In collaboration with Alvoria, I'd like to report a bug in terms of the ctm possibilities:
- snip -
I should also point out that, yes, I did try block-ID-based CTM and using renderPass=1, as it says in the sample CTM file. Neither has any effect on this, despite it specifically saying in that file that this is the way to work with water.
Can you update the older versions of MCPatcher to work with the new Minecraft installation format? Because it doesn't even work with older versions of Minecraft now.
Is there any way to edit the color behind unrendered chunks? This purple shows up beneath the horizon and above the sky0.png and better skies layers. This strong purple color just really doesn't match well:
In a boat, for example, it shows up as a band beneath the water's edge.
Aand here is the view from the shore:
Thanks again, Kahr, for all these graphics options!
That's a blue color not purple, & to change that color behind unrendered chunks MAY be possible to do with having a Biome Color Palette (the same as how grass & leaves are colored) for the sky. Make the whole image the color you want the unrenedered chuck color to be(IT HAS TO BE IN 256x256) & call it "sky0". It SHOULD work(I haven't tested it out myself).
Now, CIM can give you a different item texture if you rename the item a certain thing in the anvil. Can you do the same thing with blocks in CTM?
CIT, actually.
And no, you really can't. The reason for this is that most blocks don't hold their NBT data once placed in the world so even if you could, it would only show up while in your inventory.
As Totally Epic as this would be (Nearly infinite blocks in any pack that wants them) changing this would require altering how save files work so that blocks would remember their names, and I'm fairly sure Kahr doesn't want to go that far.
Unless I'm wrong about how that works and it's totally possible at which point, YES PLEASE!
Is there any way to have a specific jungle tree color palette as you can with birch and pine? As it is the jungle foliage shares the same color palette as the oak trees.
I'm pretty sure the number determines the dimension...
You can have multiple skyboxes for each dimension though, just make another sky png in the sky0 folder and do the properties file to suit.
Mind you, this is pointless because skyboxes don't affect that colour. The only way I know to get rid of it is the disable sky option in optifine.
Also kahr, did you change how birch leaves take their colours with a custom biome triangle? Because my birch colours don't change from biome to biome, they seem to take their colours from one spot on the triangle only and use that throughout each biome.
You can use CTM to override the unused metadatas of any block in the game to create new aesthetic blocks. These aesthetic blocks will inherit their behavior and particles from the block ID. Unfortunately the /give command only works with the walls, quartz, planks, stone blocks and sandstone unused metadatas, but those blocks alone give a good 30+ new options. If you'd like to see my implementation of this, I have an organized setup here: http://files.soartex...ex_Snapshot.zip
/assets/minecraft/mcpatcher/ctm/creative/
Any other block metadata can be overwritten as well, but it requires use of a server plugin and gets more complicated. I have a usage guide here by the way: http://soartex.net/c...ive-blocks.528/
I can confirm this.
I also have a few extra blocks that use 'unused' plank metadata and once 'given' in-game using the console the blocks can be renamed on the anvil, so they're easier to identify, especially in creative mode.
The only thing one has to be mindful of is that Mojang could re-use/change any unused metadata in the future, which might break any epic builds using these extra free blocks...so use sparingly, if you don't want to have to mcedit changes in down the line.
It won't stop me experimenting with all those spare blocks though, especially as one doesn't have to be reliant on anything other than MCPatcher to be abreast of MC updates.
Firstly, I would like to just say that this mod is by far the most efficient, well-built mod that I have ever used. For that, I would like to thank and congratulate you on continuing to update it for players such as myself.
Secondly, I had a small inquiry before I actually begin to mod, which is that Do I have to do any extra before-hand modding before patching with mcpatcher? This new launcher is fairly natural to me, but the whole copy/paste of the folder is what throws me off oftentimes. I assume I will need a new one (i.e. "1.6.2.mcpatcher") and then patch from there? Thank you, and I apologize if this has been answered in previous posts :/
I can't download it. All I get is this:
This XML file does not appear to have any style information associated with it. The document tree is shown below.
Bump on my question about jungle foliage and if there is a way to have a seperate color palette from the default oak foliage.
A few more questions too -
In my resource pack I have multiple random mobs, which works beautifully for the most part, however, some mobs/entities only ever show one even though I have multiples of them. Here are the ones that don't work and I only get the default one:
Even in the same directory some work and some don't - for example, in the horses directory I get multiple random mules and donkeys, but not any of the horses.
I'm guessing the problem is either I somehow don't have the files named correctly, or, I need to have a properties file with the right coding.
I tried changing the file name, for example pig2_saddle vs. pig_saddle2 but that didn't do anything. Is it even possible to have multiple saddle/armor skins?
I've also noticed some resource packs include a properties files with coding in it, some examples include:
I've tried replicating their code on the mobs that aren't working, but so far nothing I've tried works. Is there a specific format I should be using? Is there something I'm just missing?
Another question related to the above - When I spawn a wither (or anything else that has 2 states, a resting and a shooting/invulnerable) it randomly uses a skin for the invulnerable (out of 10 skins for example it'll select skin #4) and then when it goes into the normal state it'll select another random skin (#7 for example). Is there any way to link them up so that when it spawns in skin #4 it will also use invulnerable #4 instead of #7?
Is it possible that sandstone with method=top connects to sandstone stairs. Otherwise it looks realy ugly.
Yes, I've been able to do something like that although it is a bit complicated and may be longer than it needs to be but it does create very nice consistent sandstone.
I'm on a mac and I downloaded it but when I try to launch it something pops up saying "There was a problem while reading the contents of the file "mcpatcher-4.2.1.exe": Data is corrupted". What does that mean?
I'm thinking about remaking the creative blocks list. My thinking is, multiple texture packs could share the same creative blocks. By sharing blocks, one build would work in multiple texture packs. I'd be happy to release all the .properties files for public use so that anyone who wants to add creative block support only has to retexture blocks, and can skip writing up a hundred .properties files...
My biggest concern here is that different texture packs will probably want different creative blocks. I could leave the quartz block metadatas un-planned for texture pack specific blocks.
If anyone is interested in participating in a shared blocks list, feel free to leave suggestions about which blocks should be included.
A proposed block list by LolCaatz:
5:4 Large planks
5:5 Black planks/alternate spruce planks texture
5:6 White planks/alternate birch planks texture
5:7 Mossy/makeshift planks
5:8 Log Planks (small logs arranged as planks)
5:9 Wood Cubes
5:10 Timber Framing Split
5:11 Timber Framing Cross
5:12 Hive
5:13 Gift
5:14 Plank Paver
5:15 Paneling Oak
120:8-120:15 (End portal frame): Various lampstands/plinths/tables/etc.
125:4-125:7, 125:12-125:15 (new wooden double slabs) :
126:4-126:7, 126:12-125:15 (new wooden slabs, lower/upper) :
125:4 Barrel
126:4, 126:12 Open Barrel
125:5 Crate
126:5, 126:13 Open Crate
125:6 Plywood Block
126:6, 126:14 Plywood Slab
125:7 < Any burnable block which requires a slab >
126:7, 126:15 < Upper and lower slabs for the above block >
125:12-125:15 Assorted wooden blocks
24:3 Brick Sandstone
24:4 Sandstone Pillar
24:5 Eroded/Cracked Sandstone
24:6 Sandstone Tiles
24:7 Sandstone Large Bricks (vanilla stone brick style)
24:8 Sandstone 2x2
24:9 Limestone
24:14 Limestone Paver
24:10-24:15 Assorted limestone blocks
(remove all of the colored planks here, as users without the texture pack will see sandstone instead of standard planks)
97:3-97:15 - various infested/corrupted stone blocks
98:4 Brick Flat
98:5 Brick Green
98:6 Basalt Paver
98:7 Brick Shiva
98:8 Brick Large
98:9 Brick Runes
98:10 Ivy Wall
98:11 Mossy Round
98:12 Concrete
98:13 Basalt Paver
98:14 Stone Paver
98:15 Rock
155:5 Companion Cube (Portal 2)
155:6 Shiny Glowstone
155:7 Red Tile
155:8 Blue Tile
155:9 Iron Sheet
155:10 Safe
155:11 Steel
155:12 Siding
155:13 Iron Paver
155:14 Basalt Paver/Black Marble Tile
155:15 Marble
31:4 - 31:15: different bushes/flowers or grass lengths
115:4 - 115:15: different nether plants
139:2 Stone
139:3 Sandstone
139:4 Stone Brick
139:5 Clay Brick
139:6 Quartz
139:7 Oak Log
139:8 Snow
139:9 Obsidian
139:10 Hardened Clay
139:11 Wooden Planks
139:12 Brick Green
139:13 Basalt Paver
139:14 Iron Block
139:15 Red Mushroom
59:8-59:15, 141:8-141:15, 142:8-142:15: different crops
I would love to have some of those ".properties" files. If you want to share them, I'll like to have a stab at them(&edit them to my likely/to the theme of my resource pack, You will credited if you want me to)
And no, you really can't. The reason for this is that most blocks don't hold their NBT data once placed in the world so even if you could, it would only show up while in your inventory.
As Totally Epic as this would be (Nearly infinite blocks in any pack that wants them) changing this would require altering how save files work so that blocks would remember their names, and I'm fairly sure Kahr doesn't want to go that far.
Unless I'm wrong about how that works and it's totally possible at which point, YES PLEASE!
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ModeratorThat's a blue color not purple, & to change that color behind unrendered chunks MAY be possible to do with having a Biome Color Palette (the same as how grass & leaves are colored) for the sky. Make the whole image the color you want the unrenedered chuck color to be(IT HAS TO BE IN 256x256) & call it "sky0". It SHOULD work(I haven't tested it out myself).
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ModeratorAnd no, you really can't. The reason for this is that most blocks don't hold their NBT data once placed in the world so even if you could, it would only show up while in your inventory.
As Totally Epic as this would be (Nearly infinite blocks in any pack that wants them) changing this would require altering how save files work so that blocks would remember their names, and I'm fairly sure Kahr doesn't want to go that far.
Unless I'm wrong about how that works and it's totally possible at which point, YES PLEASE!
OK, I will & ok.
Maybe a "sky1" file? Maybe, it could work, & I'm here to help! So no problem!
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Curse PremiumYou can have multiple skyboxes for each dimension though, just make another sky png in the sky0 folder and do the properties file to suit.
Mind you, this is pointless because skyboxes don't affect that colour. The only way I know to get rid of it is the disable sky option in optifine.
Also kahr, did you change how birch leaves take their colours with a custom biome triangle? Because my birch colours don't change from biome to biome, they seem to take their colours from one spot on the triangle only and use that throughout each biome.
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Curse PremiumI can confirm this.
I also have a few extra blocks that use 'unused' plank metadata and once 'given' in-game using the console the blocks can be renamed on the anvil, so they're easier to identify, especially in creative mode.
The only thing one has to be mindful of is that Mojang could re-use/change any unused metadata in the future, which might break any epic builds using these extra free blocks...so use sparingly, if you don't want to have to mcedit changes in down the line.
It won't stop me experimenting with all those spare blocks though, especially as one doesn't have to be reliant on anything other than MCPatcher to be abreast of MC updates.
Secondly, I had a small inquiry before I actually begin to mod, which is that Do I have to do any extra before-hand modding before patching with mcpatcher? This new launcher is fairly natural to me, but the whole copy/paste of the folder is what throws me off oftentimes. I assume I will need a new one (i.e. "1.6.2.mcpatcher") and then patch from there? Thank you, and I apologize if this has been answered in previous posts :/
Jaoper
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<Error>
<Code>AccessDenied</Code>
<Message>Access Denied</Message>
<RequestId>B6087CAF26589F6C</RequestId>
<HostId>
A few more questions too -
In my resource pack I have multiple random mobs, which works beautifully for the most part, however, some mobs/entities only ever show one even though I have multiples of them. Here are the ones that don't work and I only get the default one:
cat_black2/red2/siamese2 (3,4,5,... etc.)
endercrystal2 (3,4,5,... etc.)
endercrystal_beam2 (3,4,5,... etc.)
ghast_shooting2 (3,4,5,... etc.)
horse_black/brown/etc.2 (3,4,5,... etc.)
horse_armor_iron/gold/diamond2 (3,4,5,... etc.)
pig_saddle2 (3,4,5,... etc.)
At first I was thinking it had something to do with mobs/entities that have an underscore in the name, but yet these ones work perfectly fine:
cave_spider2 (3,4,5,... etc.)
sheep_fur2 (3,4,5,... etc.)
wither_skeleton2 (3,4,5,... etc.)
wither_invulnerable2 (3,4,5,... etc.)
Even in the same directory some work and some don't - for example, in the horses directory I get multiple random mules and donkeys, but not any of the horses.
I'm guessing the problem is either I somehow don't have the files named correctly, or, I need to have a properties file with the right coding.
I tried changing the file name, for example pig2_saddle vs. pig_saddle2 but that didn't do anything. Is it even possible to have multiple saddle/armor skins?
I've also noticed some resource packs include a properties files with coding in it, some examples include:
skins.1=1
skins.2=2
skins.1=1 2 3 (etc.)
skins.1=1 4
weights.1=10 20
minHeight.1=55
maxHeight.1=255
I've tried replicating their code on the mobs that aren't working, but so far nothing I've tried works. Is there a specific format I should be using? Is there something I'm just missing?
Another question related to the above - When I spawn a wither (or anything else that has 2 states, a resting and a shooting/invulnerable) it randomly uses a skin for the invulnerable (out of 10 skins for example it'll select skin #4) and then when it goes into the normal state it'll select another random skin (#7 for example). Is there any way to link them up so that when it spawns in skin #4 it will also use invulnerable #4 instead of #7?
Any help would be greatly appreciated.
No reply from me? just pm me with a link to the forum page,or the question,and I'll get back to you
Yes, I've been able to do something like that although it is a bit complicated and may be longer than it needs to be but it does create very nice consistent sandstone.
Here are all the properties I have for sandstone.
sandstone.properties
sandstone2.properties
sandstone3.properties
sandstone-proxy1.properties
sandstone-proxy2.properties
sandstone-proxy3.properties
tiles 0 and 1 are the lower part.
tiles 2, 3, 4, and 6 are the upper part.
tile 5 is the upper part used by slabs.
They will also only apply to blocks in the world, to avoid them looking funny in the players hand.
I would love to have some of those ".properties" files. If you want to share them, I'll like to have a stab at them(&edit them to my likely/to the theme of my resource pack, You will credited if you want me to)
Ah, how about renamed mobs in RandomMobs?
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ModeratorHooray!
Also check me out on:
WordPress, Etsy, and Spore.