FYI I just wanted to point out that in the latest snapshot (so maybe in 1.7) swamps have 2 hardcoded colors for grass that overwrite whatever color you put in the colormap, instead of overlaying a purplish color on top of the one in grass.png as it used to do.
Not yet. Apparently Grum changed a lot of stuff behind the scenes, so Kahr is having to do some major tweaking before the 1.7 Snapshot versions can be a thing.
Knowing Kahr, it'll be a week or two at most. Be patient. If you need this for your pack reviews, just keep using 1.6.2. Very few packs are up to the latest snapshot anyway.
Not yet. Apparently Grum changed a lot of stuff behind the scenes, so Kahr is having to do some major tweaking before the 1.7 Snapshot versions can be a thing.
Knowing Kahr, it'll be a week or two at most. Be patient. If you need this for your pack reviews, just keep using 1.6.2. Very few packs are up to the latest snapshot anyway.
Was just curious. I just updated the map a quite a bit. We now have a greenhouse and mobs are very easily summoned.
Um, I'm literally incapable of successfully using this. I deleted my MCPatcher folder, my Forge folder, and then followed the Forge install w/ MCPatcher instructions exactly, patched only Random Mobs and Connected Textures (I can't tell if I'm supposed to leave the "Forge" tab checked or not, but I did), and nothing's working. I can't exactly test Random Mobs quite yet, but I see absolutely no change in the grass, whether I'm in my own texture pack or vanilla. Do you need to add a secondary grass texture for connected textures to get BetterGrass to work? I was under the impression that BetterGrass automatically applied grass_top.png to the side if there is an adjacent grass block exactly one block lower. I did check the BetterGrass box in Options, too.
I've tried the same with vanilla 1.6.2, with the same result, and I've tried checking every mod box and patched it to Forge with no visible difference, as well.
I can't say what's up for Forge since I don't use it, but I have the same issue with Better Grass. Kahr said something in response to my bringing it up about some config file being corrupted or something, I can't remember and would have to check. But, I kind of doubt that's actually the case since it worked fine prior to 4.2.0, or 4.2.1, and just stopped working after one of those updates and hasn't worked for me since.
I can't say what's up for Forge since I don't use it, but I have the same issue with Better Grass. Kahr said something in response to my bringing it up about some config file being corrupted or something, I can't remember and would have to check. But, I kind of doubt that's actually the case since it worked fine prior to 4.2.0, or 4.2.1, and just stopped working after one of those updates and hasn't worked for me since.
Since it's the same for me whether I use Forge or not, I bet it's a bug. Also, I made a Random Mobs test and that doesn't work, either.
No, I mean z-index. Like how many pixels in the texture is. So for fences, a specific texture for the posts and another one for the horizontal members.
I downloaded this, it worked fine. But, I made sure everything was checked... I stil get some resource packs with grey water or gray plants, and non-connected textures. Please help me.
MCPatcher only needs to read the user stats file which is locatet at map\stats\player.json
In properties we could use something like items.used.279=x to apply the textures.
Any response to this Khar?
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.
About the stats:
Ok there is single player, but how would it work in Mulitplayer? Isn't that info stored Server side?(or am i learning java wrong?)
About the enchantment texture:
Just make a CIT texture that has the "Type" set to "Item", & have the first texture you put: be the replacement texture.
Example code:
No, I mean z-index. Like how many pixels in the texture is. So for fences, a specific texture for the posts and another one for the horizontal members.
I think I see what you are saying. Now for fences as it uses wood's texture you can create a CTM texture for it & make it apply to the ID of fences. But I knew you listed it as an example, so I wont go on about that. BUT case & point, I think I see what you are trying to say.
I downloaded this, it worked fine. But, I made sure everything was checked... I stil get some resource packs with grey water or gray plants, and non-connected textures. Please help me.
For the grey water & plants:
Make sure "Custom Colors" is checked in the "Mods" Tab & in the "Options" Tab, make sure everything is checked in the "Custom Colors" Section
For the Connected Textures:
Make sure "Connected Textures" is check in the "Mods" Tab & in the "Options" Tab, make sure everything is checked in the "Connected Textures" section(Better Grass can be unchecked if you don't want it)
That SHOULD work. Also remember(for the connected textures) that some resource packs don't have the CTM in them, so the blocks wont connect.
Also remember that if you have both MCPatcher & Optifine installed at the same time, they will both break each other!
I wanted to patch my 1.6.2 with Mcpatcher and ditch Optifine, but I see that the only version available is 13w36b in the versions list. I can't find my Forge profile. Am I doing something wrong?
Derp edit: I accidentally deleted my original 1.6.2 profile. The I reinstalled it and my Forge profile showed up
For the grey water & plants:
Make sure "Custom Colors" is checked in the "Mods" Tab & in the "Options" Tab, make sure everything is checked in the "Custom Colors" Section
For the Connected Textures:
Make sure "Connected Textures" is check in the "Mods" Tab & in the "Options" Tab, make sure everything is checked in the "Connected Textures" section(Better Grass can be unchecked if you don't want it)
That SHOULD work. Also remember(for the connected textures) that some resource packs don't have the CTM in them, so the blocks wont connect.
Also remember that if you have both MCPatcher & Optifine installed at the same time, they will both break each other!
For the grey water & plants:
Make sure "Custom Colors" is checked in the "Mods" Tab & in the "Options" Tab, make sure everything is checked in the "Custom Colors" Section
For the Connected Textures:
Make sure "Connected Textures" is check in the "Mods" Tab & in the "Options" Tab, make sure everything is checked in the "Connected Textures" section(Better Grass can be unchecked if you don't want it)
That SHOULD work. Also remember(for the connected textures) that some resource packs don't have the CTM in them, so the blocks wont connect.
Also remember that if you have both MCPatcher & Optifine installed at the same time, they will both break each other!
I did that, still doesn't work. I remember one time I was using a texture pack and textures were connected and then the next day no more connected textures.
Please Kahr, could you fix the mapping on fences? Since it is a fairly popular CTM block, it would be very beneficial for you to fix the mapping of it.
Just wanted to pop in for a quick update. Progress has been slow with the new snapshot, and then today's broke everything just as I had it somewhat working in 13w36b, but I'm getting there. While not as major as 1.5 or 1.6, there were some pretty significant changes in this release that I'm still trying to wrap my head around. Keep in mind that there's no MCP for this version yet, and all my work has to be done with obfuscated code.
Over in Texture Discussion there's a thread where we're making great progress on this issue. Please come join us. The thread is Here if you so desire.
Yes, the color map situation now is a mess. I'm still thinking about possible alternatives, but yeah, what a mess. I'll have more to say on the other thread.
Yes, the color map situation now is a mess. I'm still thinking about possible alternatives, but yeah, what a mess. I'll have more to say on the other thread.
My idea for the situation is to have a simple .txt to determine if it uses the old colormap technique(pick 1 primary color per biome) or the new one(height/randomization).
And fix the fence CTM, pretty please? :3 I know it's not intended to be used for fences in the current state, but it'd allow some nice possibilities.
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ModeratorKnowing Kahr, it'll be a week or two at most. Be patient. If you need this for your pack reviews, just keep using 1.6.2. Very few packs are up to the latest snapshot anyway.
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Curse PremiumWas just curious. I just updated the map a quite a bit. We now have a greenhouse and mobs are very easily summoned.
I've tried the same with vanilla 1.6.2, with the same result, and I've tried checking every mod box and patched it to Forge with no visible difference, as well.
Since it's the same for me whether I use Forge or not, I bet it's a bug. Also, I made a Random Mobs test and that doesn't work, either.
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Curse PremiumNo, I mean z-index. Like how many pixels in the texture is. So for fences, a specific texture for the posts and another one for the horizontal members.
Also, thanks for making this Forge-compatible again!
About the stats:
Ok there is single player, but how would it work in Mulitplayer? Isn't that info stored Server side?(or am i learning java wrong?)
About the enchantment texture:
Just make a CIT texture that has the "Type" set to "Item", & have the first texture you put:
Example code:
I think I see what you are saying. Now for fences as it uses wood's texture you can create a CTM texture for it & make it apply to the ID of fences. But I knew you listed it as an example, so I wont go on about that. BUT case & point, I think I see what you are trying to say.
For the grey water & plants:
Make sure "Custom Colors" is checked in the "Mods" Tab & in the "Options" Tab, make sure everything is checked in the "Custom Colors" Section
For the Connected Textures:
Make sure "Connected Textures" is check in the "Mods" Tab & in the "Options" Tab, make sure everything is checked in the "Connected Textures" section(Better Grass can be unchecked if you don't want it)
That SHOULD work. Also remember(for the connected textures) that some resource packs don't have the CTM in them, so the blocks wont connect.
Also remember that if you have both MCPatcher & Optifine installed at the same time, they will both break each other!
Derp edit: I accidentally deleted my original 1.6.2 profile. The I reinstalled it and my Forge profile showed up
I did that, still doesn't work. I remember one time I was using a texture pack and textures were connected and then the next day no more connected textures.
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ModeratorYes, the color map situation now is a mess. I'm still thinking about possible alternatives, but yeah, what a mess. I'll have more to say on the other thread.
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Curse PremiumAnd fix the fence CTM, pretty please? :3 I know it's not intended to be used for fences in the current state, but it'd allow some nice possibilities.