original post, if you are interested:
I thought I had everything copied from your example CTM pack, and edited so it would work with my blocks. But it doesn't seem to work.
Here is the image I'm using:
The textures are, in order, Solid Iron Block, Solid Gold Block, Solid Diamond Block, and Solid Lapis Lazuli Block.
The above png is ctm/solidoreblocks.png
I have ctm/terrain22.properties with the following content:
I have ctm/terrain23.properties with the following content:
I have ctm/terrain24.properties with the following content:
And I have ctm/terrain144.properties with the following content:
Yet in-game, it ends up like this:
I have the exact .png and .properties copied from your test texture pack to show comparison, as I edited what I found there rather than creating anew, but did my best to make sure it worked for me, but it hasn't.
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Retired StaffTry the wiki:
http://www.minecraftwiki.net/wiki/Block_ids
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Retired StaffHow about this then?
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Curse PremiumI love you.
EDIT: I can't get random tall grass textures working. Am I doing something wrong? This is my terrain39.png file in /ctm/:
And this is terrain39.properties in /ctm/:
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Curse Premiummaybe you could look at the link that was posted, and scroll down to the wool section. http://www.minecraftwiki.net/wiki/Block_ids#Wool It's all in there. BlockIDs for everything and the necessary metadata for stuff like wool
Thanks.
Edit: Oh I should also thank you for your program! I've been using it since I started playing modded MC back in 1.8.1. I especially like the mod installer that shows conflicts in an easy to understand manner. I won't mod my game without it.
proof of concept:
Would it be possible for you to include a fix to allow partial transparency for fire regardless of dimension?
It would also be nice to have partial transparency on glass.
Another thing I would like to see:
I have something I have figured out but I don't know if you already knew this.
You know those particles that look like smoke underwater? Well, they are smoke. They are derived from the first frame of animation in the first row of the particles.png
The animations also starts at the 16th frame and as it rises goes to the 1st frame right before it disappears.
Also, I found that smoke particles do not have to be purely greyscale. The game will automatically add a "shading profile" as I call it to each of them, regardless of color. For an example/proof, here are two pictures.
For some reason, the minecraft coding takes the particle from the first box and uses it for the particles that appear underwater as well as other places such as near bedrock.
What I'm asking for is to have separate places for the separate particles so you don't have to ruin your smoke particle animation. It would be nice to have it stay in the particles.png, but if it can't go there, it would still be nice.
Nope, this is a false positive
It always bugged me that fire was solid
Donate to help me buy people Minecraft accounts!
Thank you for a note.
P.S.
There's more thorough "thank you" for such useless posts: http://www.minecraftforum.net/topic/170739-12w16a125124-whats-my-light-level-stable-23-17-apr-test-675-19-apr/page__view__findpost__p__14368020
I get the same error when I'm not using any mods too. The texture pack im trying to use is last days 32x32. I used to be able to use this texture pack fine, and i wanted to re-download it after a while of not using it, and now its giving me this error which is weird. I have windows 7 32-bit.
I updated one of my mods and then it started crashing my game. Switching to default textures was the only thing that worked. I figured it was a problem with my texture pack so I tried another one but got the same crash. I then decided it'd be a nice idea to "Patch" in MCPatcher and then my game gets this crash:
ModLoader 1.2.5
mod_MinecraftForge 3.0.1.75
mod_BE MC: 1.2.3 ; BE: 1.2.3
mod_Magecraft 1.2.5
mod_betterDungeons 0.93
mod_BetterThanTestificates 1.0 for MC 1.2.5
mod_EE 1.4.3.0
mod_floatingRuins 1.2.5.c modified by bspkrs
mod_AddonTimeMachine Time Machine Add-on Engaged
mod_Fossil Mod FOSSIL / ARCHEOLOGY v6.2 Patch-1 Engaged
DrZhark's Mo'Creatures v3.5.0 (MC 1.2.5)
mod_Zeppelin 1.2.5.0.30
mod_SwordsPlus v1.4.1 for MC 1.2.5
mod_gempack TFC's Gem Pack (RECODED) Including: Topaz, Amethyst, Ruby, Sapphire, Apatite, Obsidian, Opal, and Emerald Tools/Armor
mod_TwilightForest 1.8.1
mod_ThaumCraft 2.1.3b
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT e966851b --------
Generated 4/22/12 10:38 AM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_31, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce GTX 550 Ti/PCI/SSE2 version 4.1.0, NVIDIA Corporation
java.lang.NoClassDefFoundError: PlayerBase
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at mod_Magecraft.load(mod_Magecraft.java:211)
at ModLoader.init(ModLoader.java:891)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(ahu.java:77)
at ahu.<clinit>(ahu.java:8)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: PlayerBase
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 19 more
--- END ERROR REPORT b86bcf85 ----------
Any advice or recommendations would be appreciated.
doesnt that mean it will break the mod u replaced the conflicting file?
edit: nvm, was going to use this but its making patching far more complicated than manually doing so.