CTM's method "repeat" doesn't work on vines (ladders probably don't work either). This is a bug because other types of CTM work on vines. It sort of works, but it only shows 0.png; not both 0 and the other frames. Here is what I mean. The left side is how it should look (this is put on dirt); the right side shows the exact same thing put on vines, and it only shows the first frame.
Here is the block106.properties file that I used for the picture:
tiles=0-1
method=repeat
width=1
height=2
Here is an example resource pack with almost the same setup (differences from the one used in the screenshot being: tile 0 is white (green in game) and tile 1 is black. The .properties file also has connect=tile in it. Dirt isn't changed. Only vines.).
Tested with MCPatcher 4.1.0_04 and Optifine HD B1 Ultra for Minecraft 1.6.2 (separately of course).
I guess this probably won't be high on your priorities, but I had an idea that I was excited about for an animation in my texture pack that would use this. Apologies if I simply messed up the .properties file.
Try getting rid of the "damage" field. The anvil can't actually alter the damage value of an item that's not a tool. Basically, you're specifying a DV that can't exist in the vanilla game. You'd have to edit it in with MCEdit or some other third-party program to get that.
You may also want to remove "stackSize" since putting a 17th item in a stack of ingots will cause it to revert to the normal texture.
With the file you have now, you're saying "I want an item to look like this when it's named "Copper Ingot", when it has a Damage Value of 2, and there are less than 17 in a stack together. If any of those conditions are not met, then I want it to be default."
Do you understand?
Hey, thanks for the response! The stack value was intentional, as I had a comparable file for 17-48 and 48-64 showing increasingly large visual updates of the item.
I guess the real error is the fact that Iron Ingots with a damage value of 2 can't exist in the game, which is why it doesn't allow me to use it? The reason I was trying was that I did the same thing using Iron Ore with a damage value of 1 to represent Copper Ore on the blocks, and that worked fine, using the extra meta data on blocks to create "new" blocks. I guess this can't be applied to items then?
Is there any way I can use the meta data of items for the same purposes I used with the blocks? I'm doing this for my multiplayer world, where I have the ability to acquire whatever damage values I need.
Edit: I also misunderstood the name field, I assumed that changed the name of an item, not required said name. Thank you for clearing that up!
I had the same problem, turns out i had a frame in an animation png that i didn't list in the corresponding mcmeta. Hard to believe, but as soon as i added it the problem was gone.
Thank you so much. I have been struggling with this for a while, but no longer!!! Muhahaha!!
So the patch core would look for differences between the original and the modification, then look if the modified part is different between the original and the one to be patched, finnaly inject the modified part into the one to be patched by adapting modified thing with the difference of the original and the one to be patched.
The problem with that is any mod built from decompiled source has many spurious differences from the original. If you open a class in MCP, make no changes and recompile it, you'll get different bytecode. This is no one's fault, just the inexact nature of decompiling. So unfortunately it requires a human being to sort through the diffs and decide which ones matter and which don't.
I'm having trouble with the conversion from 1.5 to 1.6. The pack shows up ingame, but when I click it it just reverts back to default. All other resource packs work.
I see you already figured out the problem with the animation data. I fixed the bug causing it to switch back to default textures when that happens, although you can thank Mojang for swallowing the error message there instead of printing it.
I've been testing like crazy, and the latest 4.1.0_04 version still does not render fonts properly, nor do certain things appear onscreen, including some text (like those that show up when you activate the Zombe Fly Mod) and the REI Minimap when in round mode.
I didn't see anything wrong with Rei's minimap with any settings I tried. On the other hand, the "flying" text with Zombe seemed unreliable with or without MCPatcher. I don't know exactly how, but I only managed to get it to appear once even taking MCPatcher out of the picture entirely.
I'm having trouble getting my CIT file to work. I'm attempting to create new ores using data values on blocks and ingots. It worked fine creating a new block from Iron ore, but I can't get the ingots to work.
...
Anyone know how I can get this to work? I've tried changing lots of things to no avail. I'm running 1.5.2
Is this a typo? CIT is supported only in 1.6 and up. There was some very early support in an aborted MCPatcher 3.1.0 version, but you're better off upgrading as the CIT format has changed significantly since.
Ore blocks use CTM (Connected Textures), which is supported in earlier versions.
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)
Are you installing a resource pack as a mod? Don't do that. Copy it to the .minecraft/resourcepacks folder and select it from in-game.
CTM's method "repeat" doesn't work on vines (ladders probably don't work either). This is a bug because other types of CTM work on vines. It sort of works, but it only shows 0.png; not both 0 and the other frames.
I see what you're trying to do, but this is actually pretty difficult to fix properly. Mojang in their infinite wisdom renders all sides of the vines as if they were the bottom face. Ladders have the same problem. I may be able to do a partial fix, that misses some corner cases -- literally, the corner cases actually -- when a vine attaches on multiple sides, but that's probably it.
Yes, yes it would. I'm glad you understand this concept. Too many people don't, for some unknown reason.
All it would do is overwrite the default files, causing the jar signature to be off and things to not be read properly. We see this a LOT over in Texture Discussion, actually. People thinking Texture Packs are installed just like mods. You would not believe how many problems something as seemingly innocuous as overwriting the default graphics can cause. Like, seriously, it's amazing. I have no clue how something with no code could cause so much mayhem in a game, but some of the errors people have described from doing nothing other than installing a texture pack wrong are just startling.
Now that Resource Packs overwrite more than just the graphics, I feel that it's only a matter of time before someone tries to install Sphax directly into the .jar and accidentally creates Skynet.
For that point, I've already made something like that a lot of times ago for the default look, but I've not included it in my public pack since I thinked that somes would not like :
MC Patcher has always performed better for me with Sphax 256x than Optifine, so I'm hopeful that whatever tweaks may need to be made for font and such can be made. The simplicity and efficiency of MC Patcher is preferable.
I'm sorry if this question has been asked earlier but how does one use bow cit and armor cit? I have looked at the examples but it still doesn't help me. Does anyone have an set of example cit properties for them? I can't seem to get them to display correctly. I have a somewhat decent knowledge of the basics of cit.
*This is not advertising my custom Doku Pack on purpose*
I use cit to a heavy extent in my custom pack which is in my signature(Don't worry it links back to the Dokucraft Continuation Forums)
So I wanted to include a series of custom armors and bows for this to help set my Custom Doku further apart from other Dokucraft Packs.
To whoever can help thank you for your time and consideration.
Rollback Post to RevisionRollBack
Jingle bells, decay and fails
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
I've got a imac running osx 10.5.8. I'm trying to get the newest version of MCPatcher for the newest versing of minecraft (1.6.2). when i double click on mcpatcher-4.1.0_04.jar i get this message...
The Java JAR file "mcpatcher-4.1.0_04.jar" could not be launched.
Check the Console for possible error messages.
This is the error message I could find...
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: SystemFlippers: didn't consume all data for long ID 0 (pBase = 0x10012ce20, p = 0x10012ce24, pEnd = 0x10012ce28)
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: SystemFlippers: didn't consume all data for long ID 0 (pBase = 0x10012c510, p = 0x10012c514, pEnd = 0x10012c518)
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: Exception in thread "main" java.lang.UnsupportedClassVersionError: Bad version number in .class file
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: at java.lang.ClassLoader.defineClass1(Native Method)
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: at java.lang.ClassLoader.defineClass(ClassLoader.java:676)
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:124)
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: at java.net.URLClassLoader.defineClass(URLClassLoader.java:260)
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: at java.net.URLClassLoader.access$100(URLClassLoader.java:56)
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: at java.net.URLClassLoader$1.run(URLClassLoader.java:195)
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: at java.security.AccessController.doPrivileged(Native Method)
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: at java.net.URLClassLoader.findClass(URLClassLoader.java:188)
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: at java.lang.ClassLoader.loadClass(ClassLoader.java:317)
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:280)
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: at java.lang.ClassLoader.loadClass(ClassLoader.java:252)
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:375)
Is this a typo? CIT is supported only in 1.6 and up. There was some very early support in an aborted MCPatcher 3.1.0 version, but you're better off upgrading as the CIT format has changed significantly since.
Ore blocks use CTM (Connected Textures), which is supported in earlier versions.
Thanks for the update! I was running whichever version is currently being used for the Spoutcraft Launcher! Interestingly, CIT worked fine on Vanilla blocks, just not trying to add things outside of Vanilla (e.g. Iron Ingots with a damage value!).
Just to confirm, with 1.6+ will "custom" items, such as 265:2 (Iron Ingot with a damage of 2) be workable to assign CITs to?
Ok, found a couple more issues with the converter! Ctm is broken. All of it.
It doesn't convert the watercolorx.png biome pallete.
I can pretty easily fix these manually, but just wanted to let you know.
Call it birch.png & pine.png , & put it in the /assests/minecraft/mcpatcher/colormap folder & you should be good.
Also make sure(just in case, you didn't) that Custom Colors is checked when patching.
Thanks! I didn't notice the name change... it's all working now
Is there a way to install MCPatcher with Forge? I am using forge and I want to install MCPatcher to it for couple mods so my texture pack will look more perfect.
Not for 1.6.x, no. A compatibility fix is supposedly in the works. Please be patient while it's developed. Thank you.
I see what you're trying to do, but this is actually pretty difficult to fix properly. Mojang in their infinite wisdom renders all sides of the vines as if they were the bottom face. Ladders have the same problem. I may be able to do a partial fix, that misses some corner cases -- literally, the corner cases actually -- when a vine attaches on multiple sides, but that's probably it.
Even a partial fix would still be amazing. I don't see vines in corners/under blocks very often anyway. That's interesting about how vines are rendered, although I have no clue how that works.
I don't think so no. I might be wrong, but I think someone else already tried to do it & couldn't get it to work
This is correct. Because horses already have a really hackneyed Random Mobs effect on them, with a variable overlay no less, they have some code that's exclusive to them. This breaks Random Mobs proper. Kahr has said that he's considering what to do about this... but I'm pretty sure he hasn't done anything just yet. Please be patient while he sorts through Mojang's funky code.
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CTM's method "repeat" doesn't work on vines (ladders probably don't work either). This is a bug because other types of CTM work on vines. It sort of works, but it only shows 0.png; not both 0 and the other frames. Here is what I mean. The left side is how it should look (this is put on dirt); the right side shows the exact same thing put on vines, and it only shows the first frame.
Here is the block106.properties file that I used for the picture:
Here is an example resource pack with almost the same setup (differences from the one used in the screenshot being: tile 0 is white (green in game) and tile 1 is black. The .properties file also has connect=tile in it. Dirt isn't changed. Only vines.).
Tested with MCPatcher 4.1.0_04 and Optifine HD B1 Ultra for Minecraft 1.6.2 (separately of course).
I guess this probably won't be high on your priorities, but I had an idea that I was excited about for an animation in my texture pack that would use this. Apologies if I simply messed up the .properties file.
Hey, thanks for the response! The stack value was intentional, as I had a comparable file for 17-48 and 48-64 showing increasingly large visual updates of the item.
I guess the real error is the fact that Iron Ingots with a damage value of 2 can't exist in the game, which is why it doesn't allow me to use it? The reason I was trying was that I did the same thing using Iron Ore with a damage value of 1 to represent Copper Ore on the blocks, and that worked fine, using the extra meta data on blocks to create "new" blocks. I guess this can't be applied to items then?
Is there any way I can use the meta data of items for the same purposes I used with the blocks? I'm doing this for my multiplayer world, where I have the ability to acquire whatever damage values I need.
Edit: I also misunderstood the name field, I assumed that changed the name of an item, not required said name. Thank you for clearing that up!
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Curse PremiumThank you so much. I have been struggling with this for a while, but no longer!!! Muhahaha!!
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Curse PremiumYep!
The problem with that is any mod built from decompiled source has many spurious differences from the original. If you open a class in MCP, make no changes and recompile it, you'll get different bytecode. This is no one's fault, just the inexact nature of decompiling. So unfortunately it requires a human being to sort through the diffs and decide which ones matter and which don't.
I see you already figured out the problem with the animation data. I fixed the bug causing it to switch back to default textures when that happens, although you can thank Mojang for swallowing the error message there instead of printing it.
I didn't see anything wrong with Rei's minimap with any settings I tried. On the other hand, the "flying" text with Zombe seemed unreliable with or without MCPatcher. I don't know exactly how, but I only managed to get it to appear once even taking MCPatcher out of the picture entirely.
Is this a typo? CIT is supported only in 1.6 and up. There was some very early support in an aborted MCPatcher 3.1.0 version, but you're better off upgrading as the CIT format has changed significantly since.
Ore blocks use CTM (Connected Textures), which is supported in earlier versions.
Are you installing a resource pack as a mod? Don't do that. Copy it to the .minecraft/resourcepacks folder and select it from in-game.
I see what you're trying to do, but this is actually pretty difficult to fix properly. Mojang in their infinite wisdom renders all sides of the vines as if they were the bottom face. Ladders have the same problem. I may be able to do a partial fix, that misses some corner cases -- literally, the corner cases actually -- when a vine attaches on multiple sides, but that's probably it.
I never knew that.
& nice Terminator reference;) lol
I like it
*This is not advertising my custom Doku Pack on purpose*
I use cit to a heavy extent in my custom pack which is in my signature(Don't worry it links back to the Dokucraft Continuation Forums)
So I wanted to include a series of custom armors and bows for this to help set my Custom Doku further apart from other Dokucraft Packs.
To whoever can help thank you for your time and consideration.
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
By Sileo_Vulpes
The Java JAR file "mcpatcher-4.1.0_04.jar"
could not be launched.
Check the Console for possible error messages.
This is the error message I could find...
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: SystemFlippers: didn't consume all data for long ID 0 (pBase = 0x10012ce20, p = 0x10012ce24, pEnd = 0x10012ce28)
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: SystemFlippers: didn't consume all data for long ID 0 (pBase = 0x10012c510, p = 0x10012c514, pEnd = 0x10012c518)
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: Exception in thread "main" java.lang.UnsupportedClassVersionError: Bad version number in .class file
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: at java.lang.ClassLoader.defineClass1(Native Method)
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: at java.lang.ClassLoader.defineClass(ClassLoader.java:676)
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:124)
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: at java.net.URLClassLoader.defineClass(URLClassLoader.java:260)
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: at java.net.URLClassLoader.access$100(URLClassLoader.java:56)
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: at java.net.URLClassLoader$1.run(URLClassLoader.java:195)
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: at java.security.AccessController.doPrivileged(Native Method)
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: at java.net.URLClassLoader.findClass(URLClassLoader.java:188)
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: at java.lang.ClassLoader.loadClass(ClassLoader.java:317)
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:280)
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: at java.lang.ClassLoader.loadClass(ClassLoader.java:252)
Jul 15 01:32:39 imac [0x0-0x180180].com.apple.JarLauncher[2800]: at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:375)
HALP?
Thanks for the update! I was running whichever version is currently being used for the Spoutcraft Launcher! Interestingly, CIT worked fine on Vanilla blocks, just not trying to add things outside of Vanilla (e.g. Iron Ingots with a damage value!).
Just to confirm, with 1.6+ will "custom" items, such as 265:2 (Iron Ingot with a damage of 2) be workable to assign CITs to?
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Curse PremiumCtm is broken. All of it.
It doesn't convert the watercolorx.png biome pallete.
I can pretty easily fix these manually, but just wanted to let you know.
I don't think I am, the only things I'm installing are audio mod, modloader, doku high, and rei's minimap.
Ok, just looked it up and realized I have to put texture packs into resource packs, it's all good now.
Thanks! I didn't notice the name change... it's all working now
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ModeratorEven a partial fix would still be amazing. I don't see vines in corners/under blocks very often anyway. That's interesting about how vines are rendered, although I have no clue how that works.
I don't think so no. I might be wrong, but I think someone else already tried to do it & couldn't get it to work
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ModeratorThis is correct. Because horses already have a really hackneyed Random Mobs effect on them, with a variable overlay no less, they have some code that's exclusive to them. This breaks Random Mobs proper. Kahr has said that he's considering what to do about this... but I'm pretty sure he hasn't done anything just yet. Please be patient while he sorts through Mojang's funky code.