I have a question that nobody wants to answer: How do I specify a texture to do a ctm to if there is no more terrain.png in minecraft after 1.4? Using the block id won't work because of blocks with multiple sides, like crafting tables and sandstone.
First of all, thanks to whoever moved the thread back to the Texture Packs forum.
I spent the last couple days overhauling the CTM format and tackling the 4k texture limit. This required reworking a lot of MCPatcher's internals, so this release may have new bugs.
I also brought back the custom compass feature (not as hard as I thought it would be) and fixed the rendering bugs others reported.
First of all, thanks to whoever moved the thread back to the Texture Packs forum.
I spent the last couple days overhauling the CTM format and tackling the 4k texture limit. This required reworking a lot of MCPatcher's internals, so this release may have new bugs.
I also brought back the custom compass feature (not as hard as I thought it would be) and fixed the rendering bugs others reported.
...and thanks again for all this extra work you're having to do, kahr. Undoubtedly much appreciated by countless users.
I have a question that nobody wants to answer: How do I specify a texture to do a ctm to if there is no more terrain.png in minecraft after 1.4? Using the block id won't work because of blocks with multiple sides, like crafting tables and sandstone.
You use the faces property to restrict the CTM effects to specific sides (i.e. top, bottom, sides, etc.)
Ever since I started using the beta patchers for mcpatcher 3.0, I have been getting sudden stops in the conversion processes. Whenever I try to convert a texture pack, I have tried it on multiple, this message, or at least something similar, appears in the log.
Pass #3
anim/custom_fire_e_w.properties -> textures/blocks/fire_0.txt
anim/custom_fire_e_w.png -> textures/blocks/fire_0.png
Exception in thread "Thread-5" java.lang.NullPointerException
at com.pclewis.mcpatcher.TexturePackConverter.convertAnimation(TexturePackConverter.java:271)
at com.pclewis.mcpatcher.TexturePackConverter.convert(TexturePackConverter.java:152)
at com.pclewis.mcpatcher.MainForm$17.run(MainForm.java:551)
at java.lang.Thread.run(Thread.java:680)
Sorry about not putting that in spoiler text, I forgot how...
Seems like a fine enderchest to me, oh wait the bottom part is invisible.
Anyways, has anyone gotten ctm to work with the newest snapshot? It just flat out doesn't work in the new ctm format. Dunno about the old, I'll check after classes.
Seems like a fine enderchest to me, oh wait the bottom part is invisible.
Anyways, has anyone gotten ctm to work with the newest snapshot? It just flat out doesn't work in the new ctm format. Dunno about the old, I'll check after classes.
I got mine to work, but only some of the ctm is working, it made the files alright, and everything is split proper, but some don't show up in game. Like my vertical dirt.
Does ANYBODY have documentation on the new CTM format?
The default glass, sandstone, & chest textures are split up. Each part of the image is split into individual image sheets like the default terrain & item textures
Pass #3
anim/custom_fire_e_w.properties -> textures/blocks/fire_0.txt
anim/custom_fire_e_w.png -> textures/blocks/fire_0.png
Exception in thread "Thread-5" java.lang.NullPointerException
at com.pclewis.mcpatcher.TexturePackConverter.convertAnimation(TexturePackConverter.java:271)
at com.pclewis.mcpatcher.TexturePackConverter.convert(TexturePackConverter.java:152)
at com.pclewis.mcpatcher.MainForm$17.run(MainForm.java:551)
at java.lang.Thread.run(Thread.java:680)
Not sure how that could happen, but I added a null check to stop it from bailing out there.
I got mine to work, but only some of the ctm is working, it made the files alright, and everything is split proper, but some don't show up in game. Like my vertical dirt.
Your vertical dirt is working here. Is this what I should be seeing?
Intentional, at least for now. I considered changing them to use block names, but since the "official" block names are only in the Java code, they'd be hard to find, and some of them conflict with the new tile names anyway.
You can actually name the .properties file anything you want as long as you set either the matchBlocks or matchTiles property.
Does ANYBODY have documentation on the new CTM format?
Properties file /ctm/xxx.properties. Textures /ctm/xxx/0.png, /ctm/xxx/1.png, etc. Just look at a converted pack for the rest. Still subject to change before 1.5 releases.
Download 3.0.0-BETA3 and click on Convert Texture Pack at the top. It doesn't work for me and gets stuck at 75%, but hey, it's WIP and is not final so I'm not fretting. Kahr has never let us down!
The new format dosn't support the multiuse of one texture. Example: Replacing wood texture on woodblocks and stairs uses two folders with the same image in it. So the texpack size rises. The best is ctm for every texture like the animation for everything with a source image/folder path and a target image/folder path. In my opinion it's better to have one ctm propertie that includes all. So you have no endless list of properties in the ctm folder and if this is not possible a subfolder for all the folders with ctm textures/properties is a good idea. At the moment it the ctm folder includes too many files/folder in it's direct location.
Still want an option for texturepack specific language files (if it's possible).
Even if all the .properties files were made into one big file the file size(for the .properties files) will still be the same, because you still need to store all the bit & bytes of information that's in the .properties files, so the beginning & end file size would be the same. NOW, on CTM being able to use one texture image for multiple textures is a nice idea.
First of all, thanks to whoever moved the thread back to the Texture Packs forum.
I spent the last couple days overhauling the CTM format and tackling the 4k texture limit. This required reworking a lot of MCPatcher's internals, so this release may have new bugs.
I also brought back the custom compass feature (not as hard as I thought it would be) and fixed the rendering bugs others reported.
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Curse PremiumAwesomely good news!
Many thanks admin!
...and thanks again for all this extra work you're having to do, kahr. Undoubtedly much appreciated by countless users.
You use the faces property to restrict the CTM effects to specific sides (i.e. top, bottom, sides, etc.)
Pass #3
anim/custom_fire_e_w.properties -> textures/blocks/fire_0.txt
anim/custom_fire_e_w.png -> textures/blocks/fire_0.png
Exception in thread "Thread-5" java.lang.NullPointerException
at com.pclewis.mcpatcher.TexturePackConverter.convertAnimation(TexturePackConverter.java:271)
at com.pclewis.mcpatcher.TexturePackConverter.convert(TexturePackConverter.java:152)
at com.pclewis.mcpatcher.MainForm$17.run(MainForm.java:551)
at java.lang.Thread.run(Thread.java:680)
Sorry about not putting that in spoiler text, I forgot how...
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Retired StaffAnyways, has anyone gotten ctm to work with the newest snapshot? It just flat out doesn't work in the new ctm format. Dunno about the old, I'll check after classes.
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Retired StaffI got mine to work, but only some of the ctm is working, it made the files alright, and everything is split proper, but some don't show up in game. Like my vertical dirt.
Again for testing, heres a link to my pack converted: https://www.dropbox....ddale (16x).zip
And the default can be found in my sig to compare.
Some of the ctm is still using blockXX. files.
I really hope you'll work with optifine so both can have the same ctm support.
The default glass, sandstone, & chest textures are split up. Each part of the image is split into individual image sheets like the default terrain & item textures
Same here with the Enderchest problem
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Curse Premiumthere are quite a few mods that have been experiencing this same issue with ender/locked chests.
edit: probably unrelated since it's been happening for months
No new textures, just grass_top.
Not sure how that could happen, but I added a null check to stop it from bailing out there.
Fixed!
Your vertical dirt is working here. Is this what I should be seeing?
Intentional, at least for now. I considered changing them to use block names, but since the "official" block names are only in the Java code, they'd be hard to find, and some of them conflict with the new tile names anyway.
You can actually name the .properties file anything you want as long as you set either the matchBlocks or matchTiles property.
Properties file /ctm/xxx.properties. Textures /ctm/xxx/0.png, /ctm/xxx/1.png, etc. Just look at a converted pack for the rest. Still subject to change before 1.5 releases.
[represent]
That doesn't make any sense! I have to make CTM files from scratch, like everyone else, and there are no #comments or guides in nonexistent things!
Even if all the .properties files were made into one big file the file size(for the .properties files) will still be the same, because you still need to store all the bit & bytes of information that's in the .properties files, so the beginning & end file size would be the same. NOW, on CTM being able to use one texture image for multiple textures is a nice idea.