I have a request/suggestion as a texture pack maker. Not sure if it's possible but I would like a Connected Textures Mod method to change the texture of a block if it is placed by a player, different than the texture it has when generated by the game.
For example: Obsidian looks normal when it is created with lava and water, but when a player places a block down it has a texture of obsidian bricks.
Thanks, and keep up the good work!
Got a big update planned. First, a few small things like custom overlays for mooshrooms and snowmen. Some bugfixes and enhancements to CTM. But the big new feature is custom skies. Misa, who as always has given invaluable suggestions and feedback, gives us a taste here.
There's still some work to be done before release, but in the meantime I've updated the OP so that texture pack authors can get a head start on the new features. Expand the Information for Texture Pack Authors section and look under Random Mobs and Better Skies.
i use mcpatcher i live at diffrent places ex,mom.dad.grandad on moms side grandad on dads side so i have to get this a lot to make it teh same on each laptop/computer
Please tell me one of the CTM enhancements is multiple property files for one block/terrain texture. :3
Yep, that's it exactly.
Also, with the skybox, how will this affect custom sky colors for biomes and whatnot?
If you're judicious with alpha channels, skyboxes will blend smoothly with custom sky colors. Right now I'm applying the same sort of blending customization to the sun and moon as well.
see...this is awesome..I was just thinking about skyboxes... I remember the early stages of the mod who was it, cferril1? that was building it... anyway..I have been working on one just in case this option came to the patcher/opti in the near future. this just made my day!
Thanks again for making minecraft look so good, and making it possible to do what I do. And thanks to Misa for being ahead of the game...lol
now here is to hoping once the api is built, all of this will play nice with shaders.
If it works as it should, a rainbow should fade in at 12 PM in-game, and fade out at 2 PM in-game, in the southern sky. I'm just really excited for all these new features, and I was wondering if you could just give a sneak peak with it, as I'm assuming it'll be a while before the update comes out.
I am having an issue with putting the texture packs is the texture pack folder. When I click on the texture pack folder in the mods and texture packs selection menu, it causes the game to become unresponsive. I've tried giving it time, re-downloading minecraft, and also using MCpatcher to unpatch it. However, I always end up having to use taskmanager to close it. I have also tried finding the texture pack folder with the info in the troubleshooting spoiler, but that didn't seem to work either.
Can someone help me so that even I (I am terrible with computers, as you can probably see) can understand?
The times should be in 24-hour format, so use 14:00, not 2:00. Also startFadeOut is not used at all. You only need to specify the other three. Think of a sine wave that crosses 0 at startFadeIn, then goes up to 1 at endFadeIn. It stays above 1 until startFadeOut (which you don't have to specify), then falls below 0 at endFadeOut. Because of the symmetry, any three of those points determines the fourth, and I chose startFadeOut to be the one that isn't needed.
Woohoo! New update! Took some screenshots with my pack utilizing the main new features.
Also, the new CTM feature doesn't seem to be documented anywhere, and it doesn't seem to work the same as Optifine's multi CTM (Like block17a, block17b, etc.) from what I can see...
Woohoo! New update! Took some screenshots with my pack utilizing the main new features.
Looks great!
Also, the new CTM feature doesn't seem to be documented anywhere, and it doesn't seem to work the same as Optifine's multi CTM (Like block17a, block17b, etc.) from what I can see...
It was intended to work the same. I tested it using giant mushrooms in Dokucraft - FYREUK Creative Pack. Let me see if I can figure out what's going on.
EDIT: Ah, I see the difference. The pack I tested has block<n>.properties, block<n>a.properties, etc. Yours starts with just block<n>a.properties. Since there's no block<n>.properties, MCPatcher doesn't look any further. I'll fix it in the next update.
When i try to download it sets says its a malicious file
Disable your antivirus for a second then configure it to ignore Mcpatcher-I just had to do that with my Norton.
And, maybe I'm just really stupid, but even downloading the examples posted in this thread, I am not getting a custom skybox to load. Custom Skies is checked, files were installed with MCpatcher.
I need help on the CTM support. I made the CTM folder on my texture pack and put the terrain20.png in it with the textures, but nothing is happening. Is there anything I am doing wrong here?
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You see that green button with the plus? You dont have to click it, and I am not gonna force you to do it.
I need help on the CTM support. I made the CTM folder on my texture pack and put the terrain20.png in it with the textures, but nothing is happening. Is there anything I am doing wrong here?
You have to make a .properties file (Named terrain20.properties in your case) with the CTM method, tiles, etc. listed. There's information, as well as a sample CTM .properties file under Information for Texture Pack Authors in the first post of the topic.
You have to make a .properties file (Named terrain20.properties in your case) with the CTM method, tiles, etc. listed. There's information, as well as a sample CTM .properties file under Information for Texture Pack Authors in the first post of the topic.
Thanks =D now I have super sexy wooden logs that tile with shading
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You see that green button with the plus? You dont have to click it, and I am not gonna force you to do it.
You have to make a .properties file (Named terrain20.properties in your case) with the CTM method, tiles, etc. listed. There's information, as well as a sample CTM .properties file under Information for Texture Pack Authors in the first post of the topic.
Hey, you made the rainbow skybox work. I tried using yours and Kahr's template and neither worked, can you explain how to apply one?
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Turning better sky on kills portal animation for me. It turns the portal opaque and static. Turning it off again fixes the problem. I'm also getting a blank (pink) dial on clocks, but compass is fine. I've verfied that dial.png is present in the right place in my texture pack (sphax 128x)
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For example: Obsidian looks normal when it is created with lava and water, but when a player places a block down it has a texture of obsidian bricks.
Thanks, and keep up the good work!
Twitter: @Levaunt
Got a big update planned. First, a few small things like custom overlays for mooshrooms and snowmen. Some bugfixes and enhancements to CTM. But the big new feature is custom skies. Misa, who as always has given invaluable suggestions and feedback, gives us a taste here.
There's still some work to be done before release, but in the meantime I've updated the OP so that texture pack authors can get a head start on the new features. Expand the Information for Texture Pack Authors section and look under Random Mobs and Better Skies.
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Curse PremiumAlso, with the skybox, how will this affect custom sky colors for biomes and whatnot?
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Yep, that's it exactly.
If you're judicious with alpha channels, skyboxes will blend smoothly with custom sky colors. Right now I'm applying the same sort of blending customization to the sun and moon as well.
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Curse PremiumThanks again for making minecraft look so good, and making it possible to do what I do. And thanks to Misa for being ahead of the game...lol
now here is to hoping once the api is built, all of this will play nice with shaders.
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Curse Premiumhttp://www.mediafire...8wn816cn390rd1u
If it works as it should, a rainbow should fade in at 12 PM in-game, and fade out at 2 PM in-game, in the southern sky. I'm just really excited for all these new features, and I was wondering if you could just give a sneak peak with it, as I'm assuming it'll be a while before the update comes out.
Can someone help me so that even I (I am terrible with computers, as you can probably see) can understand?
See OP for download links.
Seemed to work fine, but you may want to look at the fade timers:
The times should be in 24-hour format, so use 14:00, not 2:00. Also startFadeOut is not used at all. You only need to specify the other three. Think of a sine wave that crosses 0 at startFadeIn, then goes up to 1 at endFadeIn. It stays above 1 until startFadeOut (which you don't have to specify), then falls below 0 at endFadeOut. Because of the symmetry, any three of those points determines the fourth, and I chose startFadeOut to be the one that isn't needed.
So to do what you want, use
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Curse PremiumAlso, the new CTM feature doesn't seem to be documented anywhere, and it doesn't seem to work the same as Optifine's multi CTM (Like block17a, block17b, etc.) from what I can see...
Looks great!
It was intended to work the same. I tested it using giant mushrooms in Dokucraft - FYREUK Creative Pack. Let me see if I can figure out what's going on.
EDIT: Ah, I see the difference. The pack I tested has block<n>.properties, block<n>a.properties, etc. Yours starts with just block<n>a.properties. Since there's no block<n>.properties, MCPatcher doesn't look any further. I'll fix it in the next update.
Disable your antivirus for a second then configure it to ignore Mcpatcher-I just had to do that with my Norton.
And, maybe I'm just really stupid, but even downloading the examples posted in this thread, I am not getting a custom skybox to load. Custom Skies is checked, files were installed with MCpatcher.
You see that green button with the plus? You dont have to click it, and I am not gonna force you to do it.
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Curse PremiumYou have to make a .properties file (Named terrain20.properties in your case) with the CTM method, tiles, etc. listed. There's information, as well as a sample CTM .properties file under Information for Texture Pack Authors in the first post of the topic.
Thanks =D now I have super sexy wooden logs that tile with shading
You see that green button with the plus? You dont have to click it, and I am not gonna force you to do it.
Hey, you made the rainbow skybox work. I tried using yours and Kahr's template and neither worked, can you explain how to apply one?