New update 2.4.2_02. Mostly bugfixes, but one new feature is custom lightmaps for nightvision potions (12w34b snapshot only). Make your lightmap.png Nx64 instead of Nx32, and the bottom half will be used for nightvision (sun & torch). OP has more details.
New! Snapshot 12w34a introduced nightvision potions. In the vanilla game, the nightvision effect is computed by scaling the RGB values by 1.0 / max(R,G, . For example, (0.2, 0.3, 0.6) would brighten to (0.333, 0.5, 1.0). You can override this behavior with a custom lightmap by making the height 64 pixels instead of 32. Provide four palettes instead of two: normal sun, normal torch, nightvision sun, nightvision torch.
Can you be a bit more specific with this information? Does this mean that the first 16 pixels are for the normal light maping, the second set of 16 pixels is for torches, the third is for night vision, and the fourth is for night vision torches?
Snapshot 12w34a introduced nightvision potions. In the vanilla game, the nightvision effect is computed by scaling the RGB values by 1.0 / max(R,G, . For example, (0.2, 0.3, 0.6) would brighten to (0.333, 0.5, 1.0). You can override this behavior with a custom lightmap by making the height 64 pixels instead of 32. Provide four palettes instead of two: normal sun, normal torch, nightvision sun, nightvision torch.
I'm guessing the lightmap is doubled up in dimensions so one lightmap is stacked on top of another. I wonder if the lower half can be modified with a green (or blue) hue to make the potion's visual effect more like the view from real life nightvision equipment?
Yes I already have custom animations (e.g for redstone) AND I have different textures for dirt and smoothstone that get picked randomly ... but I don't think it is possible to combine these two techniques because you'll need different .png's in the anim and the ctm folder of the pack ... but I'd love to be wrong!
If this is not possible yet... it would be great as a future feature
Oh, but it is possible, I am currently working on this for my texture pack to animate my ore textures as well as some other files in that pack, won't say which ones . It is quite easy to do but it may cause massive amounts of lag depending on the size of the animation's file.
Here's how:
1) First create the random furnace textures in the CTM folder (don't animate them), make sure they are next to each other and set up the CTM.properties file for those textures.
2) Go into the animations folder and put the same two furnace textures in a .png next to each other that will be animated vertically. The tricky part is that both furnace animations need to be the same length.
3) Set up a .properties file for the animation specifying the source image, the destination image, the total size of the animation, and the orientation in the destination image based on the top-left pixel (0,0 being top left of destination image).
Then you are done!
Edit: for number 2, you can have two separate .png files for the source image (one for each furnace) but a new properties file will need to be made for each.
This also seems to be a bit confusing now that I look back on it... If you are still having trouble, I can upload some images that may help.
Hey Kahr! Not sure if you're reading through all the comments on the thread, but I have a little suggestion, if you don't mind.
Now that Randomobs uses a properties file, I'd love to be able to set weights for the different mob skins. This would allow for "easter egg" varients that are very rare, similar to the natural spawning pink sheep in the vanilla game.
It only lets me search for .zip mods I want to install, and I have some .rar mods that I want to install with mcpatcher. Any way to search for .zip/.rar/.jar files?
Hey Kahr! Not sure if you're reading through all the comments on the thread, but I have a little suggestion, if you don't mind.
Now that Randomobs uses a properties file, I'd love to be able to set weights for the different mob skins. This would allow for "easter egg" varients that are very rare, similar to the natural spawning pink sheep in the vanilla game.
Anyway, keep up the awesome work!
As usual, Wayuki is right.
Could weights like this be added to other things as well? Like skyboxes?
Really, any option that ensures randomization or delay is what I'm after.
Patcher is updated to make Custom Colors work with today's snapshot. Also the zombie and pigzombie textures will be automatically resized when using the snapshot.
Skyboxes seem to persist displaying, even after I've removed them from my pack, properties files as well.
Hard to tell, but, changing the images may actually be adding them in again, over top, without removing the previous versions.
Even after deleting and replacing the pack with an empty (or non-existant) sky0 folder, they're just hanging out up there like a bad habit.
[update - not solved.]
I reinstalled MC several times, recompile the texture pack, includes no sky0 folder, still gives me my new screwed up boxes.
I go to an old version of the pack before I added sky0 the first time, add an empty folder just to see what it does, and it displays the skyboxes I was using as my starting templates, and first textures of this kind, from another pack, completely ignoring that the sky0 folder is definitely empty.
There must be a HD patcher or MC cache somewhere that is storing these textures, anyone know where it is?
So i will start by saying I may be a seasoned noob at this point? not sure.
Here is my questions, request for assistance from the VASTLY more knoweledgabe and savy Minecrafters here.
I am running a Mac 10.5.8
Minecraft: 1.3.2
MCPatcher: 2.4.2-03
I have installed both Misa420 x64, LB Photo x64, and a few more.
I Run Minecraft from the MCPatcher "test" button, it runs with a single error:
(lots of code)
########## GL ERROR ##########
@ Pre render
1281: Invalid value
(lots more code)
Here are my issues, with image links.
1) MCP will not alow x128 Textures to be selected, or used.
2) some textures work fine.
3) Then some textures show a glitch on the side of unmined dirt blocks, a animated fire can be seen. (see links)
4) water is frozen with backwards text saying "use the latest MCPatcher" whitch I have
I jumped over to Optifine with even worse results...total freeze...no load.
Majoc loader does nothing....looks like it launches, but does zip..no screen nothing .
So...really stumped,
Please Please help....
A fully FULLY addicted and unable to stop my self fan of Minecraft and mods.
I recommend it.
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Curse PremiumCan you be a bit more specific with this information? Does this mean that the first 16 pixels are for the normal light maping, the second set of 16 pixels is for torches, the third is for night vision, and the fourth is for night vision torches?
I'm guessing the lightmap is doubled up in dimensions so one lightmap is stacked on top of another. I wonder if the lower half can be modified with a green (or blue) hue to make the potion's visual effect more like the view from real life nightvision equipment?
Oh, but it is possible, I am currently working on this for my texture pack to animate my ore textures as well as some other files in that pack, won't say which ones
Here's how:
1) First create the random furnace textures in the CTM folder (don't animate them), make sure they are next to each other and set up the CTM.properties file for those textures.
2) Go into the animations folder and put the same two furnace textures in a .png next to each other that will be animated vertically. The tricky part is that both furnace animations need to be the same length.
3) Set up a .properties file for the animation specifying the source image, the destination image, the total size of the animation, and the orientation in the destination image based on the top-left pixel (0,0 being top left of destination image).
Then you are done!
Edit: for number 2, you can have two separate .png files for the source image (one for each furnace) but a new properties file will need to be made for each.
This also seems to be a bit confusing now that I look back on it... If you are still having trouble, I can upload some images that may help.
Now that Randomobs uses a properties file, I'd love to be able to set weights for the different mob skins. This would allow for "easter egg" varients that are very rare, similar to the natural spawning pink sheep in the vanilla game.
Anyway, keep up the awesome work!
Kan jag fa en kottbulle?
As usual, Wayuki is right.
Could weights like this be added to other things as well? Like skyboxes?
Really, any option that ensures randomization or delay is what I'm after.
doesn't work with java version7 update7 64x...nvm just had to restart my pc.
Skyboxes seem to persist displaying, even after I've removed them from my pack, properties files as well.
Hard to tell, but, changing the images may actually be adding them in again, over top, without removing the previous versions.
Even after deleting and replacing the pack with an empty (or non-existant) sky0 folder, they're just hanging out up there like a bad habit.
[update - not solved.]
I reinstalled MC several times, recompile the texture pack, includes no sky0 folder, still gives me my new screwed up boxes.
I go to an old version of the pack before I added sky0 the first time, add an empty folder just to see what it does, and it displays the skyboxes I was using as my starting templates, and first textures of this kind, from another pack, completely ignoring that the sky0 folder is definitely empty.
There must be a HD patcher or MC cache somewhere that is storing these textures, anyone know where it is?
==============================
Here is my questions, request for assistance from the VASTLY more knoweledgabe and savy Minecrafters here.
I am running a Mac 10.5.8
Minecraft: 1.3.2
MCPatcher: 2.4.2-03
I have installed both Misa420 x64, LB Photo x64, and a few more.
I Run Minecraft from the MCPatcher "test" button, it runs with a single error:
(lots of code)
########## GL ERROR ##########
@ Pre render
1281: Invalid value
(lots more code)
Here are my issues, with image links.
1) MCP will not alow x128 Textures to be selected, or used.
2) some textures work fine.
3) Then some textures show a glitch on the side of unmined dirt blocks, a animated fire can be seen. (see links)
(LB Photo R x64 still): http://i.imgur.com/eNH09.jpg
(Misa420 x64 Still): http://i.imgur.com/UxDHw.jpg
4) water is frozen with backwards text saying "use the latest MCPatcher" whitch I have
I jumped over to Optifine with even worse results...total freeze...no load.
Majoc loader does nothing....looks like it launches, but does zip..no screen nothing .
So...really stumped,
Please Please help....
A fully FULLY addicted and unable to stop my self fan of Minecraft and mods.
Thanks
Shin ZImon.