Let's say all my tools ('cept gold) of a certain follow the same style, let's say swords:
And I want them to be overlayed with a thematic addition when enchanted with, say, Bane of Arthropods:
So that they look like this:
When enchanted to kill these:
Would that be possible? Assign a specific overlay to wood, stone, iron and diamond swords when enchanted with a specific enchantment? And could I then assign a separate overlay for gold swords?
Let's say all my tools ('cept gold) of a certain follow the same style, let's say swords:
And I want them to be overlayed with a thematic addition when enchanted with, say, Bane of Arthropods
Would that be possible? Assign a specific overlay to wood, stone, iron and diamond swords when enchanted with a specific enchantment? And could I then assign a separate overlay for gold swords?
It is... but it's not perfect at the moment. There's a minor bug where it won't display perfectly in the inventory. It should still show up correctly in-hand in the latest version, though. Kahr knows about this problem, but he's got his hands full with keeping MCPatcher working in the latest version so we're both going to have to be patient for the moment.
Anyway, I've done something similar in my pack. What I've done is used the same idea to "mask" out areas that I don't want the enchantment effect on. Here's what I've got:
Now... you're doing something a little different. What you'll want to do is change the enchantmentIDs field to just the enchantment ID you want. Obviously, you'll need one config for each enchantment. You'll also want to change the items field to list all of the items that you want it to work on (all non-gold swords, in this case).
Finally, in your global CIT properties, make sure you have method=layered, or it'll dim the normal enchantment effect in addition to overlaying the texture.
Hopefully that's clear enough for you. Let me know if you need anything else.
It is... but it's not perfect at the moment. There's a minor bug where it won't display perfectly in the inventory. It should still show up correctly in-hand in the latest version, though. Kahr knows about this problem, but he's got his hands full with keeping MCPatcher working in the latest version so we're both going to have to be patient for the moment.
Anyway, I've done something similar in my pack. What I've done is used the same idea to "mask" out areas that I don't want the enchantment effect on. Here's what I've got:
Now... you're doing something a little different. What you'll want to do is change the enchantmentIDs field to just the enchantment ID you want. Obviously, you'll need one config for each enchantment. You'll also want to change the items field to list all of the items that you want it to work on (all non-gold swords, in this case).
Finally, in your global CIT properties, make sure you have method=layered, or it'll dim the normal enchantment effect in addition to overlaying the texture.
Hopefully that's clear enough for you. Let me know if you need anything else.
Hey, Kahr, I'm having the same issue WingZero is with the 4.1.0_02 version of MCPatcher. I'm pretty sure I installed it all correctly and everything, and my texture pack is unchanged, but it doesn't want to load any of the CTM or CIT textures, just spits this out:
Client> [Texture Pack] INFO: refreshing HD Font (post)...
Client> [Texture Pack] INFO: refreshing Tilesheet API (post)...
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/cakes/top3.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/cakes/top8.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/cakes/bottom3.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/mat_quartz/5.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/flora/43.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/flora/11.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/cakes/top6.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/flora/46.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/flora/29.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/cakes/slice8.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/dirt_swamp/grass4.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/cakes/slice7.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/cakes/side6.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/flora/31.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/dirt_swamp/grass1.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/flora/6.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/cakes/bottom7.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/flora/0.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/flora/12.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/cakes/bottom6.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/flora/36.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/cakes/slice2.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/flora/5.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/cakes/slice3.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/dirt_swamp/grass3.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/cakes/bottom1.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/cakes/slice4.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/flora/38.png.png
Client> 2013-07-08 16:17:09 [CLIENT] [SEVERE] Using missing texture, unable to load: minecraft:textures/blocks/_overflow1/mcpatcher/ctm/flora/32.png.png
~~Etcetera~~
Client> [CIT] WARNING: could not load all textures/items/ tiles (50 remaining)
I tried disabling CTM to see if that would help any, but it proved fruitless, CIT still couldn't load any of the images. It's a bit sad this is broken for whatever reason (1.6.2 being stupid or MCPatcher not ~quite~ being compatible, who knows) since CIT was quite nice, I used it to make damaged versions of tools and swords for when their durability was reduced to certain points. Hopefully whatever's at fault can be figured out and fixed.
I would like to offer a suggestion to CTM (and CIT) if possible;
gameTime=
Specify textures during certain timeframes in game
systemClockBegin= systemClockEnd=
Specify textures for certain days and hours. Much like the Christmas chests.
Anyways, always a great job Kahr!
The "gameTime=" rule would be great! You could have a block that worked looked like a clock, or have a secret be revealed to a player(in a custom map) when it's a certain of day. You can have it so ores only appear at night & turn to stone in the day time. You can do alot with this rule & the all the other current ones.
Now the "systemClockBegin=" & "systemClockEnd=" could have a few possibilities. Not many, but a few, like on April Fools Day, have all the blocks turn into one texture so that the player can't tell what block is what. There are probably more possibilities, but I can't think of anymore.
We should (for CTM) have the same NBT-Based rules like in CIT. This could change the textures for a few blocks, like the Command Blocks, Chest, Furnaces, Brewing Stands, Hoppers, & a few more based on what their custom name is for example. It could be used to change the texture of Redstone wire based on the power level the redstone is, or 2 different textures for pressure plates(one for when not active & one for when active/stepped on), or have textures for Beacons based on what they're beacon effects are, or different textures for Furnaces based on what's inside it & how long it's been smelting or have potion textures for Brewing Stands that match the potion actually in the Brewing Stand, & maybe more.(Maybe some of the stuff I mentioned can already be done with CTM already. If so tell me).
We should also have NBT-Based Rules for Random Mobs too. Maybe at least rules for the name of the mob(if it has a custom name), & the 5 inventory slots it has(all 4 armor slots & the 5 "Hand" Slot). Maybe have another one for Custom Attributes. We should also have a way to texture the Baby version of mobs differently then the normal "Adult" version, & the same for Giants.
Ex.: I have 3 zombie textures (A, B, & C), we should have it so that Baby Zombies take on Texture A, Normal Zombies teak on Texture B, & Giants take on Texture C.
That with NBT-Based Rules can have endless possibilities.
With FULL NBT-Based Rules we can have it where an Angry ZombiePigmen has a different texture than a normal ZombiePigmen, or if a dog belongs to a certain player they have a different texture. If a Villager has a certain (Custom) trade options, he gets a different texture. An Iron Golem that was made by the player & made because of villages(not made by the player) have different textures for each. Can have almost ENDLESS possibilities with rules based on the equipment they're holding or the Attributes they have.
On another note, has someone find out how to do the NBT-Based Rules for Lore in CIT??? Because I can't figure it out.
Updated to 4.1.0_03 to fix issues caused by Mojang's last-minute ninja update to 1.6.2.
In this latest version CTM and Better glass are fixed, but mipapping, filtering, AA, and grass block sides seem to keep defaulting to off even though they are enabled when patching.
i feel that audio support is mandatory now that you can change audio files with resource packs. you could be able to add randomness to music and sounds and records
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ModeratorAnd I want them to be overlayed with a thematic addition when enchanted with, say, Bane of Arthropods:
So that they look like this:
When enchanted to kill these:
Would that be possible? Assign a specific overlay to wood, stone, iron and diamond swords when enchanted with a specific enchantment? And could I then assign a separate overlay for gold swords?
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ModeratorAnyway, I've done something similar in my pack. What I've done is used the same idea to "mask" out areas that I don't want the enchantment effect on. Here's what I've got:
Now... you're doing something a little different. What you'll want to do is change the enchantmentIDs field to just the enchantment ID you want. Obviously, you'll need one config for each enchantment. You'll also want to change the items field to list all of the items that you want it to work on (all non-gold swords, in this case).
Finally, in your global CIT properties, make sure you have method=layered, or it'll dim the normal enchantment effect in addition to overlaying the texture.
Hopefully that's clear enough for you.
Oh my goodness, thank you!
I tried disabling CTM to see if that would help any, but it proved fruitless, CIT still couldn't load any of the images. It's a bit sad this is broken for whatever reason (1.6.2 being stupid or MCPatcher not ~quite~ being compatible, who knows) since CIT was quite nice, I used it to make damaged versions of tools and swords for when their durability was reduced to certain points. Hopefully whatever's at fault can be figured out and fixed.
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Curse PremiumgameTime=
Specify textures during certain timeframes in game
systemClockBegin= systemClockEnd=
Specify textures for certain days and hours. Much like the Christmas chests.
Anyways, always a great job Kahr!
https://bitbucket.org/prupe/mcpatcher/downloads/mcpatcher-4.1.0_02.exe
And I noticed the links are broken for the latest version too.
The "gameTime=" rule would be great! You could have a block that worked looked like a clock, or have a secret be revealed to a player(in a custom map) when it's a certain of day. You can have it so ores only appear at night & turn to stone in the day time. You can do alot with this rule & the all the other current ones.
Now the "systemClockBegin=" & "systemClockEnd=" could have a few possibilities. Not many, but a few, like on April Fools Day, have all the blocks turn into one texture so that the player can't tell what block is what. There are probably more possibilities, but I can't think of anymore.
This question has been answered numerous times, but yes better grass is still in. It is now in the "options" tab under "connected textures options"
We should also have NBT-Based Rules for Random Mobs too. Maybe at least rules for the name of the mob(if it has a custom name), & the 5 inventory slots it has(all 4 armor slots & the 5 "Hand" Slot). Maybe have another one for Custom Attributes. We should also have a way to texture the Baby version of mobs differently then the normal "Adult" version, & the same for Giants.
Ex.: I have 3 zombie textures (A, B, & C), we should have it so that Baby Zombies take on Texture A, Normal Zombies teak on Texture B, & Giants take on Texture C.
That with NBT-Based Rules can have endless possibilities.
With FULL NBT-Based Rules we can have it where an Angry ZombiePigmen has a different texture than a normal ZombiePigmen, or if a dog belongs to a certain player they have a different texture. If a Villager has a certain (Custom) trade options, he gets a different texture. An Iron Golem that was made by the player & made because of villages(not made by the player) have different textures for each. Can have almost ENDLESS possibilities with rules based on the equipment they're holding or the Attributes they have.
On another note, has someone find out how to do the NBT-Based Rules for Lore in CIT??? Because I can't figure it out.
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ModeratorIn this latest version CTM and Better glass are fixed, but mipapping, filtering, AA, and grass block sides seem to keep defaulting to off even though they are enabled when patching.
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ModeratorEverything I've tested that was working properly before seems to continue to work properly. Excellent job as always.
Now once you fix these problems, and of course that lingering overlay inventory issue, my life will be complete!
Get some rest first, Kahr, and don't sweat it. For now, we're all just happy to have the latest version of Minecraft looking awesome.