It seems that on 128x texture packs when using 1024MB heap the MipMap Helper crashes with an OOM exception. Increasing the heap higher clears the issue but the strange thing is that MipMap wasn't enabled in the patcher. Ideas?
The code always goes through the MipmapHelper class because that's where it checks if mipmapping is enabled. The higher mem usage in 1.5 is a vanilla issue that MCPatcher makes worse by loading a bunch more textures (CTM, extra animations, etc.). I'll see if there's anything more I can do from my side, but this is mostly for Mojang to fix.
Yes It maybe but I want to know why it is showing this %100 clean files will not simply show up like this, I would like a more detailed explanation as to why I am receiving this message. If Kahr could maybe post why thanks.
Yes, false positive. The first FAQ in the OP addresses this. You can try the jar version of MCPatcher instead. The exe version is just the jar wrapped in launch4j, which may be what triggers AV scanners.
The full MCPatcher source code is available on bitbucket as well if you'd like to examine it and/or build it yourself.
I think there's an issue with the latest version of mcpatcher. The "mcpatcher-mods" folder is no longer being scanned for patcher mods at launch. One mod I used in the past that had worked in every previous version was the "Disable Mouse Wheel" mod.
I'm amazed at how many people are using MCPatcher's API! I always intended MCPatcher to be extensible, but I never really advertised it and the API's not particularly easy to learn. Anyway, the mcpatcher-mods feature still works, but there were some API changes in 3.0 that will prevent older mods from loading. I've sent the author of mcdisablewheel a patch so hopefully he'll update it.
oh but the textures of growing potatoe plants are wrong after converting the texture pack. only the fully grown potatoes look like they should. is this due to my texture pack or is it a common problem?
As I understand it, separate textures for potato growth stages weren't introduced until 1.5. 1.4.7 simply didn't have potatoes_0-2 textures, so there's nothing to convert.
Everytime I switch texturepacks my game crashes, this was not the case with 1.4.7, My heap size is 2096 and even switching from Misas 500 to another 64x64 pack kills the game
I know you're probably already going to do this, so please forgive me for being a nuisance, but will you please incorporate the "White stitching on polygon edges / White lines or black dots between blocks" fix in the 13w11a snapshot into MCPatcher?
I know why this isn't working. Basically, connect=tile only looks at the neighboring block's original tile, so your second rule can never match. What you're trying to do should work, though, but it's a tricky problem that's going to take me some time to fix.
Hello Kahr, I'm a texture creator, and I have a suggestion for you;
do you think it's possible to make randomisation on blocks like painting's game with "ctm mod"?
Already can be done. When making the .properties file for the block make sure you have
Right, and what about the Compass and Watch textures? What would i need to do with them? Compass is not working (it has the picture, but has no arrow pointing and all) and watch has a pink texture in it.
yea im not completely sure on whats wrong nothing is connecting not just the glass even to bookshelves are not so im lost in how to get these working mcpatcher seems to be working fine with everything else
If I try to open the patcher, it gives me this error:
MCPatcher version is 3.0.3
OS: Windows XP 5.1 x86
JVM: Oracle Corporation 1.7.0_17 (32 bit)
Classpath: C:\Documents and Settings\Jeroen.JEROEN-D04F8B5B\Bureaublad\mcpatcher-3.0.3.exe
java.util.zip.ZipException: error in opening zip file
at java.util.zip.ZipFile.open(Native Method)
at java.util.zip.ZipFile.<init>(Unknown Source)
at java.util.zip.ZipFile.<init>(Unknown Source)
at java.util.jar.JarFile.<init>(Unknown Source)
at java.util.jar.JarFile.<init>(Unknown Source)
at com.prupe.mcpatcher.MinecraftJar$Info.initialize(MinecraftJar.java:324)
at com.prupe.mcpatcher.MinecraftJar$Info.<init>(MinecraftJar.java:302)
at com.prupe.mcpatcher.MinecraftJar.<init>(MinecraftJar.java:24)
at com.prupe.mcpatcher.MCPatcher.setMinecraft(MCPatcher.java:181)
at com.prupe.mcpatcher.UserInterface.go(UserInterface.java:51)
at com.prupe.mcpatcher.MCPatcher.main(MCPatcher.java:151)
ERROR: C:\Documents and Settings\Jeroen.JEROEN-D04F8B5B\Application Data\.minecraft\bin\minecraft.jar missing or corrupt
Yes, I have a clean Minecraft and yes, I tried to reinstall Minecraft.jar. Also, when I try to open the 'mods' tab, it simply shows an empty, grey space without any buttons. I can't change the 'original' and 'output' folders: when I try to do so, it simply doesn't save it. After I tried to do that, it simply turned blank (the adress bar, not the whole patcher), and when I tried to change them again, it simply didn't save them again. Please help me!
So kahr I was working on a mod a few months ago that I basically wrote my own simpler version of the 8-way ctm, to have "transition" blocks from say grass to sand. I was going to call it better terrain.
It looked pretty neat in game, so with the new biome options I tried to use the 8way textures to do the same, and it wasn't quite what I was thinking.
The 8way textures don't acknowledge another biome type as the "edge".
So my question is, is there a way to get a "ctm-biome" option, that way instead of the 8way texture checking to see if the nighboring block is empty/diffent, it checks to see if the nieghboring block is a different biome instead?
This way we could have smooth transistions from one biome to another
This would greatly inflate the amount of textures but the result would be pretty amazing.
This is a screenshot of the mod in action that I was developing, but I think this could just be part of CTM. I used less than the 48 tiles to do it though, that screenshot was just using 16 tiles per terrain type. So a bit different than the 8-way but still the same concept.
Just a feature to consider that I feel would add greatly to the biome textures and would help fix the transisiton issue.
Please someone let me know if, maybe there is already a way to do this and i've just not figured it out.
Edit: I was thinking a bit more about this at work today then I had realized that you already use multipass rendering for glass, so could there be a possible way to add a mask layer pass for the transistions between biomes, I remember back in alpha when notch was adding biomes originally he dabbled with a couple different ways of doing it. This is a feature I would really really like to see, it would make biome textures for terrain and foliage so much more amazingly awesome.
I am having a problem with Better Grass. No, it's not that it is grey scale. Yes, I am running under Fancy Graphics. But it doesn't seem to be working for me. I no longer have pretty grassy hills now just grass side blocks everywhere. It worked under previous version of MCPatcher and all I did to the texture pack was run the Conversion Tool. From what I can tell everything else seems to be working just fine. Any help would be appreciated.
K now i've had already ended the watch texturing. But i want to know about the compass.png modding. Is there a maximum number of frames i need to use? because i can see that in many packs there are a lot of frames, like 60, 70 and there goes. If i'd want to do, for example, a compass with only 20 or 30 frames, would it still work?
K now i've had already ended the watch texturing. But i want to know about the compass.png modding. Is there a maximum number of frames i need to use? because i can see that in many packs there are a lot of frames, like 60, 70 and there goes. If i'd want to do, for example, a compass with only 20 or 30 frames, would it still work?
From what I've seen it will still work. You will need to turn more degrees before you notice the needle move and it will jump a bigger distance (not as smooth of needle transitions). In other words if you use only 20 frames and you turn 90 degrees (and you are right beside spawn) the needle will only move 4 times.
Hi, I am trying to convert my pack to 1.5 style and everything is smooth except for Connected Textures and random textures. I am a bit confused how to go about doing this.
So, do I have to split up the ctm.png and randomizer.png just like the main textures are split up into their own files?
Then how would the game know which files to use? I assume it would be something like:
block1.properties
source=/ctm/randomizer.png
tiles=0-5
method=random
faces=all
weights=70 20 20 20 20
stone
And then what? I have 6 total images for randomized stone textures, how do I get MCpatcher to recognize which individual files to use?
You can use the how many frames you want, my clock use 192 frames and my compass use 40 frames and it works perfectly.
The only trick that make it better is to use a multiple of 4 frames to have them to corespond to perfect north, south, east and west directions ...
Thanks. Yeah, i've made only 15 frames, it's easier and lighter.
for some reason it wont allow me to use HD texture packs.... like in the list of things. it doesn't have the HD textures like it previously did. I've been searching for a tutorial on how to allow minecraft using hd textures, I used to play with hd textures all the time, but now since the new version I can't seem to work it can someone plz give me an in-depth tutorial or instructions step by step on how to do it because im kind of dumb with computers so kind of make it as if ur were writing hd textures for dummies thanks for some reason it wont allow me to use HD texture packs.... like in the list of things. it doesn't have the HD textures like it previously did. I've been searching for a tutorial on how to allow minecraft using hd textures, I used to play with hd textures all the time, but now since the new version I can't seem to work it can someone plz give me an in-depth tutorial or instructions step by step on how to do it because im kind of dumb with computers so kind of make it as if ur were writing hd textures for dummies thanks
O I just actually noticed that there is no "Better Grass " so probably it means that I don't care about it to much, but cuz I have noticed it already, I gotta ask: Is it gonna be added to MCPatcher or it's some kind of incompatible option for 1.5 ? Thanks
Options > Under 'Connected Textures' check the box for 'Grass block sides (Better Grass)'.
for some reason it wont allow me to use HD texture packs.... like in the list of things. it doesn't have the HD textures like it previously did. I've been searching for a tutorial on how to allow minecraft using hd textures, I used to play with hd textures all the time, but now since the new version I can't seem to work it can someone plz give me an in-depth tutorial or instructions step by step on how to do it because im kind of dumb with computers so kind of make it as if ur were writing hd textures for dummies thanks
The code always goes through the MipmapHelper class because that's where it checks if mipmapping is enabled. The higher mem usage in 1.5 is a vanilla issue that MCPatcher makes worse by loading a bunch more textures (CTM, extra animations, etc.). I'll see if there's anything more I can do from my side, but this is mostly for Mojang to fix.
Fixed.
Make sure you're using the latest MCPatcher. This has already been fixed.
Yes, false positive. The first FAQ in the OP addresses this. You can try the jar version of MCPatcher instead. The exe version is just the jar wrapped in launch4j, which may be what triggers AV scanners.
The full MCPatcher source code is available on bitbucket as well if you'd like to examine it and/or build it yourself.
I'm amazed at how many people are using MCPatcher's API! I always intended MCPatcher to be extensible, but I never really advertised it and the API's not particularly easy to learn. Anyway, the mcpatcher-mods feature still works, but there were some API changes in 3.0 that will prevent older mods from loading. I've sent the author of mcdisablewheel a patch so hopefully he'll update it.
As I understand it, separate textures for potato growth stages weren't introduced until 1.5. 1.4.7 simply didn't have potatoes_0-2 textures, so there's nothing to convert.
Please vote up MC-11439.
Fixed.
Fixed.
I know why this isn't working. Basically, connect=tile only looks at the neighboring block's original tile, so your second rule can never match. What you're trying to do should work, though, but it's a tricky problem that's going to take me some time to fix.
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ModeratorMay I assume this is going to be in the next version since MCPatcher is still version 3.0.2_01?
Why are these options present?
Patcher mods from the "mcpatcher-mods" directory are still being ignored in this release. Is this intentional?
That is bad
It looked pretty neat in game, so with the new biome options I tried to use the 8way textures to do the same, and it wasn't quite what I was thinking.
The 8way textures don't acknowledge another biome type as the "edge".
So my question is, is there a way to get a "ctm-biome" option, that way instead of the 8way texture checking to see if the nighboring block is empty/diffent, it checks to see if the nieghboring block is a different biome instead?
This way we could have smooth transistions from one biome to another
This would greatly inflate the amount of textures but the result would be pretty amazing.
This is a screenshot of the mod in action that I was developing, but I think this could just be part of CTM. I used less than the 48 tiles to do it though, that screenshot was just using 16 tiles per terrain type. So a bit different than the 8-way but still the same concept.
Just a feature to consider that I feel would add greatly to the biome textures and would help fix the transisiton issue.
Please someone let me know if, maybe there is already a way to do this and i've just not figured it out.
Edit: I was thinking a bit more about this at work today then I had realized that you already use multipass rendering for glass, so could there be a possible way to add a mask layer pass for the transistions between biomes, I remember back in alpha when notch was adding biomes originally he dabbled with a couple different ways of doing it. This is a feature I would really really like to see, it would make biome textures for terrain and foliage so much more amazingly awesome.
From what I've seen it will still work. You will need to turn more degrees before you notice the needle move and it will jump a bigger distance (not as smooth of needle transitions). In other words if you use only 20 frames and you turn 90 degrees (and you are right beside spawn) the needle will only move 4 times.
So, do I have to split up the ctm.png and randomizer.png just like the main textures are split up into their own files?
Then how would the game know which files to use? I assume it would be something like:
block1.properties
And then what? I have 6 total images for randomized stone textures, how do I get MCpatcher to recognize which individual files to use?
Oh, thanks, I didn't know it had that feature.
Thanks. Yeah, i've made only 15 frames, it's easier and lighter.
Options > Under 'Connected Textures' check the box for 'Grass block sides (Better Grass)'.
Convert your pack using the converter.