It's a convoluted system to end all convoluted systems. I'm planning to write a full tutorial as soon as I've mastered the system. For now, here's a basic rundown:
The number after "frametime" sets the global speed of every frame that's not otherwise specified.
In the animation above, frame 0 will run for 40 ticks.
It then goes through frames 1 - 3 at 1 tick each. After that, frame 4 runs for 40 ticks. It then proceeds to frame 5, but then runs backwards through frames 4 - 1 at the default rate.
Note that there's no comma after the final frame. That's important as it tells Minecraft that there's no additional frames it needs to run through.
Now... you can use frametime without listing all of the frames, and you can list all of the frames without using frametime. On the other hand, if you want to adjust the timing of even a single frame, you must list them all. (This is unchanged from the 1.5 way of doing things.)
So... clear as mud?
Feel free to PM me if you have any questions. As I said, I'm trying to master this monster of a system so I can write a tutorial on it like I did for the 1.5 system.
I could definately use some help understanding the formatting of it. What's with all the parenthesis, spaces, and all that?
Does it take the exact right amount of spaces to work, or what?
Also, i can't get this working at all on any of my animated item textures. Do items require a different method than blocks?
Yes, you can limit CTM rules to certain biomes using the biomes= property. There are also height-based restrictions to make certain textures appear only underground for example.
Sorry, I probably didn't explain my question well enough. What I'm asking if it it's possible to blend the texures restricted to certain biomes, like how grass between a jungle and desert biome is blended into an olive-green colour. The answer is probably no, but just checking.
I could definately use some help understanding the formatting of it. What's with all the parenthesis, spaces, and all that?
Does it take the exact right amount of spaces to work, or what?
Also, i can't get this working at all on any of my animated item textures. Do items require a different method than blocks?
I share your frustration, 13th. Some of my animations ended up with the dreaded purple/black infection. and that was down to timing/incorrect numbers of frames, etc. The .mcmeta system is far less forgiving than kahr's.
@ Alvoria: I imagine any tutorial you could open a thread up on would be mightily popular. The current system might be alright for those familiar with coding and I've tried to understand it, but I don't find it as easy as kahr's. I know we should buckle up and get used to it, but I'm sure some kind person could come up with an attractive little converter which will tide us over and help us understand things better.
Also, i can't get this working at all on any of my animated item textures. Do items require a different method than blocks?
No, items and blocks are the same. At least as far as I can tell.
Actually... one thing that I forgot to mention is the name format. It has to be the full file name with the added extension of .mcmeta. For example, if you're animating obsidian the file name of the animation file must be obsidian.png.mcmeta
Why they did that is anyone's guess, but I'm assuming that Sweden has really good alcoholic beverages.
If you could post one that you're having trouble with I might be able to see what you're doing wrong and advise you.
@ Alvoria: I imagine any tutorial you could open a thread up on would be mightily popular. The current system might be alright for those familiar with coding and I've tried to understand it, but I don't find it as easy as kahr's. I know we should buckle up and get used to it, but I'm sure some kind person could come up with an attractive little converter which will tide us over and help us understand things better.
Do doubt. It seems like everyone has been choking on this new format. Honestly, what were the dudes at Mojang thinking on this one.
I'm going to finish up a project for my own pack today. Unless Kahr fixes an issue with CIT that's preventing me from going further (or tells me I'm just doing everything wrong and should know better), I'll devote my time to writing an animation tutorial next. We'll see how it all goes.
The more people I help with animation problems the more likely a tutorial will be to be accurate. Don't hesitate to dump a bit of work on me to give me experience!
Hey, you guys, still having trouble getting MCPatcher to work. Just downloaded 4.1.0_01 and now it won't even patch properly. It gets through analyzing the .jar and then creates this error message:
There was an error during patching. See log for more information. Your original minecraft.jar has been restored.
This is the log around the error.
Unexpected error while handling UI event java.awt.event.InvocationEvent[INVOCATION_DEFAULT,[email protected],notifier=null,catchExceptions=false,when=1373126851067] on [email protected]
java.lang.ArrayIndexOutOfBoundsException: 126
I can't install Forge for 1.6.1 using MCPatcher. It acts as if it isn't even installed. I extracted the minecraftforge-universal-1.6.1-8.9.0.774.jar file and copied all the files inside the folder into a .zip file, and added the .zip file to the mods list in MCPatcher, patched it, and switched to that version in the new launcher, but it doesn't show any of the stuff that is usually says for Forge in the 'Log' tab, and it doesn't show the 'Mods' submenu on the main menu when it opens up. Please help!
I can't install Forge for 1.6.1 using MCPatcher. It acts as if it isn't even installed. I extracted the minecraftforge-universal-1.6.1-8.9.0.774.jar file and copied all the files inside the folder into a .zip file, and added the .zip file to the mods list in MCPatcher and patched it, but it doesn't show any of the stuff that is usually says for Forge in the 'Log' tab, and it doesn't show the 'Mods' submenu on the main menu when it opens up. Please help!
MCPatcher creates a separate version which you'll need to select in the profile manager of the new launcher. This is necessary so that Minecraft doesn't automatically revert MCPatcher's changes.
MCPatcher creates a separate version which you'll need to select in the profile manager of the new launcher. This is necessary so that Minecraft doesn't automatically revert MCPatcher's changes.
Yes, I know that, and I switched to that version, but it still doesn't work.
Yes, I know that, and I switched to that version, but it still doesn't work.
Sorry then. I don't really know what to tell you. I've heard that Forge has to be installed from its own patcher/launcher thing now, so for all I know they might be totally incompatible in this release. Since there's no recommended 1.6.x Forge version, it may not yet be possible to mix them.
Sorry.
Edit: Yea, I just checked the front page of the Forge Forums. It says to use the installer, and that nobody should be complaining about it not installing from the .jar since that's not the way to do Forge now.
I think that the main problem (or at least one problem anyway) when using MCPatcher (or any other mod manager type software eg: magic launcher) is that they are using different starting points.
ie:
Forge for 1.6.1 :
"mainClass": "net.minecraft.launchwrapper.Launch"
and the others (including mcpatcher, magic launcher) are all using
"mainClass": "net.minecraft.client.main.Main",
these are set in the .json file
Hope this helps sort things out. cause at the moment i'm running the other mods (about 30+) without my favorite texture packs or graphic tweaks (better grass etc)
Sorry, I probably didn't explain my question well enough. What I'm asking if it it's possible to blend the texures restricted to certain biomes, like how grass between a jungle and desert biome is blended into an olive-green colour. The answer is probably no, but just checking.
Ah, I see. No it's not possible to blend multiple textures on the same block, other than Better Glass.
I share your frustration, 13th. Some of my animations ended up with the dreaded purple/black infection. and that was down to timing/incorrect numbers of frames, etc. The .mcmeta system is far less forgiving than kahr's.
A common problem I've noticed is frame indexes outside of the range. This happens when you start counting frames at 1 instead of 0. If you have 6 frames, they should be numbered 0-5, not 1-6. The old .txt system was more forgiving about this, but the new one rejects it and gives you the black and magenta "missing texture" graphic.
1.6.2 supports default-shaped HD font now and I want to release my pack with this vanilla font support (which works absolutely fine). After patching the game, all spacings between words are too small, but what really bothers me: Even disabling the "HD Font" feature in the options tab of the patcher doesn't help. Please fix this, I want to release my pack without getting bombarded with "your font is broken" blabla ...
Edit: Yea, I just checked the front page of the Forge Forums. It says to use the installer, and that nobody should be complaining about it not installing from the .jar since that's not the way to do Forge now.
I think that the main problem (or at least one problem anyway) when using MCPatcher (or any other mod manager type software eg: magic launcher) is that they are using different starting points.
ie:
Forge for 1.6.1 :
"mainClass": "net.minecraft.launchwrapper.Launch"
and the others (including mcpatcher, magic launcher) are all using
"mainClass": "net.minecraft.client.main.Main",
I've tried fixing the json manually and it still doesn't work. Again, if anyone has gotten any zip-based mod working with forge let me know.
is it possible to use cit to change how the liquid look for splash and normal potion?
in other words: is it possible to use texture A as liquid for splash potion, and use texture B as liquid for normal potion?
I hope you don't mind, but since you don't seem to read PMs unless prompted I'm going to post the text of my last PM here. (slightly edited)
Quote from Alvoria »
The enchantment effect direction is fixed. Thank you.
The replace method now shows up in hand. Again, Thank you!
The replace texture still fits wrongly in the inventory, though. Oddly, it seems to fit perfectly when in the hand and on items in frames.
You are correct that the jump happens about every three seconds. I'm glad you know how to fix that one!
I'm also having another problem with the armor method. I'm trying to get CIT to only replace only the lower layer of the leather armor (the one that gets dyed). According to the instructions, "texture.leather_layer_1=./ArmorUnbreaking/leatherArmorWorn" should work... but it doesn't. I've tried putting .png after the file name, but nothing seems to come of it. Despite supposedly being required for armor, the "texture" attribute doesn't seem to have any effect at all. I've been using source= to get the rest of the armors to work. Again, please let me know if this is on your end or mine. Thanks.
And, as always, thank you so much for fixing all of this stuff. I really appreciate it. As always, if there's anything that you need to make the task a little easier, just let me know.
is it possible to use cit to change how the liquid look for splash and normal potion?
in other words: is it possible to use texture A as liquid for splash potion, and use texture B as liquid for normal potion?
Yes, instead of separate bottle and liquid layers, you can create custom art for each potion type (both splash and normal).
The full list of potion types is at the bottom of cit_single.properties. You don't actually need to create any properties files for it to work, just the pngs. Misa's pack uses this feature if you want to see it in action.
I'm also having another problem with the armor method. I'm trying to get CIT to only replace only the lower layer of the leather armor (the one that gets dyed). According to the instructions, "texture.leather_layer_1=./ArmorUnbreaking/leatherArmorWorn" should work... but it doesn't. I've tried putting .png after the file name, but nothing seems to come of it. Despite supposedly being required for armor, the "texture" attribute doesn't seem to have any effect at all. I've been using source= to get the rest of the armors to work. Again, please let me know if this is on your end or mine.
Good catch. The "leather_layer_1" part is being interpreted relative to the properties file and not the armor directory. I fixed it for next release, but in the meantime, try this as a workaround:
# Replaces all diamond enchanted armor with red and blue wool.
type=armor
items=310-313
texture.textures/models/armor/diamond_layer_1.png=textures/blocks/wool_colored_red.png
texture.textures/models/armor/diamond_layer_2.png=textures/blocks/wool_colored_blue.png
enchantmentLevels=1-
Good catch. The "leather_layer_1" part is being interpreted relative to the properties file and not the armor directory. I fixed it for next release, but in the meantime, try this as a workaround:
Oh excellent! That just leaves the replace enchantment method overlaying incorrectly in the inventory as the last major bug with CIT that I've found.
As always, thank you very much Kahr! Now I can move forward with my unreasonably complicated project!
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Retired StaffI could definately use some help understanding the formatting of it. What's with all the parenthesis, spaces, and all that?
Does it take the exact right amount of spaces to work, or what?
Also, i can't get this working at all on any of my animated item textures. Do items require a different method than blocks?
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Curse PremiumI share your frustration, 13th. Some of my animations ended up with the dreaded purple/black infection. and that was down to timing/incorrect numbers of frames, etc. The .mcmeta system is far less forgiving than kahr's.
@ Alvoria: I imagine any tutorial you could open a thread up on would be mightily popular. The current system might be alright for those familiar with coding and I've tried to understand it, but I don't find it as easy as kahr's. I know we should buckle up and get used to it, but I'm sure some kind person could come up with an attractive little converter which will tide us over and help us understand things better.
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ModeratorNo, items and blocks are the same. At least as far as I can tell.
Actually... one thing that I forgot to mention is the name format. It has to be the full file name with the added extension of .mcmeta. For example, if you're animating obsidian the file name of the animation file must be obsidian.png.mcmeta
Why they did that is anyone's guess, but I'm assuming that Sweden has really good alcoholic beverages.
If you could post one that you're having trouble with I might be able to see what you're doing wrong and advise you.
Do doubt. It seems like everyone has been choking on this new format. Honestly, what were the dudes at Mojang thinking on this one.
I'm going to finish up a project for my own pack today. Unless Kahr fixes an issue with CIT that's preventing me from going further (or tells me I'm just doing everything wrong and should know better), I'll devote my time to writing an animation tutorial next. We'll see how it all goes.
The more people I help with animation problems the more likely a tutorial will be to be accurate. Don't hesitate to dump a bit of work on me to give me experience!
This is the log around the error.
Any help would be MUCH appreciated.
Also check me out on:
WordPress, Etsy, and Spore.
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ModeratorYes, I know that, and I switched to that version, but it still doesn't work.
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ModeratorSorry.
Edit: Yea, I just checked the front page of the Forge Forums. It says to use the installer, and that nobody should be complaining about it not installing from the .jar since that's not the way to do Forge now.
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Retired Staffie:
Forge for 1.6.1 :
"mainClass": "net.minecraft.launchwrapper.Launch"
and the others (including mcpatcher, magic launcher) are all using
"mainClass": "net.minecraft.client.main.Main",
these are set in the .json file
Hope this helps sort things out. cause at the moment i'm running the other mods (about 30+) without my favorite texture packs or graphic tweaks (better grass etc)
Ah, I see. No it's not possible to blend multiple textures on the same block, other than Better Glass.
A common problem I've noticed is frame indexes outside of the range. This happens when you start counting frames at 1 instead of 0. If you have 6 frames, they should be numbered 0-5, not 1-6. The old .txt system was more forgiving about this, but the new one rejects it and gives you the black and magenta "missing texture" graphic.
Er, I don't see how it would.
Weird. I've never seen anything like this. Were you clicking on anything while MCPatcher was doing its thing?
Should be fixed now.
Could you be more specific about what isn't working?
Eventually, yes. Are you volunteering?
Use the -mcdir command line option to specify a different .minecraft directory.
I've tried fixing the json manually and it still doesn't work. Again, if anyone has gotten any zip-based mod working with forge let me know.
in other words: is it possible to use texture A as liquid for splash potion, and use texture B as liquid for normal potion?
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ModeratorI hope you don't mind, but since you don't seem to read PMs unless prompted I'm going to post the text of my last PM here. (slightly edited)
Yes, instead of separate bottle and liquid layers, you can create custom art for each potion type (both splash and normal).
The full list of potion types is at the bottom of cit_single.properties. You don't actually need to create any properties files for it to work, just the pngs. Misa's pack uses this feature if you want to see it in action.
Good catch. The "leather_layer_1" part is being interpreted relative to the properties file and not the armor directory. I fixed it for next release, but in the meantime, try this as a workaround:
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ModeratorAs always, thank you very much Kahr! Now I can move forward with my unreasonably complicated project!