Whenever I use the converter for my texture pack, it ends up not working with ANY animated CTM!
There are errors in your animation definitions. For example, ctm/terrain25/9.png is 32x64 (2 frames), but ctm/terrain25/9.txt uses frames 0-5. 1.5.2 was forgiving about this and simply ignored the extra lines, but 1.6 rejects them.
Ok, did the "feature" where large groups of blocks that are the same type blend stop working with 1.6.2? Things like the large windows i have were seemless prior to the last patch and now they are individual again....
What did i miss?
Nevermind lol, forgot to change it under the profile lol... ok I feel stupid
My friend's been having a lot of trouble trying to replace the bow draw animations for a texture pack and it'd be appreciated if somebody could give a clear-cut guide on just how you do it. He's tried:
How exactly do you use Forge *and* MCPatcher at the same time? It seems to be impossible.
I normally use Optifine and Magic Launcher, but optifine is broken for now. I'm willing to wait for Optifine to get fixed properly, but since so many texture packs want MCPatcher, I assume there's a reason for it.
How exactly do you use Forge *and* MCPatcher at the same time? It seems to be impossible.
I normally use Optifine and Magic Launcher, but optifine is broken for now. I'm willing to wait for Optifine to get fixed properly, but since so many texture packs want MCPatcher, I assume there's a reason for it.
Yea, that's a problem that everyone seems to be having. Unfortunately, it is currently impossible, due to some conflicting lines in the .json files. However, the developers are working on it, and hopefully it should be fixed soon.
My friend's been having a lot of trouble trying to replace the bow draw animations for a texture pack and it'd be appreciated if somebody could give a clear-cut guide on just how you do it. He's tried:
already and it doesn't seem to work. Any advice would be greatly appreciated. Thanks!
This is a known issue. I mentioned it, and one other issue, to Kahr about a week ago. He's been busy with the update, so he hasn't fixed it yet.
It's not working when I try to replace the dyable layer of leather armor. I doubt it works for bows either. If you get a version you KNOW works, please post it.
It's not working when I try to replace the dyable layer of leather armor. I doubt it works for bows either. If you get a version you KNOW works, please post it.
Let me see the code you used in your texture pack for the armor & I'll try to recreate/test it to see if it works.
I tried both of the lines that are presently commented out without success. I'm trying to make it so that it will replace the lower layer of leather boots when enchanted with the Unbreaking Enchantment. I want just the lower layer so they can be dyed. With the "matchTile" option it just replaces the entire image, making for permanently white boots. With the other one... it breaks CIT completely and still doesn't do what it's supposed to.
Note that this is for the inventory icon. The worn armor being replaced works flawlessly, so don't worry about that.
Best wishes. Anything you can do to help will be greatly appreciated.
I tried both of the lines that are presently commented out without success. I'm trying to make it so that it will replace the lower layer of leather boots when enchanted with the Unbreaking Enchantment. I want just the lower layer so they can be dyed. With the "matchTile" option it just replaces the entire image, making for permanently white boots. With the other one... it breaks CIT completely and still doesn't do what it's supposed to.
Note that this is for the inventory icon. The worn armor being replaced works flawlessly, so don't worry about that.
Best wishes. Anything you can do to help will be greatly appreciated.
Ok, I'll try to set up a test one real quick & try to do the item
I tried both of the lines that are presently commented out without success. I'm trying to make it so that it will replace the lower layer of leather boots when enchanted with the Unbreaking Enchantment. I want just the lower layer so they can be dyed. With the "matchTile" option it just replaces the entire image, making for permanently white boots. With the other one... it breaks CIT completely and still doesn't do what it's supposed to.
Note that this is for the inventory icon. The worn armor being replaced works flawlessly, so don't worry about that.
Best wishes. Anything you can do to help will be greatly appreciated.
I tried everything, & I can't get it to work. I tried messing with the weight, enchantmentLevels(even though it was not needed, I still tried it), I even tried messing with the layer rule & nothing worked sorry. It just turns into my test texture(all white so it can be dyed, of course) & can't be dyed afterwards either too. So sorry I couldn't be of any help to you.
I tried everything, & I can't get it to work. I tried messing with the weight, enchantmentLevels(even though it was not needed, I still tried it), I even tried messing with the layer rule & nothing worked sorry. It just turns into my test texture(all white so it can be dyed, of course) & can't be dyed afterwards either too. So sorry I couldn't be of any help to you.
No problem. Sounds like you tried everything that I already tried. I was really hoping that you would think of something that I hadn't... but alas, no such.
I appreciate you trying though.
So... I guess I'm back to waiting for Kahr. I know he'll deliver... but it's the waiting that kills me...
No problem. Sounds like you tried everything that I already tried. I was really hoping that you would think of something that I hadn't... but alas, no such.
I appreciate you trying though.
So... I guess I'm back to waiting for Kahr. I know he'll deliver... but it's the waiting that kills me...
Ok, & no problem. I love to help a fellow Texture/Resource Pack Artist out at anytime.
hhhmmm, ... I just thought what if I tried using:
type=enchantment
& edit the .properties file to do what you're trying to do. I'll try that.
& I know what you mean. Waiting for Kahr is the most painful thing(in Minecraft)ever. It's kinda like waiting for Christmas, the wait is the longest thing ever & want it to hurry & get here, but when the wait is over, you're now wandering what it is the brought for you. (If that made sense then good; if not, sorry, LOL)
EDIT: I have tried it now & no luck, still. I don't know why it's not working. It should be working for:
type=item
but I don't know why it's not working. But yet again sorry I couldn't help. Now time to wait for Kahr... the ... long ... dreadful ... wait ... for ... Kahr.
hhhmmm, ... I just thought what if I tried using:
[code]type=enchantment[/code]& edit the .properties file to do what you're trying to do. I'll try that.
& I know what you mean. Waiting for Kahr is the most painful thing(in Minecraft)ever. It's kinda like waiting for Christmas, the wait is the longest thing ever & want it to hurry & get here, but when the wait is over, you're now wandering what it is the brought for you. (If that made sense then good; if not, sorry, LOL)
It makes sense... but I couldn't do it that way anyway. The reason being that using it as an enchantment type would also overlay the same pattern onto the worn armor. That would be the king of tacky.
And yea, waiting for a bug to be fixed in Minecraft for ANY mod, but this one especially, is arduous. I'm constantly torn between by acknowledgement that Kahr is a human being with human limitations and real world responsibilities and goings-on that absolutely should take precedence over any work he does on MCPatcher... and my desire for him to hurry it up so I can make awesome textures!
It makes sense... but I couldn't do it that way anyway. The reason being that using it as an enchantment type would also overlay the same pattern onto the worn armor. That would be the king of tacky.
Not if you do:
matchItems=<armor ids>
layer=<layer #>
Then it SHOULDN'T(then again I'm wrong most of the time)work & not be applied to the armor textures, but just the armor item textures.
And yea, waiting for a bug to be fixed in Minecraft for ANY mod, but this one especially, is arduous.
Yeah this one is. I hate MCPatcher bugs. Minecraft bugs I can most handle, unless it's the type of bug that deletes everything from your computer, puts a virus in your computer, then goes on your social network sites(Facebook, Twitter, etc.) & then post a Facebook Status(or Twitter, or something on your social network sites)that has a link, which contains the virus & when people click on the link they get the virus too & then the cycle just repeats until the whole world has this virus & it can't be removed & all aspects of technology is gone, because we couldn't use any new technology with it getting the virus. Now I hate those types of bugs. I forgot what they are called ... hhhmmm ... OH YEAH ... Java Errors. (Might not be exact correct, but close enough LOL)
I'm constantly torn between by acknowledgement that Kahr is a human being with human limitations and real world responsibilities and goings-on that absolutely should take precedence over any work he does on MCPatcher... and my desire for him to hurry it up so I can make awesome textures!
"I'm constantly torn between by acknowledgement that Kahr is a human being ... with ... human ... limitations ..."(Stops reading)
WWWOOO HOLD ON!!! ... Kahr is human??? Since when??? I always thought he was an AI stored in 4000 Quantum computers that was stored at Area 51 in a nuclear bunker inside a nuclear bunker inside ANOTHER nuclear bunker(NuclearBunkerCeption)that made MCPatcher for the Minecraft Community, but is a Highly Top Secret Government Project that makes a weapon a 1000 times powerful than any current weapon to day(CodeName: Project GG-Yolo-Swag-MLGPro, or "GGYSMLGP" for short) & the weapon is powered by kids playing games, & when given the order Kahr will enter a secret code that will awaken a hidden & highly encrypted program file inside the MCPatcher files that, when activated, will start sending power to the GGYSMLGP, & when full charged the weapon will be pointed to the enemies(whoever that is at the time)& make them go Night-Night. BUT by the GGYSMLGP being fired at a enemy nation, this would cause World War 5(it's so big that it skips over the other 2), & leads to all out nuclear warfare & the end of humanity as we know it(that's if they didn't plan ahead of time & made the NuclearCeption Bunkers that Kahr is house, a nuclear free area(because it is a nuclear bunker after all duh)).
I didn't know that he was a human. Well, ... that changes alot of stuff around here ... doesn't it???
Yea, it should be... but that's the nature of "bugs" is it not? Things that should work, don't.
And so, I patiently wait again...
No, the nature of bugs is to cause a whole global virus that will bring down the world via corrupting everything electronic to the point that it's of no use & forcing us to stop using technology forever. ... OR just to cause a minor annoyance, yeah
Now ... the wait ... for either Kahr come, the GGYSMLGP to fire, or the Technological Meltdown via a Virus(Named: The Doomsday Virus), ... either one will work, preferably the first one, but that's just me.
I'm testing the latest version with 1.6.2 and when I apply MCPatcher, Extended HD is greyed out. Meaning I don't get the nice fonts in Sphax, for instance.
Optifine is working ok, but I prefer MC Patcher.
Just wanted to ask what is up with this and see if maybe it is a bug or something.
I'm testing the latest version with 1.6.2 and when I apply MCPatcher, Extended HD is greyed out. Meaning I don't get the nice fonts in Sphax, for instance.
Optifine is working ok, but I prefer MC Patcher.
Just wanted to ask what is up with this and see if maybe it is a bug or something.
Using mcpatcher 410_04 and patching Minecraft 1.6.2 with the newest Misa's resource pack ( or any other pack I tried ) results in a crash when attempting to run the game.
crash report::
---- Minecraft Crash Report ----
// Ooh. Shiny.
Time: 11.7.2013 6:00
Description: Initializing game
java.lang.NullPointerException
at bka.b(SourceFile:76)
at ats.O(SourceFile:332)
at ats.d(SourceFile:599)
at net.minecraft.client.main.Main.main(SourceFile:101)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at bka.b(SourceFile:76)
at ats.O(SourceFile:332)
-- Initialization --
Details:
Stacktrace:
at ats.d(SourceFile:599)
at net.minecraft.client.main.Main.main(SourceFile:101)
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 73682392 bytes (70 MB) / 105971712 bytes (101 MB) up to 954466304 bytes (910 MB)
JVM Flags: 1 total; -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: ~~ERROR~~ NoClassDefFoundError: com/prupe/mcpatcher/cit/EnchantmentList$1
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
Launched Version: 1.6.2-mcpatcher
LWJGL: 2.9.0
OpenGL: ATI Mobility Radeon HD 5470 GL version 3.2.9704 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: ~~ERROR~~ NullPointerException: null
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Shouldn't there be more info given??? A crash report usually gives more information then this.
Is this the one from your "/crash-reports" folder in your ".minecraft" folder???
Ok, I was just making sure. Hhhmmm, try maybe deleting your "/1.6.2-mcpatcher" & "/1.6.2" folder & redownloading/installing Minecraft 1.6.2 & then try patching it again. That might help. My MCPatcher is working fine(besides a few CIT armor/armor item texture problems, but still). I don't know why it's not working for you.
The file mcpatcher4.xml is gone. Cause or outcome of the crash ?
Fixed in 4.1.0_04. Please give the adf.ly links a few hours to update. The site isn't being cooperative right now, but the direct links should work.
There are errors in your animation definitions. For example, ctm/terrain25/9.png is 32x64 (2 frames), but ctm/terrain25/9.txt uses frames 0-5. 1.5.2 was forgiving about this and simply ignored the extra lines, but 1.6 rejects them.
(edit) Just had a chance to test the _04 version, and these problems are fixed also.
Ok, did the "feature" where large groups of blocks that are the same type blend stop working with 1.6.2? Things like the large windows i have were seemless prior to the last patch and now they are individual again....
What did i miss?
Nevermind lol, forgot to change it under the profile lol... ok I feel stupid
This SHOULD work:
Remember also that it ONLY works if the bow has the EXACT SAME name as it is listed in the .properties file(or in this case "Reinforced Bow")
I normally use Optifine and Magic Launcher, but optifine is broken for now. I'm willing to wait for Optifine to get fixed properly, but since so many texture packs want MCPatcher, I assume there's a reason for it.
Yea, that's a problem that everyone seems to be having. Unfortunately, it is currently impossible, due to some conflicting lines in the .json files. However, the developers are working on it, and hopefully it should be fixed soon.
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ModeratorI hope he hasn't forgotten....
It's not working when I try to replace the dyable layer of leather armor. I doubt it works for bows either.
Let me see the code you used in your texture pack for the armor & I'll try to recreate/test it to see if it works.
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ModeratorI tried both of the lines that are presently commented out without success. I'm trying to make it so that it will replace the lower layer of leather boots when enchanted with the Unbreaking Enchantment. I want just the lower layer so they can be dyed. With the "matchTile" option it just replaces the entire image, making for permanently white boots. With the other one... it breaks CIT completely and still doesn't do what it's supposed to.
Note that this is for the inventory icon. The worn armor being replaced works flawlessly, so don't worry about that.
Best wishes. Anything you can do to help will be greatly appreciated.
Ok, I'll try to set up a test one real quick & try to do the item
I tried everything, & I can't get it to work. I tried messing with the weight, enchantmentLevels(even though it was not needed, I still tried it), I even tried messing with the layer rule & nothing worked sorry. It just turns into my test texture(all white so it can be dyed, of course) & can't be dyed afterwards either too. So sorry I couldn't be of any help to you.
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ModeratorI appreciate you trying though.
So... I guess I'm back to waiting for Kahr. I know he'll deliver... but it's the waiting that kills me...
Ok, & no problem. I love to help a fellow Texture/Resource Pack Artist out at anytime.
hhhmmm, ... I just thought what if I tried using:
& edit the .properties file to do what you're trying to do. I'll try that.
& I know what you mean. Waiting for Kahr is the most painful thing(in Minecraft)ever. It's kinda like waiting for Christmas, the wait is the longest thing ever & want it to hurry & get here, but when the wait is over, you're now wandering what it is the brought for you. (If that made sense then good; if not, sorry, LOL)
EDIT: I have tried it now & no luck, still. I don't know why it's not working. It should be working for:but I don't know why it's not working. But yet again sorry I couldn't help. Now time to wait for Kahr... the ... long ... dreadful ... wait ... for ... Kahr.
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ModeratorIt makes sense... but I couldn't do it that way anyway. The reason being that using it as an enchantment type would also overlay the same pattern onto the worn armor. That would be the king of tacky.
And yea, waiting for a bug to be fixed in Minecraft for ANY mod, but this one especially, is arduous.
Yea, it should be... but that's the nature of "bugs" is it not? Things that should work, don't.
And so, I patiently wait again...
Not if you do:
Then it SHOULDN'T(then again I'm wrong most of the time)work & not be applied to the armor textures, but just the armor item textures.
Yeah this one is. I hate MCPatcher bugs. Minecraft bugs I can most handle, unless it's the type of bug that deletes everything from your computer, puts a virus in your computer, then goes on your social network sites(Facebook, Twitter, etc.) & then post a Facebook Status(or Twitter, or something on your social network sites)that has a link, which contains the virus & when people click on the link they get the virus too & then the cycle just repeats until the whole world has this virus & it can't be removed & all aspects of technology is gone, because we couldn't use any new technology with it getting the virus. Now I hate those types of bugs. I forgot what they are called ... hhhmmm ... OH YEAH ... Java Errors. (Might not be exact correct, but close enough LOL)
"I'm constantly torn between by acknowledgement that Kahr is a human being ... with ... human ... limitations ..."(Stops reading)
WWWOOO HOLD ON!!! ... Kahr is human??? Since when??? I always thought he was an AI stored in 4000 Quantum computers that was stored at Area 51 in a nuclear bunker inside a nuclear bunker inside ANOTHER nuclear bunker(NuclearBunkerCeption)that made MCPatcher for the Minecraft Community, but is a Highly Top Secret Government Project that makes a weapon a 1000 times powerful than any current weapon to day(CodeName: Project GG-Yolo-Swag-MLGPro, or "GGYSMLGP" for short) & the weapon is powered by kids playing games, & when given the order Kahr will enter a secret code that will awaken a hidden & highly encrypted program file inside the MCPatcher files that, when activated, will start sending power to the GGYSMLGP, & when full charged the weapon will be pointed to the enemies(whoever that is at the time)& make them go Night-Night. BUT by the GGYSMLGP being fired at a enemy nation, this would cause World War 5(it's so big that it skips over the other 2), & leads to all out nuclear warfare & the end of humanity as we know it(that's if they didn't plan ahead of time & made the NuclearCeption Bunkers that Kahr is house, a nuclear free area(because it is a nuclear bunker after all duh)).
I didn't know that he was a human. Well, ... that changes alot of stuff around here ... doesn't it???
No, the nature of bugs is to cause a whole global virus that will bring down the world via corrupting everything electronic to the point that it's of no use & forcing us to stop using technology forever. ... OR just to cause a minor annoyance, yeah
Now ... the wait ... for either Kahr come, the GGYSMLGP to fire, or the Technological Meltdown via a Virus(Named: The Doomsday Virus), ... either one will work, preferably the first one, but that's just me.
Optifine is working ok, but I prefer MC Patcher.
Just wanted to ask what is up with this and see if maybe it is a bug or something.
Thanks.
What version of MCPatcher are you using???
4.1.0_04 of course.
Shouldn't there be more info given??? A crash report usually gives more information then this.
Is this the one from your "/crash-reports" folder in your ".minecraft" folder???
Ok, I was just making sure. Hhhmmm, try maybe deleting your "/1.6.2-mcpatcher" & "/1.6.2" folder & redownloading/installing Minecraft 1.6.2 & then try patching it again. That might help. My MCPatcher is working fine(besides a few CIT armor/armor item texture problems, but still). I don't know why it's not working for you.