I know you are snowed under with many requests for new things and fixes. However there are two things I would dearly like to be able to animate, but currently can't. First is the 'pumpkinblur.png' and second are the new 'skeleton.png' and 'undead.png' horses. I have quadruple checked my '.properties' files and 'anim' strips by using them on other .png files, but whenever I try to animate pumpkinblur.png and specifically the undead.png horse...nothing happens.
I'm guessing the fact that the horse is layered by horse patterns and equipment by MC, makes it somewhat different than other mob files.
If it's not possible, then no probs, but if it's not a huge task to enable animation on those files, I'd be very grateful, many thanks, kahr.
As ever, all you do with MC Patcher is very much appreciated, but all too often just taken for granted.
I'm fairly new to the whole mods thing, and even newer to texture packs, but very enthusiastic. I've found a couple of texture packs that say to use MC Patcher, and I can't seem to figure out how to make it work with Forge. I need Forge for my mods, they're all Forge based, and I've read a few other threads that suggest OptiFine, but one of the texture packs specifically states that OptiFine won't work the pack properly. Any advice or help would be greatly appreciated, as my playing with Minecraft has kind of come to a halt as I try to figure this out. Thank you in advance.
Will FORGE mods work with this? Can we just install forge the way this page tells us too, and then just drag forge mods into the Mods folder like normal?
I noticed that when it rains or snows, my skybox disappears and defaults to regular sky. Can i make it so the skybox appears during rain, or even better, make one especially for that?
Hello everyone, I have a question about the CTM and I use Mc 1.4.7 with mcpatcher-2.4.5_03:
If I understand the example ctm.property file correctly, I should be able to apply CTM to blocks added via mods, right? I need the name of the block (example: "gearbox") and use "matchTiles=gearbox" to apply the ctm.
the problem is that nothing happens. I tried making a block.properties as if it were for a vanilla block, I tried matchBlock and matchTile but nothing seems to cause any changes at all.
I use NEI's block dump to get the "name" of the block I am trying to convert, is that wrong? Or am I supposed to give the path to the texture the block is using?
Hello everyone, I have a question about the CTM and I use Mc 1.4.7 with mcpatcher-2.4.5_03:
If I understand the example ctm.property file correctly, I should be able to apply CTM to blocks added via mods, right? I need the name of the block (example: "gearbox") and use "matchTiles=gearbox" to apply the ctm.
the problem is that nothing happens. I tried making a block.properties as if it were for a vanilla block, I tried matchBlock and matchTile but nothing seems to cause any changes at all.
I use NEI's block dump to get the "name" of the block I am trying to convert, is that wrong? Or am I supposed to give the path to the texture the block is using?
matchBlocks= and matchTiles= don't work for pre-1.5. You have to use blockIDs=. Prior to 1.5, there was no matchTiles= equivalent.
You really should consider updating to 1.5. The formats before and after are very different, and it's hard to find help for outdated stuff anymore.
Maybe, but I spent too much time piecing together my 1.4.7 and then they updated to 1.5.2. I will update, but only AFTER i played the hell out of it.^^
I renamed the property from block2987 to block1 and it worked on stone. But not on the mod block. Frankly, I've NEVER seen a working mod-block-property file, despite many people claiming that it should be possible with certain version (i believe the newer versions are broken in that aspect.)
Could you (or anyone) please write a working propertyfile for a random modblock? I just want to see how it is done properly, and not be told "it works" despite never seeing it work even once...
If i wanted to make a single animated repeat ctm sheet, how could i do it?
Specifically for the nether portal. I know of one pack that does have this, but looking at the files, it makes no sense. there's not even a portal.properties.
Anyway, i tried doing a regular repeat ctm .properties file for portal.png, and added 6 different animation strips, one for each tile, but it wouldn't work, it just kept taking the animation from portal.png in textures/blocks.
any help here?
Edit: I figured it out, nevermind. For anyone that wants to know how to do it specifically for the portal (regular animation strips and repeat ctm seems to work for everything else)
Here's what to do:
Name your six animation strips for the portal, in neumerical order from top left to bottom right: 13,15,25,27,37,39
then in portal.properties put:
method=ctm
tiles=0-47
This will treat it as if it's just classic ctm, and the numbers i mentioned above are the ones or the proper corner pieces that appear when blocks are placed as they are in the portal. No need to add in the 42 remaining tiles for repeat ctm, they aren't needed. Just the numbers mentioned above.
Anyway, remember to add the .txt files to make it work as well.
I tried downloading the MCpatcher version to patch my 13w22a jar but it keeps saying that it cannot open. And when I checked, the version was not the latest version even though I downloaded it from the latest download link.
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Could you possibly make better skies for The End? And maybe for the nether would be great. theres already a mod for it but would be much better if it was made by you
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Curse PremiumI'm guessing the fact that the horse is layered by horse patterns and equipment by MC, makes it somewhat different than other mob files.
If it's not possible, then no probs, but if it's not a huge task to enable animation on those files, I'd be very grateful, many thanks, kahr.
As ever, all you do with MC Patcher is very much appreciated, but all too often just taken for granted.
"The only thing we have to fear is fear itself" - Franklin Delano Roosevelt
Link to .jar is broken.
/ctm/end/block50.properties
method=random
tiles=skytorch
biomes=Sky
Putting the CENDENT back in transcendent!
Maybe like foliage/grass/light maps there is an in between for the different biomes.
Just tried that; it didn't work.
/ctm/end/skytorch.properties
matchTiles=torch
biomes=Sky
method=fixed
tiles=skytorch
Putting the CENDENT back in transcendent!
PROUD USER OF THE STEVE SKIN
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Retired StaffIf I understand the example ctm.property file correctly, I should be able to apply CTM to blocks added via mods, right? I need the name of the block (example: "gearbox") and use "matchTiles=gearbox" to apply the ctm.
the problem is that nothing happens. I tried making a block.properties as if it were for a vanilla block, I tried matchBlock and matchTile but nothing seems to cause any changes at all.
I use NEI's block dump to get the "name" of the block I am trying to convert, is that wrong? Or am I supposed to give the path to the texture the block is using?
This is the current propertyfile:
/CTM/CTMBlock2987.properties
Does anyone have an example for a working property file that applies CTM to mod-blocks? Maybe that will help me figure out what I did wrong.
PROUD USER OF THE STEVE SKIN
Then what is this supposed to mean?
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Curse PremiummatchBlocks= and matchTiles= don't work for pre-1.5. You have to use blockIDs=. Prior to 1.5, there was no matchTiles= equivalent.
You really should consider updating to 1.5. The formats before and after are very different, and it's hard to find help for outdated stuff anymore.
Maybe, but I spent too much time piecing together my 1.4.7 and then they updated to 1.5.2. I will update, but only AFTER i played the hell out of it.^^
Also, blockIDs doesnt seem to work.
I renamed the property from block2987 to block1 and it worked on stone. But not on the mod block. Frankly, I've NEVER seen a working mod-block-property file, despite many people claiming that it should be possible with certain version (i believe the newer versions are broken in that aspect.)
Could you (or anyone) please write a working propertyfile for a random modblock? I just want to see how it is done properly, and not be told "it works" despite never seeing it work even once...
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View User Profile
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View Posts
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Send Message
Retired StaffIf i wanted to make a single animated repeat ctm sheet, how could i do it?
Specifically for the nether portal. I know of one pack that does have this, but looking at the files, it makes no sense. there's not even a portal.properties.
Anyway, i tried doing a regular repeat ctm .properties file for portal.png, and added 6 different animation strips, one for each tile, but it wouldn't work, it just kept taking the animation from portal.png in textures/blocks.
any help here?
Edit: I figured it out, nevermind. For anyone that wants to know how to do it specifically for the portal (regular animation strips and repeat ctm seems to work for everything else)
Here's what to do:
Name your six animation strips for the portal, in neumerical order from top left to bottom right: 13,15,25,27,37,39
then in portal.properties put:
This will treat it as if it's just classic ctm, and the numbers i mentioned above are the ones or the proper corner pieces that appear when blocks are placed as they are in the portal. No need to add in the 42 remaining tiles for repeat ctm, they aren't needed. Just the numbers mentioned above.
Anyway, remember to add the .txt files to make it work as well.