Thanks for posting about this. I had a similar thought with other block constructions - whether you could use ctm with only incomplete files and have it still work. Glad to hear it does!
I must say that I have recently been thinking a lot about what is possible using combinations of methods to replace tiles, and I think there are a lot of tricks that can be achieved. I've seen some very cool ctm stuff in texture packs over the past year or so but there's more I think people can do!
I'm personally going to be experimenting a bit and I'll post my results in this thread if I find anything cool.
For classic ctm, omitting tiles only works for the portal, because the portal appears exclusively in 2x3 tiles every time. If you want to just use partial classic ctm, you can, just put the single tile texture in as filler.
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Is it possible in any way to animate random ctm? I have a jukebox_top.png which I want to animate for each disc (empty is metadata 0, gold disc is 1, green is 2 etc.) with 5 frames so that it looks like the disc is rotating, with the correct color. I know the way to do it with only one disc color (animated texture is default and unanimated ctm replaces it when metadata=0) but I don't really like it. I have already tried the way with the "anim" folder but it seems to ignore it. .txt files in the ctm folder also don't work. Can someone help me?
Got a suggestion for the "Better Skies"-Department:
I think it would be nice and useful if we could assign multiple sources for starfields. Right now we can only have 1 starfield listed as "source=". This means that every night we get to see the exact same starfield.
If we could list them as "source[#]=" instead we could be able to assign something like a "selector=" with the values random/fixed/ordered.
If the selector is set to "random", Betterskies will pick one starfield from all the "source[#]" listed and display that on the sky. If it is "fixed", we will always get "source[0]=" on the sky. And when it is "ordered" it will pick "source[0]=" first, then "source[1]=" and so on and start again from the beginning once it reaches the end.
People above have asked this but nobody answered. How can I patch 13w22a? It says it cannot find Minecraft. I've done everything correct, and I've been patching with MCPatcher for months now and never had issues.
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"The only thing we have to fear is fear itself" - Franklin Delano Roosevelt
I am trying to redo my glass, using betterglass and randomized vertical ctm.
I have the vertical ctm betterglass set up just fine, then i tried to make another .properties file using the matchtiles feature to add random ctm support to the vertical ctm, so each tile in the vertical ctm had randomized versions of itself that would work in that spot of the vertical ctm. Unfortunately i can't get this to work.
Does matchtiles not work on ctm outputs that are already using betterglass? Or am i simply doing it wrong.
I have uploaded my test textures that i had so far. If anyone is willing to have a look and see if they can get this to work, Here are the files.
Info below is only relevant if you download the file:
It's already in the format of a texture pack, so the .zip can go right in your texture packs directory. It contains only the glass files however.
Anyway, what i am trying to do is get the center "glass" of .png to randomize.
Glass1.properties is the file i am trying to use to get the random ctm applied.
2.png (it's the red one) is the center piece (the one that repeats between the top and bottom) of the vertical ctm.
I guess you'll have to make a .properties file for each disc, adding "a","b","c" at the end of each filenames.
Each file referring to a different animation, with the proper metadata.
That worked. But there is one problem: The jukebox has metadata 1, regardless of the disc in it. If I look at Minecraftwiki, I see that the metadata should be another per disc. How do I get the correct animation play with the correct disc?
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...
CTM for mod blocks wasn't introduced until the new texture pack format in 1.5. When you upgrade, you'll be able to use matchBlocks to reference mod block IDs. matchTiles also works, but you'll need to know the exact name (icon.getIconName() in MCP terms) of the tile. The problem is there's no real standard for this. For vanilla textures this is the filename without the .png extension. For CTM tiles loaded by MCPatcher, it's the full path. For other mods, it's whatever they decided to use in their code.
The skybox just disappears completely when it rains, is there any way to prevent this, or add a custom one for rainy weather?
There's no way to prevent this currently.
Keep in mind that any transition, whether day-night, clear-raining, or between biomes as suggested earlier, requires both sets of textures to be in memory. Skybox textures tend to be very large in order to provide enough detail over a wide area, so you can easily fill up texture memory if multiple transitions are happening at once.
That worked. But there is one problem: The jukebox has metadata 1, regardless of the disc in it. If I look at Minecraftwiki, I see that the metadata should be another per disc. How do I get the correct animation play with the correct disc?
I can probably save you some time. I tried doing this myself about a year ago and found it wasn't possible. The jukebox is a tile entity, and the NBT data that determines which record is playing is not even sent to the client. The only indication the client gets is a "play this sound at this x,y,z" message from the server. Presumably, this means if you're out of hearing range of the jukebox when another player inserts a record, you won't hear anything as you approach either. Never tested that though.
So unless Mojang changed something, there's no way for the client to render differently based on record id. If it's any consolation, I had it working perfectly in 1.2.5.
I can probably save you some time. I tried doing this myself about a year ago and found it wasn't possible. The jukebox is a tile entity, and the NBT data that determines which record is playing is not even sent to the client. The only indication the client gets is a "play this sound at this x,y,z" message from the server. Presumably, this means if you're out of hearing range of the jukebox when another player inserts a record, you won't hear anything as you approach either. Never tested that though.
So unless Mojang changed something, there's no way for the client to render differently based on record id. If it's any consolation, I had it working perfectly in 1.2.5.
@13thMurder
I see what you did there...
It's very silly, your matchtiles line refers to /ctm/glass/stuff.png instead of /ctm/myglass/stuff.png
I could randomize the color of the corners yet, but I couldn't get the transparent glass hue changed...
Anyway, hope you'll get through this.
Ah yes... the directory isn't the problem though, as you've seen. That was just something i forgot to change when i renamed the directory. Oh well, i guess ill have to settle for just plain old vertical ctm.
Anyone know if it's possible to get the glass to render under the frame with betterglass?
Since i cant use matchtiles with the glass bit to add varients to my vertical ctm, just plain old random ctm would work fine limiting it by letting the frame cut off the glass where it needs to.
But how do i make the frame render on top of the glass? It seems a bit backward having the glass on top.
Okay so quite some time ago I was having an issue getting CTM to work and after alot of frustration a kind person named Vattic helped me get it fixed.
It works fantastically.
But now that I know this can be done with glass, my next order of business is wanting to know if it can be done with dirt BUT only in a very specific way.
So for starters, let's have a look at one of the greatest (if not THE greatest) sidescrolling platformer game ever made.
Yoshi's Island.
In Yoshi's Island, due to the power of the new chip for the super nintendo and extremely passionate pixel artists, the world never grew monotonous. It was hard to tell where one tile ended and another began.
However specifically I'd like to draw your attention to the dark brown blocks in the bottom left:
Notice how the dark brown blocks in the bottom left are all very similar but come in a variety of sizes? Well I love that look. I think it does an excellent job breaking up the monotony of tiles. Very few games do this anymore outside of Kirby. Most games now use a very strict repeating tile system (for whatever reason) or in other case simply paint the environment. We can use Bastion as an example.
However, since Minecraft is a very pixely game, I'd like to achieve a similar effect to the blocks in that Yoshi's Island screenshot.
Let's assume for a moment I decide to make my dirt tiles function currently the same way as my glass (without the fancy transparent overlays or anything. these are just plain textures meant to connect) and I were to do it using this template again:
Nothing fancy.
Would there be a way of excluding chunks of this template WITHOUT completely ruining the entire system?
For example let's say I didn't want the vertical chunk (12, 24, 36)* and the horizontal chunk (1, 2, 3)*.
Let's say all I wanted was the big square (4,5,16,17) and the REALLY big square (13,14,15,25,26,27,37,38,39).
Would that be possible? In case I'm not making sense with words here's an awful example I wipped up:
Okay so here's my normal dirt texture:
16x16 very simple.
And here's what dirt walls look like in my texture pack currently:
Cute but a bit plain.
And lets say I wanted to break up the uniformity with some large chunks of soil (not strictly in this style or with these designs I'm just using this as a sloppy example):
Would such a thing even be possible? I'd be fine if there were way more large chunks of dirt in walls than small ones. I know the few small ones scattered amongst the big ones in the above image wouldn't really be possible. Or at least I assume not.
What I'm curious about is if I can just have big squares of dirt at all!
That's what I'd like without the long vertical or long horizontal rectangle chunks that I listed above*.
Is such a thing possible? And if so, how?
And for that matter, if I decided to make alternate textures for the tree leaves (they could just be random 16x16s. they dont need to connect or anything.) how would I got about doing it? Would it even be possible?
I ALSO HAVE A SECOND UNRELATED QUESTION TO ALL THE CRAP I ASKED ABOVE.
Right, so.
Another thing I've been having an issue with is the color.properties file.
I've added extra color files to my pack for it in the misc section for a few things.
Most of them are for the default blocks and one for stone blocks as suggested by Kharl or whatever the name of the McPatcher chap is.
I followed the directions exactly (i even looked at other packs for examples) and made a file for TALL GRASS colors.
I want my tall grass (the type that gives you seeds) to be more vibrant than the actual grass tiles it sits on.
Here's what the palette looks like:
Quite colorful obviously. Which is what I want.
In my color.properties file I have these two lines of code:
originally it was 31=1 31=2 because thats how the mcpatcher guy had worded it. It's been changed since then to ":" instead of "=" and I changed my code to follow suit but still hasn't quite worked. My stonecolor.png works but my tallgrasscolor.png does NOT work. I also took this same file and copied it and named it birchcolor.png because that is one of the default files custom colors is meant to work with. neither my tall grass nor my birch has changed.
Here:
As you can see, my tall grass is still blending with the same colors as my grass tiles.
It's not following my .png or the instructions in the color.properties file.
Part of me wonders if perhaps I'm meant to flip the PNG so the vibrant parts are in the top right instead of the bottom left but I don't want to screw around with it too much.
Is it possible to even edit tall grass and tree leaf colors?
Because not matter what I do I can't get jungle trees (the ones with coacoa) or birch trees or tall grass to change color away from the default. They are still the same ugly-as-hell green that minecraft uses by default.
My pinecolor.png works fine though so I'm not sure what the issue is.
Anyway, for the first of your problems, you can use the repeat method of CTM. Basically make a 256x256 texture out of your 16x16 blocks and it will use that texture but tiled over the normal area in-game. I don't explain it very well, but try out this pack (in-game with mcpatcher obviously so you can see how it looks): http://www.planetminecraft.com/texture_pack/elementalessence/
I'm pretty sure it's now possible to randomise the repeat blocks as well so you can have have few of those big tiles that randomise over the landscape.
Alternate leaves can be done with random CTM or the repeat CTM as well. Check the information for texture pack makers section in the OP of this thread for more info on the different CTM's.
As for the colours, wouldn't even know where to start.
I redid my pack's glass using betterglass, the frame uses vertical ctm and the glass itself uses random.
The problem being that to fill the middle section properly, there's some overlapping on the top and bottom. It's not too noticable, but not ideal.
Notice the red highlighted bit, and everything else at the top and bottom of the frame:
Is there any way to make the frame overlap the glass, rather than the other way around?
Also, if i wanted to use a different texture for the glass on the top and bottom, how could i go about doing that? i tried making alternate glass textures applied with random ctm with
...I ALSO HAVE A SECOND UNRELATED QUESTION TO ALL THE CRAP I ASKED ABOVE...
By the look of your palette file, it would seem your concept of how biome palettes work with the current versions of the game is a bit out of date. Go to this thread to get fully up to date on them in a matter of seconds: http://www.minecraft...t/topic/870780- They're actually a lot easier now than they were back then, and the upper right corner of them means absolutely nothing at all to the game's code.
In regards to your intended separation of tall grass from flat grass, it sounds like you may have two palettes applied to grass which are blending -OR- only the default grass palette is rendering for both. I know of no way to disable the default grasscolor.png (which is applied to both flat and tall grass) short of making the file completely white. You'd then need to make two custom palettes--one for flat grass and one for tall grass.
Unfortunately, custom palettes only work by block ID at the moment, so the palette would also likely apply to the dirt sides of grass blocks. To accomplish what you seem to be attempting, you probably need to ask Kahr if he could implement a new standard custom palette exception (tallgrasscolor.png perhaps?) specifically for tall grass which overrides grasscolor.png the way birchcolor.png overrides the default, hard-coded value when present.
Asking for a junglecolor.png file for jungle leaves might be useful too, but using the method described above you should in theory already be able to separate jungle leaves from oak leaves. Though it's a bit more over-complicated as foliagecolor.png also affects vines and swamps have their own palette to override Mojang's disgusting, hardcoded mess.
For separate oak and jungle leaves, in color.properties, you'd basically need to create the following lines:
Then you create the six png palette files named on those lines in the misc folder and ensure that foliagecolor.png and swampfoliagecolor are completely white. Keep in mind that while this theory is sound I haven't actually tested any of this and there could be some lines of code that prevent applying multiple palettes to the standard minecraft palettes. Ultimately to avoid massive amounts of pointless complexity, I think asking Kahr to just add a tallgrasscolor.png, junglecolor.png, and possibly a vinecolor.png to standard CustomColors would be the best idea.
For those who want MCPatcher with Forge, it works fine with exactly these version :
- MCPatcher 3.0.4
- Forge 7.8.0 (build 712) for 1.5.2
Please be sure you're on a unmodded minecraft and get MCPatcher like that :
I got that forge build and it still won't work for me. With the recommended forge build, the game would freeze. With that 712, FML gives an error before the game launches, saying fatal, and can't run in current configuration.
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Retired StaffFor classic ctm, omitting tiles only works for the portal, because the portal appears exclusively in 2x3 tiles every time. If you want to just use partial classic ctm, you can, just put the single tile texture in as filler.
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Portal Gun Mod
Aperture Craft
Will that remove those o:
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I think it would be nice and useful if we could assign multiple sources for starfields. Right now we can only have 1 starfield listed as "source=". This means that every night we get to see the exact same starfield.
If we could list them as "source[#]=" instead we could be able to assign something like a "selector=" with the values random/fixed/ordered.
If the selector is set to "random", Betterskies will pick one starfield from all the "source[#]" listed and display that on the sky. If it is "fixed", we will always get "source[0]=" on the sky. And when it is "ordered" it will pick "source[0]=" first, then "source[1]=" and so on and start again from the beginning once it reaches the end.
"The only thing we have to fear is fear itself" - Franklin Delano Roosevelt
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Retired StaffI am trying to redo my glass, using betterglass and randomized vertical ctm.
I have the vertical ctm betterglass set up just fine, then i tried to make another .properties file using the matchtiles feature to add random ctm support to the vertical ctm, so each tile in the vertical ctm had randomized versions of itself that would work in that spot of the vertical ctm. Unfortunately i can't get this to work.
Does matchtiles not work on ctm outputs that are already using betterglass? Or am i simply doing it wrong.
I have uploaded my test textures that i had so far. If anyone is willing to have a look and see if they can get this to work, Here are the files.
Info below is only relevant if you download the file:
It's already in the format of a texture pack, so the .zip can go right in your texture packs directory. It contains only the glass files however.
Anyway, what i am trying to do is get the center "glass" of .png to randomize.
Glass1.properties is the file i am trying to use to get the random ctm applied.
2.png (it's the red one) is the center piece (the one that repeats between the top and bottom) of the vertical ctm.
That worked. But there is one problem: The jukebox has metadata 1, regardless of the disc in it. If I look at Minecraftwiki, I see that the metadata should be another per disc. How do I get the correct animation play with the correct disc?
ImonlyI
CTM for mod blocks wasn't introduced until the new texture pack format in 1.5. When you upgrade, you'll be able to use matchBlocks to reference mod block IDs. matchTiles also works, but you'll need to know the exact name (icon.getIconName() in MCP terms) of the tile. The problem is there's no real standard for this. For vanilla textures this is the filename without the .png extension. For CTM tiles loaded by MCPatcher, it's the full path. For other mods, it's whatever they decided to use in their code.
Make sure you're using the 4.0.0 beta version a couple pages back. Then click Browse and select 13w22a.jar in the 13w22a folder.
There's no way to prevent this currently.
Keep in mind that any transition, whether day-night, clear-raining, or between biomes as suggested earlier, requires both sets of textures to be in memory. Skybox textures tend to be very large in order to provide enough detail over a wide area, so you can easily fill up texture memory if multiple transitions are happening at once.
I can probably save you some time. I tried doing this myself about a year ago and found it wasn't possible. The jukebox is a tile entity, and the NBT data that determines which record is playing is not even sent to the client. The only indication the client gets is a "play this sound at this x,y,z" message from the server. Presumably, this means if you're out of hearing range of the jukebox when another player inserts a record, you won't hear anything as you approach either. Never tested that though.
So unless Mojang changed something, there's no way for the client to render differently based on record id. If it's any consolation, I had it working perfectly in 1.2.5.
That's really sad. Thanks.
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Retired StaffAh yes... the directory isn't the problem though, as you've seen. That was just something i forgot to change when i renamed the directory. Oh well, i guess ill have to settle for just plain old vertical ctm.
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Retired StaffSince i cant use matchtiles with the glass bit to add varients to my vertical ctm, just plain old random ctm would work fine limiting it by letting the frame cut off the glass where it needs to.
But how do i make the frame render on top of the glass? It seems a bit backward having the glass on top.
It works fantastically.
But now that I know this can be done with glass, my next order of business is wanting to know if it can be done with dirt BUT only in a very specific way.
So for starters, let's have a look at one of the greatest (if not THE greatest) sidescrolling platformer game ever made.
Yoshi's Island.
In Yoshi's Island, due to the power of the new chip for the super nintendo and extremely passionate pixel artists, the world never grew monotonous. It was hard to tell where one tile ended and another began.
However specifically I'd like to draw your attention to the dark brown blocks in the bottom left:
Notice how the dark brown blocks in the bottom left are all very similar but come in a variety of sizes? Well I love that look. I think it does an excellent job breaking up the monotony of tiles. Very few games do this anymore outside of Kirby. Most games now use a very strict repeating tile system (for whatever reason) or in other case simply paint the environment. We can use Bastion as an example.
However, since Minecraft is a very pixely game, I'd like to achieve a similar effect to the blocks in that Yoshi's Island screenshot.
Let's assume for a moment I decide to make my dirt tiles function currently the same way as my glass (without the fancy transparent overlays or anything. these are just plain textures meant to connect) and I were to do it using this template again:
Nothing fancy.
Would there be a way of excluding chunks of this template WITHOUT completely ruining the entire system?
For example let's say I didn't want the vertical chunk (12, 24, 36)* and the horizontal chunk (1, 2, 3)*.
Let's say all I wanted was the big square (4,5,16,17) and the REALLY big square (13,14,15,25,26,27,37,38,39).
Would that be possible? In case I'm not making sense with words here's an awful example I wipped up:
Okay so here's my normal dirt texture:
16x16 very simple.
And here's what dirt walls look like in my texture pack currently:
Cute but a bit plain.
And lets say I wanted to break up the uniformity with some large chunks of soil (not strictly in this style or with these designs I'm just using this as a sloppy example):
Would such a thing even be possible? I'd be fine if there were way more large chunks of dirt in walls than small ones. I know the few small ones scattered amongst the big ones in the above image wouldn't really be possible. Or at least I assume not.
What I'm curious about is if I can just have big squares of dirt at all!
That's what I'd like without the long vertical or long horizontal rectangle chunks that I listed above*.
Is such a thing possible? And if so, how?
And for that matter, if I decided to make alternate textures for the tree leaves (they could just be random 16x16s. they dont need to connect or anything.) how would I got about doing it? Would it even be possible?
I ALSO HAVE A SECOND UNRELATED QUESTION TO ALL THE CRAP I ASKED ABOVE.
Right, so.
Another thing I've been having an issue with is the color.properties file.
I've added extra color files to my pack for it in the misc section for a few things.
Most of them are for the default blocks and one for stone blocks as suggested by Kharl or whatever the name of the McPatcher chap is.
I followed the directions exactly (i even looked at other packs for examples) and made a file for TALL GRASS colors.
I want my tall grass (the type that gives you seeds) to be more vibrant than the actual grass tiles it sits on.
Here's what the palette looks like:
Quite colorful obviously. Which is what I want.
In my color.properties file I have these two lines of code:
originally it was 31=1 31=2 because thats how the mcpatcher guy had worded it. It's been changed since then to ":" instead of "=" and I changed my code to follow suit but still hasn't quite worked. My stonecolor.png works but my tallgrasscolor.png does NOT work. I also took this same file and copied it and named it birchcolor.png because that is one of the default files custom colors is meant to work with. neither my tall grass nor my birch has changed.
Here:
As you can see, my tall grass is still blending with the same colors as my grass tiles.
It's not following my .png or the instructions in the color.properties file.
Part of me wonders if perhaps I'm meant to flip the PNG so the vibrant parts are in the top right instead of the bottom left but I don't want to screw around with it too much.
Is it possible to even edit tall grass and tree leaf colors?
Because not matter what I do I can't get jungle trees (the ones with coacoa) or birch trees or tall grass to change color away from the default. They are still the same ugly-as-hell green that minecraft uses by default.
My pinecolor.png works fine though so I'm not sure what the issue is.
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Curse PremiumHi zekey, didn't know you were still around!
Anyway, for the first of your problems, you can use the repeat method of CTM. Basically make a 256x256 texture out of your 16x16 blocks and it will use that texture but tiled over the normal area in-game. I don't explain it very well, but try out this pack (in-game with mcpatcher obviously so you can see how it looks): http://www.planetminecraft.com/texture_pack/elementalessence/
I'm pretty sure it's now possible to randomise the repeat blocks as well so you can have have few of those big tiles that randomise over the landscape.
Alternate leaves can be done with random CTM or the repeat CTM as well. Check the information for texture pack makers section in the OP of this thread for more info on the different CTM's.
As for the colours, wouldn't even know where to start.
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Retired StaffThe problem being that to fill the middle section properly, there's some overlapping on the top and bottom. It's not too noticable, but not ideal.
Notice the red highlighted bit, and everything else at the top and bottom of the frame:
Is there any way to make the frame overlap the glass, rather than the other way around?
Also, if i wanted to use a different texture for the glass on the top and bottom, how could i go about doing that? i tried making alternate glass textures applied with random ctm with
but it kept just using the regular glass texture.
In regards to your intended separation of tall grass from flat grass, it sounds like you may have two palettes applied to grass which are blending -OR- only the default grass palette is rendering for both. I know of no way to disable the default grasscolor.png (which is applied to both flat and tall grass) short of making the file completely white. You'd then need to make two custom palettes--one for flat grass and one for tall grass.
Unfortunately, custom palettes only work by block ID at the moment, so the palette would also likely apply to the dirt sides of grass blocks. To accomplish what you seem to be attempting, you probably need to ask Kahr if he could implement a new standard custom palette exception (tallgrasscolor.png perhaps?) specifically for tall grass which overrides grasscolor.png the way birchcolor.png overrides the default, hard-coded value when present.
Asking for a junglecolor.png file for jungle leaves might be useful too, but using the method described above you should in theory already be able to separate jungle leaves from oak leaves. Though it's a bit more over-complicated as foliagecolor.png also affects vines and swamps have their own palette to override Mojang's disgusting, hardcoded mess.
For separate oak and jungle leaves, in color.properties, you'd basically need to create the following lines:
Then you create the six png palette files named on those lines in the misc folder and ensure that foliagecolor.png and swampfoliagecolor are completely white. Keep in mind that while this theory is sound I haven't actually tested any of this and there could be some lines of code that prevent applying multiple palettes to the standard minecraft palettes. Ultimately to avoid massive amounts of pointless complexity, I think asking Kahr to just add a tallgrasscolor.png, junglecolor.png, and possibly a vinecolor.png to standard CustomColors would be the best idea.
I got that forge build and it still won't work for me. With the recommended forge build, the game would freeze. With that 712, FML gives an error before the game launches, saying fatal, and can't run in current configuration.
What mine looks like: