I just had a thought...
If you were to create a custom animation and apply it to the biome shaders, would it make the blocks applying to that shader cycle through different colours?
If it was clocked correctly, we could make season-changing leaves for our texture packs!
I'm having trouble downloading this texture pack it is in the right folder but is not showing up as an option on minecrafts texture packs. I used winrar to place the folders, documents, etc if that is relevant. I placed everything the texture pack download provided to the folder, Can someone please help? (:
Ever since the 1.3 release, I've never been able to use HD texture packs because the MC Patcher crashes minecraft after I've patched it. I never had issues with this before, but now I do. I patch the game, add the texture packs to the folder, start the game and login. When I log in, the screen (Minecraft Application) goes black and crashes, nothing happens.
Is there a fix for this? Tired of using 16x16 packs.
This is the exact problem I am having as well except I am only trying it on snapshot releases. It's happened with 2.4.2_01 through 03. I'm on a Mac if that helps.
I'm having trouble downloading this texture pack it is in the right folder but is not showing up as an option on minecrafts texture packs. I used winrar to place the folders, documents, etc if that is relevant. I placed everything the texture pack download provided to the folder, Can someone please help? (:
This isn't a texture pack. This is a mod which patches Minecraft to allow one to use texture packs with a higher resolution (32x, 64x, 128x, 256x) without the accursed graphical issues such as dodgy water and gold block textures. This patcher also adds extra features such as random mobs, custom skies, biome shading, connected textures etc. (if supported by your pack of choice).
If you want to "get with the programme", you need to learn to differentiate between texture packs, mods and the basics of how to manage their installations as well as the folder structure for Minecraft on your PC and the texture pack itself.
Lacking these basics is like leaving the door open at night for zombies...
I'm looking for a bit of advice. I'm making a texture pack and trying to figure out the random connected textures. I have been reading all your help files, but it doesn't seem to work. I have a test properties file in the CTM directory of my pack called "grass.properties" and here is what it contains:
Texture files within a pack can be different sizes. MCPatcher uses the largest and scales everything up to that size. This means that a 32x terrain.png and 32x items.png will be scaled to 128x if used in a pack with a 128x custom water texture....
Also the zombie and pigzombie textures will be automatically resized when using the snapshot.
If you are able to modify parts of living entities would a "metadata" system be possible for randommobs?
For example;
for all - 'health'
cow, sheep, cat, wolf, chicken, villager - 'baby'
cat - 'colour'
sheep - 'colour'
wolf - 'tame'
villager - 'profession', 'zombie'
Examples of the use would be...
###############################################################################
# Use golem2.png for a near dead golem
skins.1=2
meta.1=health:1
###############################################################################
# Use villagezombie2.png for a blacksmith villager zombie
skins.1=2
meta.1=profession:2 zombie
###############################################################################
# Use wolf_tame.png for all tamed wolves
skins.1=1
meta.1=tame
###############################################################################
# Use sheep2.png for black sheep, match the shaven texture to the wool
skins.1=2
meta.1=colour:000000
###############################################################################
# Use chicken10.png for all baby chickens, cute little yellow ones
skins.1=10
meta.1=baby
It would probably be pretty full on, for children to adults you will need to listen for that event to check if the texture needs to be changed, and likewise for the villager zombies, and health based textures. But the depth these could add would be well worth it...
Also, it would be awesome if ctm properties files could be changed inline with random mobs, ie "block.1=", so rather than having loads of property files there's be just one per texture or block, with more lines inside - might be a slight performance increase? i dunno.
Been loving all the work with ctm, and the addition of 'fixed' is nice to see as it'll make property files easier to read, - big fan of your work
This is the exact problem I am having as well except I am only trying it on snapshot releases. It's happened with 2.4.2_01 through 03. I'm on a Mac if that helps.
I just had a thought...
If you were to create a custom animation and apply it to the biome shaders, would it make the blocks applying to that shader cycle through different colours?
If it was clocked correctly, we could make season-changing leaves for our texture packs!
that would be awesome but unfortunately the animations all just start as soon as the game is lauched and cycle endlesly. if the developers were to add a control for animations that would be awsome. but unfortunalty thre is no way to do this at thistime.
I'm having the same problem as lithiumsound. I can't get any custom CTM features to work in game. For example, I'm trying to get the log to tile horizontally. Yet nothing changes in minecraft. Here's my properties file:
Title is 'terrain20.properties'
source=/ctm/ctm.png
method=horizontal
tiles=0-3
The png is named ctm with the 4 necessary log textures placed in positions 0-3. I have both the properties file and the image inside a ctm folder in my texture pack. But nothing happens.
I'm not running any mods, and I'm using the latest MC patch with both 12w36a and 1.3.2 (clean jars).
Alright, so I used MCpatcher to install Modloader, Better Than Wolves, and Too Many Items in adition to the included mod (except for Better Skies and Better Grass), and now my living room is all 4-dimensional and non-euclidean (in Minecraft, not my actual living room).
(NOTE: a still image simply doesn't do the anomaly justice. Its ten times more insane when you're actually walking through it)
This only happens when I use a 32x32 texture pack (no more, no less), and only in layers 65 and above in a small 16x16 area of my world, which just happens to be in the dead center of my house (in Minecraft, not my actual house). I've done a good deal of exploring and feel its safe to say that absolutely no other area in my world displays this property (to my knowledge). Also, despite its insane and trippy appearance, everything functions as if it were perfectly normal.
What the hell is going on here? Have I accidentally used your patcher to open a rift in the fabric of the universe or something (in Minecraft, not the actual universe)?
i have been able to recreate the problem and found out it has something to do with the connected textures on glasspanes. its not a mod compactability problem, as i got the same bug on a clean minecraft.
i found out that if you have 2 glasspanes connected to each other in midair, with one of the panes not connected to a block underneath it, the bug will effect some surrounding blocks.
before:
after:
so it might be the glasspanes you have infront of your fireplace, as far as i can see.
I replaced the panes with glass blocks, the thing went away. Still not sure what it was, though. The game is also significantly less laggy now. Thanks.
If you were to create a custom animation and apply it to the biome shaders, would it make the blocks applying to that shader cycle through different colours?
If it was clocked correctly, we could make season-changing leaves for our texture packs!
This is the exact problem I am having as well except I am only trying it on snapshot releases. It's happened with 2.4.2_01 through 03. I'm on a Mac if that helps.
If you want to "get with the programme", you need to learn to differentiate between texture packs, mods and the basics of how to manage their installations as well as the folder structure for Minecraft on your PC and the texture pack itself.
Lacking these basics is like leaving the door open at night for zombies...
tileIDs=0
source=/ctm/random.png
method=random
tiles=0-31
In that same directory, I have the random.png, which looks like this (the numbers present for testing purposes):
http://i.imgur.com/eyWqt.png
It all looks correct, but the changes don't show up in game. Anything you think I might have done wrong? I might have forgot a step?
Thanks for the help,
-Darius
Seems like reinstalling the patch made it work. My question is invalid now!
Norton said Portal 2 was a virus. I think it can be wrong. This isn't a virus.
For better-grass, do we have to make a separate texture for the sides?
If not, is there an option too?
What interpolation does it use?
If you are able to modify parts of living entities would a "metadata" system be possible for randommobs?
For example;
Examples of the use would be...
It would probably be pretty full on, for children to adults you will need to listen for that event to check if the texture needs to be changed, and likewise for the villager zombies, and health based textures. But the depth these could add would be well worth it...
Also, it would be awesome if ctm properties files could be changed inline with random mobs, ie "block.1=", so rather than having loads of property files there's be just one per texture or block, with more lines inside - might be a slight performance increase? i dunno.
Been loving all the work with ctm, and the addition of 'fixed' is nice to see as it'll make property files easier to read,
Nearest Neighbor - ie hard upscaling. The textures still look the same.
On a Mac myself, Late 2011 Macbook Pro 15" i7
that would be awesome but unfortunately the animations all just start as soon as the game is lauched and cycle endlesly. if the developers were to add a control for animations that would be awsome. but unfortunalty thre is no way to do this at thistime.
Basically if there's two blocks of grass positioned like this:
the grass will spread down from the first to the second, on the side.
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Retired StaffTitle is 'terrain20.properties'
source=/ctm/ctm.png
method=horizontal
tiles=0-3
The png is named ctm with the 4 necessary log textures placed in positions 0-3. I have both the properties file and the image inside a ctm folder in my texture pack. But nothing happens.
I'm not running any mods, and I'm using the latest MC patch with both 12w36a and 1.3.2 (clean jars).
(NOTE: a still image simply doesn't do the anomaly justice. Its ten times more insane when you're actually walking through it)
This only happens when I use a 32x32 texture pack (no more, no less), and only in layers 65 and above in a small 16x16 area of my world, which just happens to be in the dead center of my house (in Minecraft, not my actual house). I've done a good deal of exploring and feel its safe to say that absolutely no other area in my world displays this property (to my knowledge). Also, despite its insane and trippy appearance, everything functions as if it were perfectly normal.
What the hell is going on here? Have I accidentally used your patcher to open a rift in the fabric of the universe or something (in Minecraft, not the actual universe)?
Also check me out on:
WordPress, Etsy, and Spore.
I replaced the panes with glass blocks, the thing went away. Still not sure what it was, though. The game is also significantly less laggy now. Thanks.
Also check me out on:
WordPress, Etsy, and Spore.
Kan jag fa en kottbulle?