Hey Kahr, any word on CTM for glass panes being fixed?
Also, I've been trying to get CTM working for iron bars (So I can have a separate texture for the top/bottom and sides, as the top/bottom uses the middle part of the iron bar texture), but it doesn't seem to be working.
It'll work if I set the faces to "all", but not "top bottom," so I'm assuming it's something with how the block is rendered.
I would like to see Kahr "borrow" some of Optifine's customization features seeing that OF has been doing the reverse for a while now. sp614x has the glass pane ctm connectivity solved, so it would be a good gesture for Kahr to "examine" OF's solution and implement it in MCPatcher.
i might be the only one here who thinks so, but i think you should include a template that has the file structures and such for all the possible features, or at least a documentation on how to acess them. features like the custom skys, ctm, animated crud etc.
Hello. I am having this trouble since 1.2.5. I really hope that you can help.
I patch the game right as you guys say so and I want to use a 32x texture pack.
I did EEEEEEVERYTHING that you say. But when I go to the Texture Packs folder and click a texture that is more than 16x it just changes to default.
Like, if I am using... idk... AntVenom's pack and I want to use Defined, I click that 32x logo and it just changes to normal.
I would like to know if I am doing something wrong, because playing with a 32x TP would be awesome.
(Oh, and if I don't patch it works, but water/lava and etc is messed up).
Hope you can help.
Since now, thanks
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"Everything turns into great in the end. If it is not great, that's because it isn't the end." "Just wait a sec, gotta kill this pig pig pig pig" SPARKLEZ, Captain.
When I used 2.4.1_01, it only patches in 1.2.5, not 1.3.1 like I want. I tried changing the input to my 1.3.1 file, but it says that file doesn't work. How do I make this work on 1.3.1?
wouldn't it make more sense to have dax make the shaders compatible? (since most people that rely on the patcher don't use shaders?)
@person above me: If you see blue/purple underlined words.. that is a link. the downloads are clearly labelled and are linked text.
I use the basic shaders with MCPatcher without much trouble at all. Granted my game holds an average frame rate of 15 while running it, but that is to do a crappy computer. Little known fact, it doesn't actually need optofine to run. I'm not sure about sonic-ether's shaders but the GSL shaders does not.
Hey Kahr, any word on CTM for glass panes being fixed?
Also, I've been trying to get CTM working for iron bars (So I can have a separate texture for the top/bottom and sides, as the top/bottom uses the middle part of the iron bar texture), but it doesn't seem to be working.
It'll work if I set the faces to "all", but not "top bottom," so I'm assuming it's something with how the block is rendered.
The top of and bottom of the iron bars and glass panes blocks are grabed from the bottom 2 pixels on the default pack. As the pack size increases, the number of pixels it uses will double from the previous size, but the area that is used stays the same. If you got CTM support working for iron bars, I would love to hear how you did it. If not, I'm not surprised. I'm fairly sure glass panes and iron bars share the same render method.
I would like to see Kahr "borrow" some of Optifine's customization features seeing that OF has been doing the reverse for a while now. sp614x has the glass pane ctm connectivity solved, so it would be a good gesture for Kahr to "examine" OF's solution and implement it in MCPatcher.
i might be the only one here who thinks so, but i think you should include a template that has the file structures and such for all the possible features, or at least a documentation on how to acess them. features like the custom skys, ctm, animated crud etc.
There is information in the OP of this thread. It's under "information for texture pack authors".
Hello. I am having this trouble since 1.2.5. I really hope that you can help.
I patch the game right as you guys say so and I want to use a 32x texture pack.
I did EEEEEEVERYTHING that you say. But when I go to the Texture Packs folder and click a texture that is more than 16x it just changes to default.
Like, if I am using... idk... AntVenom's pack and I want to use Defined, I click that 32x logo and it just changes to normal.
I would like to know if I am doing something wrong, because playing with a 32x TP would be awesome.
(Oh, and if I don't patch it works, but water/lava and etc is messed up).
Hope you can help.
Since now, thanks
We need more information before we can help. Was the texture pack a zipped or regular folder? Who's texture pack? Are you still using 1.2.5?
When I used 2.4.1_01, it only patches in 1.2.5, not 1.3.1 like I want. I tried changing the input to my 1.3.1 file, but it says that file doesn't work. How do I make this work on 1.3.1?
A lot of people have been having this problem. I have not updated to 1.3 to test it yet but it does sound like a bug. I think Mojang snuck a few additions to the game code in at the last second. IMO, they should have held of on releasing 1.3 for another month so that mod makers had time to update to the new version.
heey guys. Sorry for my english, but...
Not quite sure if it is propper tread, but i have some problems with patcher: i can`t play IC2 after patching RE-DOWNLOADED minecraft.jar (i have to download th new one, because the one i use can`t be opened in the prorgram - there are 6 or so errors).
so, the question is: can i patch IC2, or i just have to play with standard textures or with the texturepack, which has a fire and smth more in stone/earth textures???
@Dragon_Tamerz: dynamic shadows needs optifine to run... or did before now.. haven't tested them yet. (and SEUS... those are beast!)
but... as of the initial release of glsl for 1.3.1, they still don't play nice with the patcher... I'm thinking there is a conflict with ctm. it seems to be reading the terrain_nh.png randomly to apply bump/specs to ctm textures. any idea of a fix kahr?
edit:@EpicM1ner: Ignore my last reply..lol Normally it would hold true, because kahr has added glsl support from the beginning by making the patcher recognize terrain_nh.png and terrain_s.png. the other issues the patcher have with the shaders I believe is a result of the other mods included in it. also why I think optifine works better with them, because it lacks all of the features of the patcher version of the mods.
*facepalm*
Posting in a thread without knowing anything about the discussion (or ignoring the OP) is like jumping into a lava pool without reading the warning sign...
Little warning for texture pack maker !
I had problem with new bettersky mod included in MCPachter.
I was believing : if sun is defined in /sky0 , sky in /terrain is not needed. And erased it. Was big error!
I dont know if HD mod or Sky mod is verifing if files are missing. But result was big crash of of MC1.3.1 when creating new maps cause missing file created memory errors and stack overflows.
Im currently verifying if this not the reason why some other mods were not working.
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Curse PremiumAlso, I've been trying to get CTM working for iron bars (So I can have a separate texture for the top/bottom and sides, as the top/bottom uses the middle part of the iron bar texture), but it doesn't seem to be working.
It'll work if I set the faces to "all", but not "top bottom," so I'm assuming it's something with how the block is rendered.
I patch the game right as you guys say so and I want to use a 32x texture pack.
I did EEEEEEVERYTHING that you say. But when I go to the Texture Packs folder and click a texture that is more than 16x it just changes to default.
Like, if I am using... idk... AntVenom's pack and I want to use Defined, I click that 32x logo and it just changes to normal.
I would like to know if I am doing something wrong, because playing with a 32x TP would be awesome.
(Oh, and if I don't patch it works, but water/lava and etc is messed up).
Hope you can help.
Since now, thanks
"Just wait a sec, gotta kill this pig pig pig pig" SPARKLEZ, Captain.
I use the basic shaders with MCPatcher without much trouble at all. Granted my game holds an average frame rate of 15 while running it, but that is to do a crappy computer. Little known fact, it doesn't actually need optofine to run. I'm not sure about sonic-ether's shaders but the GSL shaders does not.
The top of and bottom of the iron bars and glass panes blocks are grabed from the bottom 2 pixels on the default pack. As the pack size increases, the number of pixels it uses will double from the previous size, but the area that is used stays the same. If you got CTM support working for iron bars, I would love to hear how you did it. If not, I'm not surprised. I'm fairly sure glass panes and iron bars share the same render method.
I agree.
There is information in the OP of this thread. It's under "information for texture pack authors".
We need more information before we can help. Was the texture pack a zipped or regular folder? Who's texture pack? Are you still using 1.2.5?
A lot of people have been having this problem. I have not updated to 1.3 to test it yet but it does sound like a bug. I think Mojang snuck a few additions to the game code in at the last second. IMO, they should have held of on releasing 1.3 for another month so that mod makers had time to update to the new version.
All I want is the bump mapping. I don't care about shadows n' stuff.
& @ above, make sure your patcher is patching the correct location and that your texture pack is updated to the current version of minecraft.
@fluddzone
I had this same problem, but I can't remember how I fixed it XD
Not quite sure if it is propper tread, but i have some problems with patcher: i can`t play IC2 after patching RE-DOWNLOADED minecraft.jar (i have to download th new one, because the one i use can`t be opened in the prorgram - there are 6 or so errors).
so, the question is: can i patch IC2, or i just have to play with standard textures or with the texturepack, which has a fire and smth more in stone/earth textures???
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Curse Premiumbut... as of the initial release of glsl for 1.3.1, they still don't play nice with the patcher... I'm thinking there is a conflict with ctm. it seems to be reading the terrain_nh.png randomly to apply bump/specs to ctm textures. any idea of a fix kahr?
edit:@EpicM1ner: Ignore my last reply..lol Normally it would hold true, because kahr has added glsl support from the beginning by making the patcher recognize terrain_nh.png and terrain_s.png. the other issues the patcher have with the shaders I believe is a result of the other mods included in it. also why I think optifine works better with them, because it lacks all of the features of the patcher version of the mods.
My youtube channel: http://www.youtube.com/user/callofdutyman56
Posting in a thread without knowing anything about the discussion (or ignoring the OP) is like jumping into a lava pool without reading the warning sign...
I had problem with new bettersky mod included in MCPachter.
I was believing : if sun is defined in /sky0 , sky in /terrain is not needed. And erased it. Was big error!
I dont know if HD mod or Sky mod is verifing if files are missing. But result was big crash of of MC1.3.1 when creating new maps cause missing file created memory errors and stack overflows.
Im currently verifying if this not the reason why some other mods were not working.
My buggy texture pack is still on my homepage http://jeux.armuco.ch/doku.php?id=dev:armucraft
I gonna change it soon.