Patcher is updated to 3.0.2_01 to fix a few bugs reported here. The OP has also been updated for the new version. If you haven't been following the prereleases, be sure to look over the sample .properties files as there are some new options in some of them.
Is it possible the water coloring on rain particle is broken for 1.5 (MCP 3.0.1) or has something changed in it's config?
The color.properties seems fine and it has been working since ages pre 1.5.
Turns out the parsing of color.properties was completely broken. Fixed now.
When my texturepack load, I've found a lot of warnings like that :
[CODE]2013-03-13 07:16:52 [CLIENT] [WARNING] Couldn't find premade icon for /ctm/random/stone0.png doing ctm0
Has anyone else been able to get repeating textures to work with the update? I'm going insane trying to get mine to work. I have no idea what the problem is, and I can't seem to find anyone else with the same issue.
Is there a trick to making this work?
As an example: I've created ctm/terrain2/ and placed my tiled images 1-150, (or however many), as well as my wood.properties file.
Your packs need to be converted to the new texturepack format! In situations like this, the red "Convert Texture Pack" button in the patcher screen is your best friend
I have my textures working im saying that Connected textures doesn't work. Or does MCpatcher convert the CTM folder too?
For example, what i was planning to do is use animated repeat ctm on my water, however after the update, it would seem that this is now impossible, as it would require having each square of the repeat ctm animated seperately, rather than just using a higher resolution animation and setting it to the proper coordinates on the textures.
So my 8x8 tile repeat ctm animation would now require me to make 64 individual animations, then define exactly which tile each one is? or am i overcomplicating this?
For example, what i was planning to do is use animated repeat ctm on my water, however after the update, it would seem that this is now impossible, as it would require having each square of the repeat ctm animated seperately, rather than just using a higher resolution animation and setting it to the proper coordinates on the textures.
So my 8x8 tile repeat ctm animation would now require me to make 64 individual animations, then define exactly which tile each one is? or am i overcomplicating this?
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Asking again: Does anyone know how to install this into Tekkit lite? I don't want to use Optifine because it always ends up making things worse. I have read in a few places that say it is possible (no instructions) but it doesn't work for me. Anyone?
Your packs need to be converted to the new texturepack format! In situations like this, the red "Convert Texture Pack" button in the patcher screen is your best friend
I was worried that would damage the original texture pack file. Glad to see it creates a new one! Thanks very much!
I hate to ask this, but does anyone still have a copy of MCPatcher for 1.4.7? My brother updated my minecraft behind my back and as soon as I can get things squared away again with all my none functioning mods and terminal texturepacks I'm going to be giving him a beat down...
I hate to ask this, but does anyone still have a copy of MCPatcher for 1.4.7? My brother updated my minecraft behind my back and as soon as I can get things squared away again with all my none functioning mods and terminal texturepacks I'm going to be giving him a beat down...
I hate to say this, but *read the very first post of this thread*
Tip: You'll find the download link there...
I hate to say this, but *read the very first post of this thread*
Tip: You'll find the download link there...
*Facepalms*
Sorry, I didn't stop and read the first post long because I'm trying to download Linux for my brother's laptop. The sooner it has a working OS the sooner he can STOP USING MINE...
I'm having some problems... I have the latest version of MCPatcher and I use Sphax PureBDCraft 128x. I patch my UNMODDED .jar file, the menu is fine, no issues there. But when I join a server or SP world, every block (except the chest and sign) are not what they should be. I have all options except Better Glass and Better Skies.
It'd be nice if someone who actually understands java yet knows how to write simple english would set up a tutorial series on how to implement these features into texture packs for those of us who aren't codemonkeys.
Every new thing that gets added to MCPATCHER is like getting a tooth pulled.
And it feels like it's mocking me when I read "HERES HOW YOU DO IT TEXTURE PACK AUTHORS <spoiler> thousands of lines of jargon and indecipherable gibberish </spoiler>"
So, I have a problem and maybe someone here knows how to fix it.
Up until the latest MCPATCHER, my glass files in my BetterGlass folder have been working fine with the mod. Now they dont. So I converted them over to the CTM template used in the first post of this thread.
That didn't fix it.
I then tried downloading the example .zip file and using the template in there instead. (its so cute how they differ! how helpful to have things purposefully wrong!) and of course after converting my .png to look like the one in the .zip that didn't work either.
obviously yes I copied over the .properties files in the zip and it still didnt work.
finally I tried simply copying someone else's properties files, namely the ones found in loafcraft. obviously I edited the files to redirect to my .png in the appropriate folder.
Still nothing.
I have fought with this  for 3 hours now which for the editing of f'Âing 16 x 16 pixel blocks might as well be a god damn eternity.
Here's my .png
As you can see it is the exact size, shape, and SMELL as the .png in the example .zip file.
It is also exactly the same size, shape, and smell as the .png in the Loafcraft zip, which I might add works fine.
the file is located in my CTM folder (capitalized) in my zekocraft folder.
On my pc the directory is something akin to:
D:/gameprograms/minecraft/zekocraft/CTM/zekoglass.png
Nothing too fancy right?
Could someone, anyone, please tell me what I need to put in my .properties file to get this  to work.
And on that note where do I need to keep the properties file? I tried keeping it in the folder with the .png (like everybody else does) but that didnt work. Nothing ever works with these mods.
I need help from someone who understands this mess.
All I want is my glass textures to connect the way they used to but with that .png from up there WHILE SUPPORTING ALPHA TRANSPARENCY.
Thats it.
That's literally all I need. This should not take several hours and a whack-a-mole guessing game of .zip folders.
Thank you in advance if anyone figures this out. Please PM me the answer since I doubt I'll be able to find this post again regardless.
Turns out the parsing of color.properties was completely broken. Fixed now.
Fixed.
Are you sure you converted them properly? Flowing water and lava have to be double the size of the other textures.
I've tested 3.0.2_01 with both ModLoader and Forge #575. Be sure to follow the directions in the OP for installing mods via MCPatcher.
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Curse PremiumIs there a trick to making this work?
As an example: I've created ctm/terrain2/ and placed my tiled images 1-150, (or however many), as well as my wood.properties file.
here are the contents of wood.properties:
Any help would be amazing, this is making me pull my hair out.
EDIT: I got it working, I must have done something silly along the line. A full reinstall seemed to fix it!
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Curse PremiumI have my textures working im saying that Connected textures doesn't work. Or does MCpatcher convert the CTM folder too?
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Retired StaffFor example, what i was planning to do is use animated repeat ctm on my water, however after the update, it would seem that this is now impossible, as it would require having each square of the repeat ctm animated seperately, rather than just using a higher resolution animation and setting it to the proper coordinates on the textures.
So my 8x8 tile repeat ctm animation would now require me to make 64 individual animations, then define exactly which tile each one is? or am i overcomplicating this?
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Curse PremiumNo overcomplicating, that's how it works.
I was worried that would damage the original texture pack file. Glad to see it creates a new one! Thanks very much!
I hate to say this, but *read the very first post of this thread*
Tip: You'll find the download link there...
*Facepalms*
Sorry, I didn't stop and read the first post long because I'm trying to download Linux for my brother's laptop. The sooner it has a working OS the sooner he can STOP USING MINE...
Do you have any idea what the cause of this is?
Every new thing that gets added to MCPATCHER is like getting a tooth pulled.
And it feels like it's mocking me when I read "HERES HOW YOU DO IT TEXTURE PACK AUTHORS <spoiler> thousands of lines of jargon and indecipherable gibberish </spoiler>"
So, I have a problem and maybe someone here knows how to fix it.
Up until the latest MCPATCHER, my glass files in my BetterGlass folder have been working fine with the mod. Now they dont. So I converted them over to the CTM template used in the first post of this thread.
That didn't fix it.
I then tried downloading the example .zip file and using the template in there instead. (its so cute how they differ! how helpful to have things purposefully wrong!) and of course after converting my .png to look like the one in the .zip that didn't work either.
obviously yes I copied over the .properties files in the zip and it still didnt work.
finally I tried simply copying someone else's properties files, namely the ones found in loafcraft. obviously I edited the files to redirect to my .png in the appropriate folder.
Still nothing.
I have fought with this  for 3 hours now which for the editing of f'Âing 16 x 16 pixel blocks might as well be a god damn eternity.
Here's my .png
As you can see it is the exact size, shape, and SMELL as the .png in the example .zip file.
It is also exactly the same size, shape, and smell as the .png in the Loafcraft zip, which I might add works fine.
the file is located in my CTM folder (capitalized) in my zekocraft folder.
On my pc the directory is something akin to:
D:/gameprograms/minecraft/zekocraft/CTM/zekoglass.png
Nothing too fancy right?
Could someone, anyone, please tell me what I need to put in my .properties file to get this  to work.
And on that note where do I need to keep the properties file? I tried keeping it in the folder with the .png (like everybody else does) but that didnt work. Nothing ever works with these mods.
I need help from someone who understands this mess.
All I want is my glass textures to connect the way they used to but with that .png from up there WHILE SUPPORTING ALPHA TRANSPARENCY.
Thats it.
That's literally all I need. This should not take several hours and a whack-a-mole guessing game of .zip folders.
Thank you in advance if anyone figures this out. Please PM me the answer since I doubt I'll be able to find this post again regardless.