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"?
@markacashion;
This method isn't like painting.
Ok, it's random but not like painting...
I'm sorry. I didn't see the part about paintings. I don't exactly know how set up random textures for paintings. I'm sorry for looking at first. I though you meant just random block textures in general. I don't know how to do random painting. Sorry
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"?
@markacashion;
This method isn't like painting.
Ok, it's random but not like painting...
I'm sorry. I didn't see the part about paintings. I don't exactly know how set up random textures for paintings. I'm sorry for looking at first. I though you meant just random block textures in general. I don't know how to do random painting. Sorry
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Unexpected error
A full error report has been saved to C:\Users\TNTitsUP\AppData\Roaming\.minecraft\crash-reports\crash-2013-03-25_20.54.58-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT 41baccd2 --------
Full report at:
C:\Users\TNTitsUP\AppData\Roaming\.minecraft\crash-reports\crash-2013-03-25_20.54.58-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 13-03-25 20:54
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_07, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1972622352 bytes (1881 MB) / 2058027008 bytes (1962 MB) up to 2058027008 bytes (1962 MB)
JVM Flags: 2 total; -Xms2048m -Xmx2048m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: ModLoader, EntityRendererProxy[com.prupe.mcpatcher.MCPatcherUtils, Config, MCLogger, ...], [com.prupe.mcpatcher.mod.ColorizeItem, AAHelper, TessellatorUtils, ...]
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
ModLoader: Mods loaded: 1
ModLoader 1.5.1
LWJGL: 2.4.2
OpenGL: AMD Radeon HD 6900 Series GL version 4.2.12002 Compatibility Profile Context 9.12.0.0, ATI Technologies Inc.
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Texture Pack: mcpatcher-converted-TNTUP_146_font2.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
java.lang.IllegalAccessError: tried to access method bgf.c(I)V from class com.prupe.mcpatcher.TexturePackAPI
at com.prupe.mcpatcher.TexturePackAPI.bindTexture(TexturePackAPI.java:223)
at com.prupe.mcpatcher.mod.MipmapHelper.copySubTexture(MipmapHelper.java:127)
at bip.a(SourceFile:289)
at bim.l(TextureStitched.java:189)
at bis.c(SourceFile:166)
at bgf.b(RenderEngine.java:394)
at net.minecraft.client.Minecraft.l(SourceFile:1060)
at net.minecraft.client.Minecraft.K(SourceFile:574)
at net.minecraft.client.Minecraft.run(SourceFile:526)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT c2baf230 ----------
any help on this or I need to repatch mcpatcher? never seen that kind of error before.
EDIT: I added modloader without bgf.class.. Added other mods and its working fine =)
I seem to be having an issue with custom colors, nether fog has reverted to the standard red even though i have the color setting different. Any ideas?
I am having an issue.
When I used mcpatcher to convert my old ctm to the new format, it did something odd.
It made three folders
Default:
Containing the properties files for my bookshelfs, sandstone, but holds none of the textures for such, and instead holds the ctm textures for my glass panes, as well as just 'glass'.
But the ctm in game for the panes take no effect.
'Glass'
# Converted from /ctm.png and /ctm.png
# Individual tiles are in /ctm/default
#Mon Mar 25 22:00:00 PDT 2013
connect=block
matchBlocks=20
method=glass
'Glasspane"
# Converted from /ctm.png and /ctm.png
# Individual tiles are in /ctm/default
#Mon Mar 25 22:00:00 PDT 2013
connect=block
matchBlocks=102
method=glass
The book and sandstone appear to work even in this folder.
Glass
This one folds the ctm textures for my glass blocks, as well as a block20 properties file, and one for 'glass' and 'glass_a"
Block20 - guessing it's my 'transparent version'
# Converted from /ctm/block20.properties and /ctm/glass.png
# Individual tiles are in /ctm/glass
#Mon Mar 25 22:00:00 PDT 2013
tiles=64-75 80-91 96-107 112-123
renderPass=3
method=ctm
Glass
# Converted from /ctm/terrain49.properties and /ctm/glass.png
# Individual tiles are in /ctm/glass
#Mon Mar 25 22:00:00 PDT 2013
method=ctm
Glass_a - or maybe this is it? O.o
# Converted from /ctm/terrain49a.properties and /ctm/glass.png
# Individual tiles are in /ctm/glass
#Mon Mar 25 22:00:00 PDT 2013
tiles=64-75 80-91 96-107 112-123
renderPass=3
matchTiles=glass
method=ctm
My glass CTM does not work at all, and the transparent 'better glass' ctm seems to be off center.
CTM not working at all, and the transparent part not sure, it looks like it may be working as it's covering the center of the 3 row one, but the normal glass texture is not.
Either way I am confused.
randomctm
This holds all the other ctm textures,
This also holds another properties file for the bookshelfs and sandstone, just like the 'default' folder does.
These files however do all seem to work fine, I've not yet seen any issues.
So my issue is.. my glass is messed up, and I have no clue how to fix it..
I got odd folders.. and extra files I'm unsure of.
Oh, another question. Where could I find a complete list of all the data values (is that the correct term?) for the blocks that use the textures of other blocks (steps, slabs, pressure plates, etc.)? That would be a good thing to include in the "Information for Texture Pack Artists" section.
I'm not sure you understood my question. I'm looking for the texture numbers of the blocks that use the textures of other blocks so I can tell CTM to give them a texture other than the texture of the block that they normally take their texture from.
The block IDs and metadata that would allow you to make rules causing them to use unique textures is available on the page I linked. If you want to get a better idea about how textures are mapped to certain blocks then here is a good guide.
I agree that the information is a bit spread out at the moment and could do with all being in one place.
So does any data value on the page work? Can I make different textures for tools with certain enchantments or for cake that's a certain amount eaten?
I noticed this while working on some optional CTM stuff for my pack. The stairs are a good example of how there is little consistency in how the textures are applied.
I was going to work on a template pack but it sounds like you are already further along with it.
CTM doesn't work on items yet from what I understand (I'd very much like it to). I already have a few different randomised cake toppings working and, while I haven't tested it directly, I see no reason you'd not be able to change the textures used depending on how much has been eaten. Just use metadata=n (with n 0-5 depending on how many slices eaten).
Cool, I'll remember that for later..
Now, do you know anything about my previous question?
My CTM works for glass and it shows they are connected, but they doesn't works for glass panes. It's simple, i think i don't need to get pics. But, Any help?
Was the brightening of worked blocks a requested feature?
I don't see an option for Extended HD that pertains to lighting up a block when a tool is used on it, but I'd like to disable this. Does anyone know of a way to remove that feature?
Glas Panes now need their own .properties file, and the mcpatcher converter may not recreate anything correct.
You may try my pack (see signature) for testing. ;-)
I'll check it out! It's a beautiful pack, i've saw it a while ago Thanks.
Hello Kahr.
Is it possible to make a no-connected rule for ctm?
Because I would to make some things and they going better with a no-connect rule rule.
Like if it connect to sand it dont connect.
And what about the diffrent sprites for the weapont I mean the brocken level?
Alright, I'm having some trouble with the CTM. I converted it with the patcher, but the CTM still doesn't show up in game. So I tried manually grouping the different textures into folders in the CTM folder (for example, the dirt textures are in a folder labled "dirt", numbered 0-15, with a properties file that says
tiles=0-15
method=random
) because that appears to be what Glimmar did and the CTM in his pack works just fine. But the CTM still doesn't show up in game. Kinda at a loss for how to make this work.
Is it possible to make it so plants don't double themselves?
Well, what i mean is... plants, their ingame model is the 2D texture, doubled, rotated 90 degrees crossing over in the middle in a X shape.
I had added an easteregg to my pack a bit back one day as a random rose varient, but i had made the weight so low i couldn't get it spawn ingame so i had completely forgotten about it until someone posted a screenshot and asked about it.
That's when i realized... This thing has 2 heads:
It's not such a bad thing really, it fits the surreal theme of my pack, but ideally i'd like a regular one headed flamingo. Is it possible to edit the plant axis? I would imagine such a feature might exist for the purpose of making better plant models, since using 2 different images would provide more detailed plants, but i can't find anything about it. Can i make my 2 headed flamingo into a single headed one?
any help on this or I need to repatch mcpatcher? never seen that kind of error before.
EDIT: I added modloader without bgf.class.. Added other mods and its working fine =)
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Retired StaffWhen I used mcpatcher to convert my old ctm to the new format, it did something odd.
It made three folders
Default:
Containing the properties files for my bookshelfs, sandstone, but holds none of the textures for such, and instead holds the ctm textures for my glass panes, as well as just 'glass'.
But the ctm in game for the panes take no effect.
'Glass'
# Converted from /ctm.png and /ctm.png
# Individual tiles are in /ctm/default
#Mon Mar 25 22:00:00 PDT 2013
connect=block
matchBlocks=20
method=glass
'Glasspane"
# Converted from /ctm.png and /ctm.png
# Individual tiles are in /ctm/default
#Mon Mar 25 22:00:00 PDT 2013
connect=block
matchBlocks=102
method=glass
The book and sandstone appear to work even in this folder.
Glass
This one folds the ctm textures for my glass blocks, as well as a block20 properties file, and one for 'glass' and 'glass_a"
Block20 - guessing it's my 'transparent version'
# Converted from /ctm/block20.properties and /ctm/glass.png
# Individual tiles are in /ctm/glass
#Mon Mar 25 22:00:00 PDT 2013
tiles=64-75 80-91 96-107 112-123
renderPass=3
method=ctm
Glass
# Converted from /ctm/terrain49.properties and /ctm/glass.png
# Individual tiles are in /ctm/glass
#Mon Mar 25 22:00:00 PDT 2013
method=ctm
Glass_a - or maybe this is it? O.o
# Converted from /ctm/terrain49a.properties and /ctm/glass.png
# Individual tiles are in /ctm/glass
#Mon Mar 25 22:00:00 PDT 2013
tiles=64-75 80-91 96-107 112-123
renderPass=3
matchTiles=glass
method=ctm
My glass CTM does not work at all, and the transparent 'better glass' ctm seems to be off center.
CTM not working at all, and the transparent part not sure, it looks like it may be working as it's covering the center of the 3 row one, but the normal glass texture is not.
Either way I am confused.
randomctm
This holds all the other ctm textures,
This also holds another properties file for the bookshelfs and sandstone, just like the 'default' folder does.
These files however do all seem to work fine, I've not yet seen any issues.
So my issue is.. my glass is messed up, and I have no clue how to fix it..
I got odd folders.. and extra files I'm unsure of.
Any help to fix this mess would be nice!
Also check me out on:
WordPress, Etsy, and Spore.
I'm not sure you understood my question. I'm looking for the texture numbers of the blocks that use the textures of other blocks so I can tell CTM to give them a texture other than the texture of the block that they normally take their texture from.
Also check me out on:
WordPress, Etsy, and Spore.
So does any data value on the page work? Can I make different textures for tools with certain enchantments or for cake that's a certain amount eaten?
Also check me out on:
WordPress, Etsy, and Spore.
█▄▄█ █▄█▄█ █▀▀ ▀▀█ █░░█ █░▀░█ █▀▀
▀░░▀ ░▀░▀░ ▀▀▀ ▀▀▀ ▀▀▀▀ ▀░░░▀ ▀▀▀
Cool, I'll remember that for later..
Now, do you know anything about my previous question?
Also check me out on:
WordPress, Etsy, and Spore.
I don't see an option for Extended HD that pertains to lighting up a block when a tool is used on it, but I'd like to disable this. Does anyone know of a way to remove that feature?
I'll check it out! It's a beautiful pack, i've saw it a while ago
Is it possible to make a no-connected rule for ctm?
Because I would to make some things and they going better with a no-connect rule rule.
Like if it connect to sand it dont connect.
And what about the diffrent sprites for the weapont I mean the brocken level?
Also check me out on:
WordPress, Etsy, and Spore.
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Retired StaffWell, what i mean is... plants, their ingame model is the 2D texture, doubled, rotated 90 degrees crossing over in the middle in a X shape.
I had added an easteregg to my pack a bit back one day as a random rose varient, but i had made the weight so low i couldn't get it spawn ingame so i had completely forgotten about it until someone posted a screenshot and asked about it.
That's when i realized... This thing has 2 heads:
It's not such a bad thing really, it fits the surreal theme of my pack, but ideally i'd like a regular one headed flamingo. Is it possible to edit the plant axis? I would imagine such a feature might exist for the purpose of making better plant models, since using 2 different images would provide more detailed plants, but i can't find anything about it. Can i make my 2 headed flamingo into a single headed one?
The ctm folder is not capitalized, and the dirt properties is called dirt.properties
Also check me out on:
WordPress, Etsy, and Spore.
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Curse PremiumDid you specify a block or tile to replace in the properties file? If it's not included in the title, it needs to be in the properties file.
Uh, possibly not. How do I do that?Yes I have. I just added "matchTiles=dirt" to the beginning of the dirt.properties so it now says Still no effect
Also check me out on:
WordPress, Etsy, and Spore.