hello, i was wondering if using MCP it would be possible in the future to change the textures of the heads of the new mojang playerhead accounts. there are currently 31 new heads. it would be nice to be able to change these with a texture pack.
hello, i was wondering if using MCP it would be possible in the future to change the textures of the heads of the new mojang playerhead accounts. there are currently 31 new heads. it would be nice to be able to change these with a texture pack.
It would be better to override different skins using the resource pack. Ex: Place a skin file in /assets/minecraft/mcpatcher/skins/playername.png and minecraft would use that instead of the one from minecraft.net.
It would be better to override different skins using the resource pack. Ex: Place a skin file in /assets/minecraft/mcpatcher/skins/playername.png and minecraft would use that instead of the one from minecraft.net.
Look lower in the article. Mojang has actually made accounts with specific skins so that map makers want to use, say, a cow head there will always be an account that has that skin available. This won't change based on the cow skin used in the pack because it's calling a "player" skin. That's why he wants to be able to override it.
Look lower in the article. Mojang has actually made accounts with specific skins so that map makers want to use, say, a cow head there will always be an account that has that skin available. This won't change based on the cow skin used in the pack because it's calling a "player" skin. That's why he wants to be able to override it.
Yes, I know exactly what he's talking about. What I'm talking about is overriding skins. The client will fetch a skin from minecraft.net, but mcpatcher would be like "No, don't use that. Use this instead." At this point, it would use playername.png instead of the serverside one.
For an example, create a file in /assets/minecraft/mcpatcher/skins/ and name it MHF_Cow.png. Minecraft will now use that skin for the cow head instead of the one Marc used. This would probably be a lot simpler than changing 31 heads to use the mob's equivilant skin. It's just a matter of telling the client to check in the resource pack for the right skin before asking minecraft.net.
Yes, I know exactly what he's talking about. What I'm talking about is overriding skins. The client will fetch a skin from minecraft.net, but mcpatcher would be like "No, don't use that. Use this instead." At this point, it would use playername.png instead of the serverside one.
For an example, create a file in /assets/minecraft/mcpatcher/skins/ and name it MHF_Cow.png. Minecraft will now use that skin for the cow head instead of the one Marc used. This would probably be a lot simpler than changing 31 heads to use the mob's equivilant skin. It's just a matter of telling the client to check in the resource pack for the right skin before asking minecraft.net.
are you sure this is possible? if it is, i was unaware. Ive never seen it used before (and i play with some Extreme texture packs(where every metadata has a different texture))
are you sure this is possible? if it is, i was unaware. Ive never seen it used before (and i play with some Extreme texture packs(where every metadata has a different texture))
It's no different to some HD skin mods out there. All they do is direct the client to some other website where anyone can upload HD skins. The only difference is that instead of connecting to a website, it looks inside the resource pack.
Edit: Apparently, I need to mention that this is just a suggestion. It is not implemented.
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.
Well, it's certainly confusing to me (not a difficult thing to do).
So I'm very much looking forward to seeing how you sort things out. I've been wanting to edit my colors for a long time and this just might spur me on...if I can understand it.
It's no different to some HD skin mods out there. All they do is direct the client to some other website where anyone can upload HD skins. The only difference is that instead of connecting to a website, it looks inside the resource pack.
I just tried this to apply a skin to an NPC, but it did not work. I put a skin with the playername inside the skins folder in the mcpatcher folder of my resourcepack. Was this just a theory?
It was an idea for how Kahr could implement it. The feature has not been implemented (like this or in some other way) yet in MCPatcher - and probably not in OptiFine or anything else either.
Thanks for clearing that up. I definitely think Kahr should implement this feature.
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Kahr, while on the topic of what I'd like to see implemented, do you think you could add a way to make biome-specific fire textures/colors? I don't know if this is currently implemented via CTM, but I know it isn't via Custom Colors.
Kahr, while on the topic of what I'd like to see implemented, do you think you could add a way to make biome-specific fire textures/colors? I don't know if this is currently implemented via CTM, but I know it isn't via Custom Colors.
It actually is. In your color.properties, add "palette.block.{/path/to/colormap.png}={id}"
Hey Kahr, if I can give any suggestions for the new biome coloring format, two things:
1: I like Misa's idea of vertical gradients, but I'm not interested in using height-based coloring at all; I'm interested in the new random variation. If you could give us a way to just have a few random color variants for each biome, regardless of world height, I'd be very happy.
2: I really dislike the current system where the nether uses desert coloring, rivers use ocean coloring etc, so could you make it so we can differentiate every biome? And I do mean EVERY biome, even things like the "forest hills" variants.
2: I really dislike the current system where the nether uses desert coloring, rivers use ocean coloring etc, so could you make it so we can differentiate every biome? And I do mean EVERY biome, even things like the "forest hills" variants.
If I understand Misa's idea, this will be possible since it will be based on Biome ID number.
I also second the idea of being able to have a strict 'random' mode.
I have a problem with McPatcher and this forum doesn't help. ..Pathetic. Where do I go when I have a problem with McPatcher?
Here. Might need to give it more time? Probably need to post screenshots or something beyond a description of the problem. Also: do you have anything else beyond MCPatcher installed (Optifine, Forge, Mods, etc.)?
I know it is a small part of MCPatcher but the 1.4->1.5 texture pack converter has stopped working. It is important to me as I use it alot. Help Please!
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It's no different to some HD skin mods out there. All they do is direct the client to some other website where anyone can upload HD skins. The only difference is that instead of connecting to a website, it looks inside the resource pack.
well, i cant get it to work. if it was, im sure i would have seen it somewhere
-(also noticed your adf.ly link is gone, replaced with a goo.gl one. Always wanna give support as much as I can. My pack might look rich but I'm far from it. I don't mind to donate a sliver of my lifespan to help you out dude!)
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If you dont know what im talking about go here: http://www.minecraftwiki.net/wiki/Heads
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Curse PremiumIt would be better to override different skins using the resource pack. Ex: Place a skin file in /assets/minecraft/mcpatcher/skins/playername.png and minecraft would use that instead of the one from minecraft.net.
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Curse PremiumYes, I know exactly what he's talking about. What I'm talking about is overriding skins. The client will fetch a skin from minecraft.net, but mcpatcher would be like "No, don't use that. Use this instead." At this point, it would use playername.png instead of the serverside one.
For an example, create a file in /assets/minecraft/mcpatcher/skins/ and name it MHF_Cow.png. Minecraft will now use that skin for the cow head instead of the one Marc used. This would probably be a lot simpler than changing 31 heads to use the mob's equivilant skin. It's just a matter of telling the client to check in the resource pack for the right skin before asking minecraft.net.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
are you sure this is possible? if it is, i was unaware. Ive never seen it used before (and i play with some Extreme texture packs(where every metadata has a different texture))
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Curse PremiumIt's no different to some HD skin mods out there. All they do is direct the client to some other website where anyone can upload HD skins. The only difference is that instead of connecting to a website, it looks inside the resource pack.
Edit: Apparently, I need to mention that this is just a suggestion. It is not implemented.
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Curse PremiumWell, it's certainly confusing to me (not a difficult thing to do).
So I'm very much looking forward to seeing how you sort things out. I've been wanting to edit my colors for a long time and this just might spur me on...if I can understand it.
I just tried this to apply a skin to an NPC, but it did not work. I put a skin with the playername inside the skins folder in the mcpatcher folder of my resourcepack. Was this just a theory?
Thanks for clearing that up. I definitely think Kahr should implement this feature.
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Curse PremiumIt actually is. In your color.properties, add "palette.block.{/path/to/colormap.png}={id}"
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And this works for fire?
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Curse PremiumFire doesn't have its own colormap, so it should work fine.
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1: I like Misa's idea of vertical gradients, but I'm not interested in using height-based coloring at all; I'm interested in the new random variation. If you could give us a way to just have a few random color variants for each biome, regardless of world height, I'd be very happy.
2: I really dislike the current system where the nether uses desert coloring, rivers use ocean coloring etc, so could you make it so we can differentiate every biome? And I do mean EVERY biome, even things like the "forest hills" variants.
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ModeratorI also second the idea of being able to have a strict 'random' mode.
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Curse Premiumwell, i cant get it to work. if it was, im sure i would have seen it somewhere
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Curse Premium-(also noticed your adf.ly link is gone, replaced with a goo.gl one. Always wanna give support as much as I can. My pack might look rich but I'm far from it. I don't mind to donate a sliver of my lifespan to help you out dude!)