Does MCPatcher HD-Font supports unicode_page_xx.png because the description is about the old ascii.png and ascii_sga.png files as well as the propertie uses ascii numbers. That seems to me like unicode_page_xx.png aren't supported.
If I'm correct MCPatcher doesn't support it, BUT i haven't tried it, so I don't know for sure.
Apologies if this has been reported before, but I found a bug with MCPatcher. Specifically, custom portals from "Enhanced Portals" (http://www.minecraft...ancedportals-2/) and any glass from the Carpentry mod (http://www.minecraft...tairs-and-more/) renders as opaque brown, rather than the proper texture.
Optifine and vanilla Minecraft handle these mods properly.
well obviously Vanilla will handle these mods properly as the mods will be doing the rendering, but i will look into the mods & try to find the problem
I have been making a clock texture with a pendulum, however due to the way that minecraft deals with clocks it swings choppily, specifically 15 degrees every 2.7 seconds. It has been recommended to me by Alvoria to find the clock method provided by MCPatcher. is there a tutorial on using this method. if not a specific tutorial how about an all features tutorial discussing the possible uses for this powerful tool.
Check the Information for Texture Pack Authors fold in the OP. It's at the bottom of the Custom Animations section. There's samples to work off of. No tutorial, though, but I don't think it's too hard to figure out. Feel free to post if you're having problems.
lol thanks, if you like i can send you my clock when its done, only got like 5 textures done for my pack and really want the clock done. well i say 5, its more like 5 and 20 bits and pieces for the various gearpunk contraptions. thanks for the help +1
You can also make each layer render in different amounts of time differently(if I'm correct). So, basically you can have the "Pendulum" Layer render each moment of the pendulum's movement so that it doesn't look like it's choppy
so instead of keeping the standard 15 degrees or whatever from the pendulum script i ran, make the increments smaller but make the sweep run for more frames giving the illusion of smoother travel?
Yes! EXACTLY!!! Instead of having, say(for example), 20 frames where each one the pendulum moves 15 degrees, you can have more frames(say 100) with each frame the pendulum moving 2 degrees(2 degrees is just an example). BUT the problem with doing this is the lag it MIGHT cause. I tried to make an animation for the beacon texture. It was for a 32x texture pack. The animation image file was 32x1856(OR 58 frames, each one being 32x). I have 2 computers, a bad one(which I call "My Lag Tester") & a GREAT Lagfree computer. On my Lagfree computer the animation worked fine, BUT on "My Lag Tester" computer, I got 2fps, because the animation was so CPU intensive.
So yes, more frames equals smoother movement/travel between frames, BUT also means, possibly, more lag. So, be careful how much lag it might cause on bad computers(which I can help you test on my bad computer). But yes, to answer your question, that's exactly what I mean.
P.S. : If you want to see the Beacon animation file I made & test it for a lag test on your computer, it's still in my resource pack(Click Here to go to it).
It seems that we can't add layers to normal items. I've createt a transparent texture with "XXL" written on it. Normaly it should overlay over each item that is overstackt (>64/>16/>1) but it shows only the XXL texture and not the item under it. The enchantment cit type wraps the "XXL" around the item and that wasn't what I wanted.
Show me your code in the ".properties" files & I can probably help you more.
It seems that we can't add layers to normal items. I've createt a transparent texture with "XXL" written on it. Normaly it should overlay over each item that is overstackt (>64/>16/>1) but it shows only the XXL texture and not the item under it. The enchantment cit type wraps the "XXL" around the item and that wasn't what I wanted.
Make the XXL texture the exact same size as your item tiles.
Using the enchantment method, set speed=0, layer=1, and blend=replace. Those last two are the important parts because it makes it composite on the layer below rather than an effect.
The code includes Alvoria's fix (that didn't worke).
The texture with XXL is 32x but the item texture resulotions differ between 16x and 256x
What part of "Make the XXL texture the exact same size as your item tiles." did you not fully comprehend? You'll need one for each resolution if you want to have mixed resolutions. This is important because of the 1:1 nature of enchantment overlays.
The size is unimportant (allready tested it). The problem is I wan't the first pic but get the second because type=enchantment wraps the texture arround the item.
At the moment it seems to be impossible so please Kahr add blend/layer to type=item methode or add a enchantment blend methode that workes for this.
Ah, I see. The difference between our methods is that I outright replaced the image while you're trying to add to it. Sorry for the misinformation then.
Guys i really need ur help ... i use this texture pack on a server i get la spikes when i hit zombie etc ... but when i use other resource pack i did not had any lag spike . pls help me ...
I'll look into Artifice too. Sorry I haven't had time to do anything(getting ready for my senior year in high school)so I'll try to look at it when I can.
Guys i really need ur help ... i use this texture pack on a server i get la spikes when i hit zombie etc ... but when i use other resource pack i did not had any lag spike . pls help me ...
hey, i have some questions, is it possible to change the "line" texure per cit item? like you can change armor model per texture (for leash or fishing rod)
and more question, is it possible to change armor model per enchant on armor?...like..i want to do, that if armor have thorns enchant, it will have thorns on the model, so, if its possible, please tell me how
hey, i have some questions, is it possible to change the "line" texure per cit item? like you can change armor model per texture (for leash or fishing rod)
and more question, is it possible to change armor model per enchant on armor?...like..i want to do, that if armor have thorns enchant, it will have thorns on the model, so, if its possible, please tell me how
That was a bit of a confusing post, but I think the answer is "yes" in both cases.
For the lines the files are fishingline.png and lead.png, both of which go in in /assets/minecraft/mcpatcher/line/
For armors, you'll have to make two .properties files for each enchantment: One for the icon and one for the worn armor. Both will use the enchatmentIDs property. The worn armor will use the Armor type, and the inventory item will use the Item type. Check out the CIT_Single.properties file in the OP for more information.
Thanks!
but on the first one, i ment, there is any way to change line per cit?
like..for normal fishing rod, there is line, and for other fishing rod using cit, there will be other line.
Thanks!
but on the first one, i ment, there is any way to change line per cit?
like..for normal fishing rod, there is line, and for other fishing rod using cit, there will be other line.
On a whim, I disabled Better Glass and Connected Textures to see if either of those were causing the Enhanced Portals/Artificers/Carpentry issues. No such luck.
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If I'm correct MCPatcher doesn't support it, BUT i haven't tried it, so I don't know for sure.
Optifine and vanilla Minecraft handle these mods properly.
well obviously Vanilla will handle these mods properly as the mods will be doing the rendering, but i will look into the mods & try to find the problem
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You can also make each layer render in different amounts of time differently(if I'm correct). So, basically you can have the "Pendulum" Layer render each moment of the pendulum's movement so that it doesn't look like it's choppy
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ModeratorYes! EXACTLY!!! Instead of having, say(for example), 20 frames where each one the pendulum moves 15 degrees, you can have more frames(say 100) with each frame the pendulum moving 2 degrees(2 degrees is just an example). BUT the problem with doing this is the lag it MIGHT cause. I tried to make an animation for the beacon texture. It was for a 32x texture pack. The animation image file was 32x1856(OR 58 frames, each one being 32x). I have 2 computers, a bad one(which I call "My Lag Tester") & a GREAT Lagfree computer. On my Lagfree computer the animation worked fine, BUT on "My Lag Tester" computer, I got 2fps, because the animation was so CPU intensive.
So yes, more frames equals smoother movement/travel between frames, BUT also means, possibly, more lag. So, be careful how much lag it might cause on bad computers(which I can help you test on my bad computer). But yes, to answer your question, that's exactly what I mean.
P.S. : If you want to see the Beacon animation file I made & test it for a lag test on your computer, it's still in my resource pack(Click Here to go to it).
Show me your code in the ".properties" files & I can probably help you more.
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ModeratorUsing the enchantment method, set speed=0, layer=1, and blend=replace. Those last two are the important parts because it makes it composite on the layer below rather than an effect.
I hope that helps you.
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ModeratorI'll look into Artifice too. Sorry I haven't had time to do anything(getting ready for my senior year in high school)so I'll try to look at it when I can.
What's the name of the resource pack???
and more question, is it possible to change armor model per enchant on armor?...like..i want to do, that if armor have thorns enchant, it will have thorns on the model, so, if its possible, please tell me how
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ModeratorFor the lines the files are fishingline.png and lead.png, both of which go in in /assets/minecraft/mcpatcher/line/
For armors, you'll have to make two .properties files for each enchantment: One for the icon and one for the worn armor. Both will use the enchatmentIDs property. The worn armor will use the Armor type, and the inventory item will use the Item type. Check out the CIT_Single.properties file in the OP for more information.
I hope that helps you.
but on the first one, i ment, there is any way to change line per cit?
like..for normal fishing rod, there is line, and for other fishing rod using cit, there will be other line.
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