Better grass like mipmapping is disabled by default because it greatly changes the look of the game to a degree that some people just don't like. Even notch is very against mipmapping, else vanilla would have it.
Also better grass tends to have troubles with other mods sometimes that causes you to get the "white sides" bug, so rather than have a bunch of screen posts flooding the thread it's better to just leave it disabled and let people who want it deal with it.
I personally play without better grass I just don't care for the look of it, but I used to love it go figure.
I enjoy using the Extended HD mod that's included with the MCPatcher program, but it causes blocks (tested with Smooth Stone) to light up when I use a tool on them. I wouldn't mind this so much, but the blocks flicker while I use a tool. I tried disabling custom animations, but the only way I've found to successfully deal with the flickering is to disable the Extended HD mod.
Is there an alternative that will allow me to continue to use the Extended HD mod without having to deal with the flickering?
I'd prefer not to have the block light up in the first place.
Hello, I take it MCPatcher is not compatible with Forge? If I run MCPatcher before installing forge all the options are there but when I install Forge I just get a black screen, if I install Forge first then use MCPatcher, Custom colors, connected textures, better glass, and better skies are greyed out and can't be selected. Is this a known problem or am I doing something wrong?
On mac can I MAKE a texture pack for 1.5.1? no I'm not going to buy a dell laptop cause I can't make a texture pack.To install a texture pack on mac is SIMPLE!!!!!!! Just launch minecraft in windowed mode.Then open options,click on texture packs,drag the texture pack in the folder that opens,close the folder DONEno need for MCPatcher.only get that to install capes
That's why you are able to add mods into MCPatcher to install them THROUGH it. You need to add Forge into MCPatcher (using the "+" at the top of MCPatcher's menu), move it to the top of the list (before all the MCPatcher features, at the very first place!), and then patch your .jar.
If that also does not work, then that's a problem with the new version of either MCPatcher or Forge (or both), generally, they've been both compatible for a long time now.
Thank you very much for your help, can I do this with Optifine aswell?
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.
Please disregard my question about the grass - Either after loading 1.5.1 or re-running MCPatcher it is working now.
I am having the very same problem, BetterGrass isn't working. Again, it's not the grey side issue, the sides are simply dirt as if BetterGrass was never applied at all. Neither updating to 1.5.1 nor rerunning MCPatcher with a fresh MC worked for me. I have Connected Textures checked along with BetterGrass, Fancy Graphics enabled in game, and no mods installed. This problem only started with 1.5 and the latest version of MCPatcher, 3.03. It occurs with the default texture pack as well as HD ones. Anyone's thoughts/help would be appreciated.
With the new 1.5 format, ctm can be pretty hard. What was once a relatively simple process can now take up an entire day, especially when you get into the more complex stuff which i was doing, and had planned to do a lot more of, such as using animated repeat ctm.
Back in 1.4 it was easy, make a repeat ctm sheet, write up a .properties file for it, animate it, make an animation strip, give that one a .properties file defining the coordinates where it would fit over the original ctm sheet, and there you go, animated repeat ctm. You could even cut a few steps out of this process if you wanted, i just did it this way for maximum compatibility (for those who shut off animations, but for some reason still use ctm)
Anyway, attempting this now... would take up an entire day. I would have to first make the repeat ctm, animate it as before, then make a seperate animation strip for each tile... doing 10x10 repeat ctm animations this way means ill need 100 animation strips, 100 text files defining the frame length, and a somewhat trickier properties file. This could take quite a while.
Now, here's what i would like to request to kahr, or anyone else who would make this really:
A ctm generator tool for texture artists.
It would allow for giving an input image which equates to a ctm sheet, the only size requirement being that it is divisible by whatever the resolution of the pack. The tiles would be numbered in the order they appear. (the addition of a togglable transparent numbered overlay as a preview would be excellent here)
It could then cut this one sheet into individual images automatically, and generate the .properties file from options selected from drop down boxes for method, weights, dimensions, metadata, etc. (perhaps with mouseover descriptions of what each feature does, it would really help to expand the ctm audience)
It should also allow for animated repeat ctm to be used by cutting large animations that cover multiple tiles to be cut down into their individual pieces.
From what i can tell, the unstitcher as it is seems capable of most of what ive described, however when designing a texture pack rather than converting an old one, it can be a tricky process that involves making a dummy pack, and dumping the files from one place to another. Not too bad to do, but a more polished version that is meant for working within 1.5 rather than just converting the 1.4 format would be excellent.
Thanks for taking the time to read this, i sure hope someone makes one some day.
Glass panes still make problems, found a rendering bug:
Besides, glass panes still use /ctm/block20.properties instead /ctm/block102.properties, ...
Minecraft 1.4.7 with MCPatcher 2.4.5_02 (intended behavior)
Snapshot 13w03a with MCPatcher 3.0.0-beta2 (glass panes using false properties file)
Question:
I'm using a lot of CTM properties-files in the "terrainXXX.png" fomrat, would performance be better if I change them to the "blockXXX.png" format or is there a replacement planned for the "terrain" naming format to make use of the new single-file terrain textures?
Question for Kahr (or anyone else knowledgeable in CTM):
Would it be possible to give a weight to a repeat CTM with the new MC patch version? As in, randomize a repeat pattern? I would love to create giant patterns that only appear once in a blue moon, but I don't know how to do so, or if it's possible.
I don't know if you can apply weights to random textures any more in the .properties files. You could select the same tile over and over and have it come up more often than the others because of this.
method=random
tiles=0 0 0 0 0 0 0 0 0 1
I'm not sure what you mean. It is definitely possible to apply weights to random textures with 1.5. The only difference is that each tile is a separate image, and you need to specify with a line of code what block the CTM applies to (since the names are arbitrary). Like this:
What I want to know is if there is some way to overlay both the repeat function and the random function. Say you wanted to have a giant 4 block flower appear on grass once in a blue moon. Using renderpass 2, you could have block1.properties say:
tiles=0 1 16 17
method=repeat
And this would be just a normal 2x2 grass pattern. Then you could have block1a.properties be:
tiles=0 1 16 17
method=repeat
renderpass=2
This png would of course be separate, and would feature that giant flower with no background. Renderpass 2 will enable it to be copied on top of the first grass pattern.
HOWEVER (and this is where the problem comes in), I can't see a way to have multiple renderpass 2 overlays that can be weighted to give me different giant flowers.
EDIT: The grass+flower example uses the 1.4.7 format, fyi.
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Endermen work fine.
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Better grass like mipmapping is disabled by default because it greatly changes the look of the game to a degree that some people just don't like. Even notch is very against mipmapping, else vanilla would have it.
Also better grass tends to have troubles with other mods sometimes that causes you to get the "white sides" bug, so rather than have a bunch of screen posts flooding the thread it's better to just leave it disabled and let people who want it deal with it.
I personally play without better grass I just don't care for the look of it, but I used to love it go figure.
I am using PainterlyPack.
Also check me out on:
WordPress, Etsy, and Spore.
Is there an alternative that will allow me to continue to use the Extended HD mod without having to deal with the flickering?
I'd prefer not to have the block light up in the first place.
Thank you very much for your help, can I do this with Optifine aswell?
But MCPatcher IS available for Mac... :|
I am having the very same problem, BetterGrass isn't working. Again, it's not the grey side issue, the sides are simply dirt as if BetterGrass was never applied at all. Neither updating to 1.5.1 nor rerunning MCPatcher with a fresh MC worked for me. I have Connected Textures checked along with BetterGrass, Fancy Graphics enabled in game, and no mods installed. This problem only started with 1.5 and the latest version of MCPatcher, 3.03. It occurs with the default texture pack as well as HD ones. Anyone's thoughts/help would be appreciated.
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Retired StaffWith the new 1.5 format, ctm can be pretty hard. What was once a relatively simple process can now take up an entire day, especially when you get into the more complex stuff which i was doing, and had planned to do a lot more of, such as using animated repeat ctm.
Back in 1.4 it was easy, make a repeat ctm sheet, write up a .properties file for it, animate it, make an animation strip, give that one a .properties file defining the coordinates where it would fit over the original ctm sheet, and there you go, animated repeat ctm. You could even cut a few steps out of this process if you wanted, i just did it this way for maximum compatibility (for those who shut off animations, but for some reason still use ctm)
Anyway, attempting this now... would take up an entire day. I would have to first make the repeat ctm, animate it as before, then make a seperate animation strip for each tile... doing 10x10 repeat ctm animations this way means ill need 100 animation strips, 100 text files defining the frame length, and a somewhat trickier properties file. This could take quite a while.
Now, here's what i would like to request to kahr, or anyone else who would make this really:
A ctm generator tool for texture artists.
It would allow for giving an input image which equates to a ctm sheet, the only size requirement being that it is divisible by whatever the resolution of the pack. The tiles would be numbered in the order they appear. (the addition of a togglable transparent numbered overlay as a preview would be excellent here)
It could then cut this one sheet into individual images automatically, and generate the .properties file from options selected from drop down boxes for method, weights, dimensions, metadata, etc. (perhaps with mouseover descriptions of what each feature does, it would really help to expand the ctm audience)
It should also allow for animated repeat ctm to be used by cutting large animations that cover multiple tiles to be cut down into their individual pieces.
From what i can tell, the unstitcher as it is seems capable of most of what ive described, however when designing a texture pack rather than converting an old one, it can be a tricky process that involves making a dummy pack, and dumping the files from one place to another. Not too bad to do, but a more polished version that is meant for working within 1.5 rather than just converting the 1.4 format would be excellent.
Thanks for taking the time to read this, i sure hope someone makes one some day.
where do I get that glass from love it so cool
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Retired StaffWould it be possible to give a weight to a repeat CTM with the new MC patch version? As in, randomize a repeat pattern? I would love to create giant patterns that only appear once in a blue moon, but I don't know how to do so, or if it's possible.
If it IS possible, how is it done?
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Retired StaffI'm not sure what you mean. It is definitely possible to apply weights to random textures with 1.5. The only difference is that each tile is a separate image, and you need to specify with a line of code what block the CTM applies to (since the names are arbitrary). Like this:
matchblocks=0
tiles=16-20
method=random
weights=20 20 1 2 2
What I want to know is if there is some way to overlay both the repeat function and the random function. Say you wanted to have a giant 4 block flower appear on grass once in a blue moon. Using renderpass 2, you could have block1.properties say:
tiles=0 1 16 17
method=repeat
And this would be just a normal 2x2 grass pattern. Then you could have block1a.properties be:
tiles=0 1 16 17
method=repeat
renderpass=2
This png would of course be separate, and would feature that giant flower with no background. Renderpass 2 will enable it to be copied on top of the first grass pattern.
HOWEVER (and this is where the problem comes in), I can't see a way to have multiple renderpass 2 overlays that can be weighted to give me different giant flowers.
EDIT: The grass+flower example uses the 1.4.7 format, fyi.