I'm using 13w07a with 3.0.0-beta6. I've grouped all the necessary textures under their respective folders within the ctm folder of my texture pack. I've also got .txt files (properly syntaxed) for animations in the blocks and items folders (inside the textures folder) and .properties files (properly syntaxed) for all ctm animations. However, after patching I'm still getting this:
Any advice would be appreciated.
Check in Mcpatcher's options tab under connected textures. Debug ctm Textures must be set to false.
'Ello, I have a suggestion here that I'd like to throw out:
Many times I've been a little disappointed with how Minecraft colors redstone wire (i.e. multiplies a grayscale texture by a value). I find this takes away control from me as the texture artist in determining how redstone looks in-game.
So, here's my suggestion: how about a mod of some description which allows texture artists to manually create colored textures for each level of redstone power? That way, we can define exactly how each level of redstone power looks without having to worry about the tinting code buggering everything up
Personally, I think this would make a great addition to MCPatcher if it ever works out. Does anyone else feel this way? Or am I just crazy?
You're not crazy, you just forgot to read the "Information for Texture Pack Authors" section on the first post of this thread. Using the Custom Colors mod, you can change all hard-coded colors in the game. For Redstone Wires, just add a redstonecolor.png to the misc folder of your pack and edit it to your needs. Changing the whole texture with every state is currently not possible as far as I know.
Yes, I know. But that still just tints the base texture a color and calls it a day.
I'd like to be able to color it manually without it getting tinted automatically by the game engine.
Anyone know how to combine vertical ctm with random ctm?
As you probably know, vertical ctm uses 4 blocks. one for the block when it's alone, and one each for the bottom, middle and top. the middle is repeated for as many times as there are blocks between the bottom and top blocks.
What i seek to do is so that there are varients of each, that only appear in the position they are meant to appear in. I assume this would be done much like doing partial animation/animated ctm, specifying a source for the animation, its destination, and its position on that texture, but... i can't tell if it would be possible with random ctm, and would like to know if anyone has tested this or not, and more specifically, what the .properties file would need to be called for it to work.
I just attempted to do this, and here's the .properties file i came up with. needless to say it didn't work, but perhaps it might make it clearer what im trying to do.
from=/ctm/vertctmtest.png (this is where the vertical ctm files are stored)
to=/ctm/ctmtester.png (this is where the tiles i want to use for random ctm are)
x=0
y=64
method=random
tiles=0-4
weights=1 1 1 1 1
Shoeboxam here. I made some random CTM bookshelves here: http://files.soartex...Bookshelves.zip
While the bookshelf isn't vertical connect, it would be if the method was changed. Everything else demonstrates how layering methods would work.
bookshelf.properties connects tiles 0-3 horizontally. The remaining .properties files then randomizes the horizontally connected bookshelves. For example, book_left.properties targets tile 0, the left side of the bookshelf, using the matchTiles field to make the left side of the bookshelf alternate between tiles 16 and 17.
Last week brought us several snapshots, each of which changed texture handling in some way. It was a major task figuring out the changes each time, but I'm caught up and the patcher is compatible up to today's 13w10a snapshot again. Also squashed a few reported bugs and managed to sneak in one new CTM feature. See the 1.5 post for links and a changelog.
Last week brought us several snapshots, each of which changed texture handling in some way. It was a major task figuring out the changes each time, but I'm caught up and the patcher is compatible up to today's 13w10a snapshot again. Also squashed a few reported bugs and managed to sneak in one new CTM feature. See the 1.5 post for links and a changelog.
Ah! Awesome, as they say a lot round these parts, but justified with respect to your efforts and offerings, kahr.
Thanks for the .txt conversion in particular, as that saves me a lot of tedious effort. Don't know how you do it...it's true magical genius to a novice like me.
Last week brought us several snapshots, each of which changed texture handling in some way. It was a major task figuring out the changes each time, but I'm caught up and the patcher is compatible up to today's 13w10a snapshot again. Also squashed a few reported bugs and managed to sneak in one new CTM feature. See the 1.5 post for links and a changelog.
Last week brought us several snapshots, each of which changed texture handling in some way. It was a major task figuring out the changes each time, but I'm caught up and the patcher is compatible up to today's 13w10a snapshot again. Also squashed a few reported bugs and managed to sneak in one new CTM feature. See the 1.5 post for links and a changelog.
& thanks for the Biome & Height based CTM Rule! This will help alot with the features I plan on doing for my pack. FINALLY! Biome & Height based CTM! Thanks so much!
& thanks for the Biome & Height based CTM Rule! This will help alot with the features I plan on doing for my pack. FINALLY! Biome & Height based CTM! Thanks so much!
So now that we have ctm biome options, I'm curious is there a way to disable the grass color multiplier so that we may have dirt patches and whatnot in different biomes without the green being multiplied over it?
So now that we have ctm biome options, I'm curious is there a way to disable the grass color multiplier so that we may have dirt patches and whatnot in different biomes without the green being multiplied over it?
There is a way. Just fill a 256x256 canvas with flat white, name it "grasscolor.png," plonk it into your /misc/ folder, and there you go!
Changed the converter to output .txt files for all animations, since they are now required.
Does this mean only .properties files in the ctm folders are converted to .txt files, or does this include the conversion of .properties files in the anim folder as well? Just so you know, I've ran the converter but the .properties files have remained unchanged.
Secondly, how can I get custom animations in the anim folder apply to ctm textures in the ctm folder? Is there a new syntax I should be using seeing that destination textures are unstitched and not part of an item sheet.
For example, in the .properties file above, 'myctm2.png' was an ctm item sheet with the coordinates and dimensions indicating the location of the texture (in the item sheet) that needed to be animated with the animation from the anim folder.
Now that we have a redesigned patcher, what code should I be using to get anim folder animations to work for ctm textures?
I can't wait to see what you do...then I'll know how the flippin' thing works!
I can't wait until I spend a whole day messing with the new CTM! Ice-blue Glowstone for Ice biomes, Wooden logs with vines on them for jungle biomes, ores with a netherrack base instead of stone(ex.: gold ore) for the Nether, same thing for The End but with a Endstone base instead, bigger fire animations for fires in the nether, 2 different Nether Portal Blocks texture animations(one for the Overworld, other one for the Nether),the possibilities are endless!!!This with the "method=random" & how a CTM output can be the input for another CTM texture!!!I'm going to have loads of fun with this!!!
The way ctm works has changed, now we use one image by tile and not a image for 256 tiles, so make a vannila animation since yours don't need extra timing.
I have a portal animation which is 64x96 (per animation tile) which covered the entire nether portal via the old ctm connectivity. The animation is stacked vertically in the standard animation format (64x3072) and placed in the anim folder.
What code would I need to use to direct it to one of the individual tiles in the ctm folder, now that tile sheets are defunct? Can you show me a code that would work for the new format? Sincere thanks in advance!
Just reporting that as of now 256x does not work as of new MCpatcher 3.0.1beta1 on both of the last snapshots. It still works fine with vanilla even on latest snapshot. It also works fine with the lower resolutions with MCpatcher latest, it just crashes specifically on 256.
It'll be quite annoying if the game breaker is a reversion. If this is the case, I sure hope the the Mojang guys kept things consistent in consideration for the modding community.
Check in Mcpatcher's options tab under connected textures. Debug ctm Textures must be set to false.
Many times I've been a little disappointed with how Minecraft colors redstone wire (i.e. multiplies a grayscale texture by a value). I find this takes away control from me as the texture artist in determining how redstone looks in-game.
So, here's my suggestion: how about a mod of some description which allows texture artists to manually create colored textures for each level of redstone power? That way, we can define exactly how each level of redstone power looks without having to worry about the tinting code buggering everything up
Personally, I think this would make a great addition to MCPatcher if it ever works out. Does anyone else feel this way? Or am I just crazy?
Yes, I know. But that still just tints the base texture a color and calls it a day.
I'd like to be able to color it manually without it getting tinted automatically by the game engine.
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Retired StaffAs you probably know, vertical ctm uses 4 blocks. one for the block when it's alone, and one each for the bottom, middle and top. the middle is repeated for as many times as there are blocks between the bottom and top blocks.
What i seek to do is so that there are varients of each, that only appear in the position they are meant to appear in. I assume this would be done much like doing partial animation/animated ctm, specifying a source for the animation, its destination, and its position on that texture, but... i can't tell if it would be possible with random ctm, and would like to know if anyone has tested this or not, and more specifically, what the .properties file would need to be called for it to work.
I just attempted to do this, and here's the .properties file i came up with. needless to say it didn't work, but perhaps it might make it clearer what im trying to do.
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Curse PremiumCan this method be applied to standard 8-way connected textures, to add special random variations to the 8-way repeating pattern?
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Curse PremiumAh! Awesome, as they say a lot round these parts, but justified with respect to your efforts and offerings, kahr.
Thanks for the .txt conversion in particular, as that saves me a lot of tedious effort. Don't know how you do it...it's true magical genius to a novice like me.
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Curse PremiumNow that's just too much to play with!
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Curse PremiumThere is a way. Just fill a 256x256 canvas with flat white, name it "grasscolor.png," plonk it into your /misc/ folder, and there you go!
I can't wait to start messing with the new biome & height CTM rules!!! already have textures planned!!!
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Curse PremiumI can't wait to see what you do...then I'll know how the flippin' thing works!
Does this mean only .properties files in the ctm folders are converted to .txt files, or does this include the conversion of .properties files in the anim folder as well? Just so you know, I've ran the converter but the .properties files have remained unchanged.
Secondly, how can I get custom animations in the anim folder apply to ctm textures in the ctm folder? Is there a new syntax I should be using seeing that destination textures are unstitched and not part of an item sheet.
For example, in the .properties file above, 'myctm2.png' was an ctm item sheet with the coordinates and dimensions indicating the location of the texture (in the item sheet) that needed to be animated with the animation from the anim folder.
Now that we have a redesigned patcher, what code should I be using to get anim folder animations to work for ctm textures?
I have a portal animation which is 64x96 (per animation tile) which covered the entire nether portal via the old ctm connectivity. The animation is stacked vertically in the standard animation format (64x3072) and placed in the anim folder.
What code would I need to use to direct it to one of the individual tiles in the ctm folder, now that tile sheets are defunct? Can you show me a code that would work for the new format? Sincere thanks in advance!
Not sure what changed but :(.