Precisely what I had in mind. I know a lot of people will want this, mainly because I almost never see a pack that uses only one color for leather armor.
Mods aren't installing. The test button shows everything is fine. But when I play the game, none of my mods are installed. Anybody knows what's happening?
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In Super Smash Bros. Brawl, if I got Yoshi, don't mess with me. I warned you.
Up until now my 128x128 and 256x256 HD texture packs have worked fine. I signed on to Minecraft, loaded multiplayer and this happened:
The same problem also occurs in my Single Player world. I didn't modify any files (I had MCPatched previously to enable the texture packs, that went fine) but the HD textures seemed to well...not work since I started Minecraft at one time. I've tried wiping my entire .minecraft folder, re-downloading and re-patching but it still gives me the same texture problem. The Minecraft default texture pack works fine and so do standard definition texture packs. Could anyone shed some light on as to why HD textures aren't working on my Minecraft anymore??
Thanks in advance.
You need to change your graphics card settings to "let the 3d application decide".
Your newest version, (tested from downloading from the adfly link) is detected by Norton AntiVirus as a threat, just a heads up to tell you to either fix it or remove anything malicious.
Sometimes, Norton can quite false, after downloading this with both PC and Mac, PC having Norton, and the Terminal of Mac telling me of any virus. It's just false, either re-download, or if your not getting it from this main website, then that is your problem
After I installed mcpatcher and ran the patch, my screen goes black after I log in to the game. In the mcpatcher log, I get the following:
Exception in thread "main" java.lang.NoClassDefFoundError: com/pclewis/mcpatcher/TexturePackAPI$ChangeHandler
at ji.b(SourceFile:155)
at ji.<clinit>(SourceFile:17)
at sr.<clinit>(SourceFile:65)
at rh.<clinit>(SourceFile:116)
at aig.<clinit>(SourceFile:287)
at axk.<init>(SourceFile:14)
at net.minecraft.client.Minecraft.<init>(SourceFile:128)
at anw.<init>(SourceFile:36)
at net.minecraft.client.MinecraftApplet.init(SourceFile:36)
at net.minecraft.client.Minecraft.main(SourceFile:1577)
Caused by: java.lang.ClassNotFoundException: com.pclewis.mcpatcher.TexturePackAPI$ChangeHandler
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 10 more
not sure if this is a 1.3.2 issue, or a patcher issue.... but the furnace is only using the off texture..it isn't switching to the in use texture at all.
Would it be possible for custom colors to use separate colors from water splashes and dripping particles? I'd really like for my splashes to be a different color than my liquid drips.
So... you want to create sixteen million different armour variants? Call me complacent but that doesn't sound doable.
I'm continuously shocked as to why everyone keeps tossing that number around... Mojang were just bragging as they always do (Or using hyperbole to end the discussion. I wouldn't be surprised)
The actual number would be 96 textures, and that's it. It's still an awful lot of work, but it's doable.
So unless i'm counting this the wrong way, there is a total of 16 dyes, and each armor texture uses 2 files, plus 4 item icons, therefore:
(16x4)+(16x2)=96 separate textures
I thought you would only be able to dye them the same colors as wool.
Exactly. If they weren't cutting corners, they wouldn't add such a lazy dying method in the first place. We can safely assume that '16 million' is just a random number, just like having 2,5k potion recipes.
I'm continuously shocked as to why everyone keeps tossing that number around... Mojang were just bragging as they always do (Or using hyperbole to end the discussion. I wouldn't be surprised)
The actual number would be 96 textures, and that's it. It's still an awful lot of work, but it's doable.
So unless i'm counting this the wrong way, there is a total of 16 dyes, and each armor texture uses 2 files, plus 4 item icons, therefore:
(16x4)+(16x2)=96 separate textures
Exactly. If they weren't cutting corners, they wouldn't add such a lazy dying method in the first place. We can safely assume that '16 million' is just a random number, just like having 2,5k potion recipes.
We can safely assume nothing. We can say for certain, however, since it uses 0xFFFFFF colors, that there are 16777215 combinations. So, actually, more than 16 million.
I'm continuously shocked as to why everyone keeps tossing that number around... Mojang were just bragging as they always do (Or using hyperbole to end the discussion. I wouldn't be surprised)
The actual number would be 96 textures, and that's it. It's still an awful lot of work, but it's doable.
So unless i'm counting this the wrong way, there is a total of 16 dyes, and each armor texture uses 2 files, plus 4 item icons, therefore:
(16x4)+(16x2)=96 separate textures
However, you can mix and match colours, obtaining colours that aren't in the original dyes list. You can also dye pre-dyed armor, so you can end up with armors having all 16 dyes used on them, some dyes being used multiple times.
Proof:
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Theevilpplz is so fabulous, hetrosexual men turn bi when he passes by.
However, you can mix and match colours, obtaining colours that aren't in the original dyes list. You can also dye pre-dyed armor, so you can end up with armors having all 16 dyes used on them, some dyes being used multiple times.
Really? Well damn, I underestimated them.
I take back what i said, sorry.
However i still think that's a stupid feature.
I take back what i said, sorry.
However i still think that's a stupid feature.
The best solution IMHO would be to add a mask texture, where you can add parts not to be affected by the dye. This would at least allow for different colored trims, buckles, etc.
It could work similar to how the redstone dust trail is done:
Cloth_1.png and cloth_2.png would still be grayscale, to be compatible with the vanilla game.
Then, a cloth_1_mask.png and a cloth_2_mask.png are added, which are mostly transparent, except for the parts you don't want dyed. So in these PNGs, you could have a metal buckle, or a gold trim, or whatever else you can think of.
This solution could even allow for armor that stays mostly its original color, with smaller parts that get the dye.
The same treatment could be given to the armor icons. The mask textures for the armor icons would have to go on their own PNG as well, to avoid interfering with the vanilla game.
Twitter: @Levaunt
In Super Smash Bros. Brawl, if I got Yoshi, don't mess with me. I warned you.
It's because they aren't compatible with the snapshot yet. This will probably be fixed in a few days.
Gotcha. Thanks!
You need to change your graphics card settings to "let the 3d application decide".
Sometimes, Norton can quite false, after downloading this with both PC and Mac, PC having Norton, and the Terminal of Mac telling me of any virus. It's just false, either re-download, or if your not getting it from this main website, then that is your problem
Exception in thread "main" java.lang.NoClassDefFoundError: com/pclewis/mcpatcher/TexturePackAPI$ChangeHandler
at ji.b(SourceFile:155)
at ji.<clinit>(SourceFile:17)
at sr.<clinit>(SourceFile:65)
at rh.<clinit>(SourceFile:116)
at aig.<clinit>(SourceFile:287)
at axk.<init>(SourceFile:14)
at net.minecraft.client.Minecraft.<init>(SourceFile:128)
at anw.<init>(SourceFile:36)
at net.minecraft.client.MinecraftApplet.init(SourceFile:36)
at net.minecraft.client.Minecraft.main(SourceFile:1577)
Caused by: java.lang.ClassNotFoundException: com.pclewis.mcpatcher.TexturePackAPI$ChangeHandler
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 10 more
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Curse PremiumI'm continuously shocked as to why everyone keeps tossing that number around... Mojang were just bragging as they always do (Or using hyperbole to end the discussion. I wouldn't be surprised)
The actual number would be 96 textures, and that's it. It's still an awful lot of work, but it's doable.
So unless i'm counting this the wrong way, there is a total of 16 dyes, and each armor texture uses 2 files, plus 4 item icons, therefore:
(16x4)+(16x2)=96 separate textures
Exactly. If they weren't cutting corners, they wouldn't add such a lazy dying method in the first place. We can safely assume that '16 million' is just a random number, just like having 2,5k potion recipes.
...But that's just my opinion.
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B14 - My Texture Pack!
Need textures for your mod? Inquire within, just read the rules.
I'd think we need a slot in color.properties for the default color of the armor first.
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Curse PremiumWe can safely assume nothing. We can say for certain, however, since it uses 0xFFFFFF colors, that there are 16777215 combinations. So, actually, more than 16 million.
...but that's just like, my opinion, man.
And yes, I'm using 12w34a, if you're wondering.
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Retired StaffHowever, you can mix and match colours, obtaining colours that aren't in the original dyes list. You can also dye pre-dyed armor, so you can end up with armors having all 16 dyes used on them, some dyes being used multiple times.
Proof:
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Curse PremiumYou guys should read more carefully. The current version is NOT compatible with 12w34a.
...but that's just like, my opinion, man.
Really? Well damn, I underestimated them.
I take back what i said, sorry.
However i still think that's a stupid feature.
...But that's just my opinion.
My DeviantART, requests welcome.
B14 - My Texture Pack!
Need textures for your mod? Inquire within, just read the rules.
Look up Magic Launcher.
Kan jag fa en kottbulle?
The best solution IMHO would be to add a mask texture, where you can add parts not to be affected by the dye. This would at least allow for different colored trims, buckles, etc.
It could work similar to how the redstone dust trail is done:
Cloth_1.png and cloth_2.png would still be grayscale, to be compatible with the vanilla game.
Then, a cloth_1_mask.png and a cloth_2_mask.png are added, which are mostly transparent, except for the parts you don't want dyed. So in these PNGs, you could have a metal buckle, or a gold trim, or whatever else you can think of.
This solution could even allow for armor that stays mostly its original color, with smaller parts that get the dye.
The same treatment could be given to the armor icons. The mask textures for the armor icons would have to go on their own PNG as well, to avoid interfering with the vanilla game.