To do that you use an NBT condition in the .properties file for the book. Goes like this: nbt.display.Name=MyBookName
You can even have it look for the lore (the flavor text under an item when you mouse over it, such as "this book smells like cheese") by using nbt.display.Lore=LoreText
If you wanna use anything that makes resource packs better (like MCPatcher or Optifine) you need to wait until 1.7 is officially released, or use 1.6 instead. It will be updated to 1.7, but not to the snapshots.
Dude MCPatcher has updated for snapshots before. Are you ignorant or something? (if you actually know there wont be a update then I apologize)
Dude MCPatcher has updated for snapshots before. Are you ignorant or something? (if you actually know there wont be a update then I apologize)
There's no guarantee one way or the other at this point. Yes, MCPatcher usually updates to the snapshots. On the other hand, Mojang doesn't usually re-write large portions of the rendering code forcing Kahr to make major modifications to MCPatcher as a result. In this instance, the later did happen, so the former is uncertain.
Hmm i use Mcpatcher on 1.6.4 (select everything in MCpatcher ), and nothing changed ( i use Faithful texture pack). Whats wrong?
Given the new (1.6) launcher, you did select the correct version to load (likely "release 1.6.4-mcpatcher"), right (may need to edit/create profile)?
Beyond that, without visuals, I, at least, cannot help further.
At long last, here is a preview MCPatcher version for the 1.7 snapshots. All the major features are working, but this version is still pretty rough, so use with care.
Known problems:
Custom clock/compass is borked, particularly in item frames.
Side grass texture isn't properly colored.
Performance needs improving. Disabling "Smooth biome colors" under Options, Custom Colors should help.
Not well tested with 1.6.
Not well tested with graphics=fast or smooth lighting=off.
Other changes:
Mojang added mipmapping, anisotropic filtering, and anti-aliasing so I've disabled MCPatcher's implementations of these in 1.7.
Mojang is moving away from fixed block and item ID numbers, so MCPatcher must follow suit. For texture pack artists this means your CIT, CTM, color.properties files should refer to blocks and items by name rather than by number. For example, "minecraft:grass" instead of "2". There's no immediate need to convert anything, but just be aware of this for the future.
The experimental new biome palette system proposed here is available in this release. Rather than temperature and humidity, it is based on biome ID (x) and vertical height (y). To enable the new format, create a properties file with the same name as the png containing one line: format=2. This new system is still subject to change, so I'm only putting it out there so artists can try it out and give feedback.
The status effect particles from potions are not rendered from non-player mobs until you reload the world. Doesn't need to close the game.
The fix I put in for a different problem, custom potion particle effect colors not working in SMP, is likely the cause here. Unfortunately not an easy problem to solve without modifying the server.
2) Galacticraft uses a custom block called Oxygen block. This block is used to fill airtight rooms to keep players alive in the space. It's intangible and transparent, not supposed to render the sides when facing another block, but in MCP the sides are rendered translucent and yields some weird effects when we place any transparent block (iron bars, glass panes, flower pot, levers) next to the glass walls.
Does the problem go away if Better Glass is disabled? The reason I ask is that there's special logic for shouldSideBeRendered in render pass 3 which does the glass overlay. That logic should be transparent (ahem, so to speak) to most blocks, but a non-air, invisible block may confuse things somehow. I think this is the code for the block in question, but I don't follow what it's doing.
Another possibility is the texture pack is using color overlay blending instead of alpha blending for glass. If the texture for the O2 block has rgb values != 128, it will affect the rendering even if its alpha channel is 0.
(process:5524): GLib-GIO-ERROR **: Settings schema 'org.gnome.system.proxy' is not installed
Trace/breakpoint trap (core dumped)[/code]
Can't reproduce here (I use Linux almost exclusively). I do know that java uses gnome to look up the system proxy settings, so maybe there's some gnome support library or configuration magic needed to make it work.
If you can build MCPatcher yourself, comment out this line and see if that fixes it.
I'll also add a -noproxy command line option as a workaround.
Uh...I tried to patch Beta 1.7.3 with 4.2.2, and when I load up the game:
[code]Client> java.lang.NoClassDefFoundError: com/google/gson/GsonBuilder[/code]
Fixed for next release. In the meantime, edit versions/b1.7.3-mcpatcher/b1.7.3-mcpatcher.json, search for "gson" and delete the line below it, "rules: []", along with the comma on the previous line. It should look like this:
[code] {
"name": "com.google.code.gson:gson:2.2.2"
}[/code]
When I select the texture pack and then hit the Singleplayer tab:
[code]Client> ########## GL ERROR ##########
Client> @ Post render
Client> 1286: Invalid framebuffer operation
Client> java.util.zip.ZipException: Not in GZIP format[/code]
Likely just the game trying to read one of your Anvil-formatted worlds. Can probably be ignored.
Then when I load a world:
[code]Client> java.lang.IllegalAccessError: tried to access field cv.c from class com.prupe.mcpatcher.ctm.CTMUtils
Client> at com.prupe.mcpatcher.ctm.CTMUtils.setup(CTMUtils.java:146)[/code]
Fixed for next version. So RenderBlocks.blockAccess used to be private. Learn something new everyday I guess.
A few things that emit light (glowstone, redstone lamps, end portal frame, nether portal) will render black if the game is started with smooth lighting on in certain maps (or randomly?). Turning if off fixes it, and turning it back on may or may not break it depending on the map.
If it breaks it, the hue is changed, usually to green. Sometimes only affects the tops of these blocks. Once that happens, it cannot be fixed without restarting the game or keeping smooth lighting off.
A way to easily disable water droplets (recolored by custom colors by default, and no really easy way to change it without making a biome color map for it) and sugarcane (they just sprang this on us, it makes most existing textures look ugly, and it's not really necessary) from being recolored would be awesome.
Also, awesome to hear that you use Linux. I do too, and I don't get that error, but then again I have GNOME and don't use a proxy.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Thanks so much for this kahr! Been waiting for a 1.7 version for ages, I bet it must've been a huge amount of work so once again, thank you for all your hard work. It's very much appreciated by all of us!
EDIT: OK, bug time!
With smooth lighting on, the lighting on my trees is quite bugged:
Smooth lighting off for comparison:
I also encountered the same thing that lemon mentioned with the light emitting blocks turning black and then lighting up when switching lighting modes.
One final thing, I was having the translucent better glass layer of my glass disappearing and reappearing at a certain range from the glass although it didn't seem to happen every time. The translucent layer was invisible until I got within a certain distance and it popped back into view. Dunno if this is an old bug and I just never noticed it before until now but hey, there you go.
That's all for now, I'll post again should I find any more that haven't already been spotted unless I can add onto what somebody else is saying.
Little bit of a bug I'm having. For some reason my CTM for the Iron Block is overriding my CTM for the Iron Weighted Pressure Plate, and the same is also the case for the Stone and Stone Pressure Plate respectively.
Hey found a bug. So when I patch my new 13w38c profil all seems cool at first but then when I use glowstone beacon or redstone ore (activated) they are black. When I turn off Custom Colors and CTM they are normal. Any way to fix that. It is really annoyng I am using 4.3.0 13w38c . Thank you !
Flicking the lighting mode from smooth lighting (either maximum or minimum) to off, then switching it back on again fixed that for me.
PSN:
Can't you read? I said I only play PC Minecraft
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Um, I know that I could probably find this out by looking on previous pages, but I'm too lazy to do that.
I'm planning on modifying a Resource pack to fit a server that I play on most of the time. However, I don't want to modify any of the base textures, but I do want to add new ones using Custom Item Textures. I have little to no idea on how to work this system, so I need a tiny bit of help on how to make it work. I'm trying to configure the textures by a certain name ( for example, a Switchblade will have a different texture compared to a pair of Oak Wood Shears). Could anyone please help me?
Um, I know that I could probably find this out by looking on previous pages, but I'm too lazy to do that.
I'm planning on modifying a Resource pack to fit a server that I play on most of the time. However, I don't want to modify any of the base textures, but I do want to add new ones using Custom Item Textures. I have little to no idea on how to work this system, so I need a tiny bit of help on how to make it work. I'm trying to configure the textures by a certain name ( for example, a Switchblade will have a different texture compared to a pair of Oak Wood Shears). Could anyone please help me?
Check the "Information for Texture Pack Artists" (or something to that effect) dropdown on the OP
A few things that emit light (glowstone, redstone lamps, end portal frame, nether portal) will render black if the game is started with smooth lighting on in certain maps (or randomly?). Turning if off fixes it, and turning it back on may or may not break it depending on the map.
One final thing, I was having the translucent better glass layer of my glass disappearing and reappearing at a certain range from the glass although it didn't seem to happen every time. The translucent layer was invisible until I got within a certain distance and it popped back into view. Dunno if this is an old bug and I just never noticed it before until now but hey, there you go.
Does this happen only when mipmapping is turned on? Mojang's implementation of mipmaps leaves a lot to be desired, and I suspect they might just be throwing away pixels with a low alpha value.
Little bit of a bug I'm having. For some reason my CTM for the Iron Block is overriding my CTM for the Iron Weighted Pressure Plate, and the same is also the case for the Stone and Stone Pressure Plate respectively.
Which version (MCPatcher and Minecraft) is this happening in?
Should the new colormaps have the same names as the vanilla ones?
Yes. Just create a properties file to go with them containing "format=2" which acts as a flag to trigger the new behavior. This is temporary until I come up with a better way to distinguish them later. I don't want to introduce more properties files than I have to.
The new maps can be used for grass, fog, listed in color.properties, etc. just like the old temperature/humidity based maps.
What about changing the biome coloring system to only use properties files (having 1 properties file per biome)?
If I understood it right, your proposal means one file per biome, per colormap. Even the basic set of colormaps (grass, foliage, pine, birch, fog, sky, underwater) times 62 vanilla biomes is over 400 properties files to maintain.
---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.
Time: 9/26/13 2:22 PM
Description: Unexpected error
java.lang.IllegalAccessError: tried to access field att.M from class com.prupe.mcpatcher.ctm.TileOverride
Fixed for next version. For now if you disable any CTM rules that use connect=material it should work.
Kahr. Minecraft has a particle bug that lets particles render behind water. It really annoys me, could you take a look at patching it?
Rollback Post to RevisionRollBack
Gamer, Minecraft Mod Developer, Creator of many mods that can be found in my forum post. (Helped port Grimoire of Gaia to 1.8.9 and helped getting a 1.12.2 version going)
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You can even have it look for the lore (the flavor text under an item when you mouse over it, such as "this book smells like cheese") by using nbt.display.Lore=LoreText
There's a lot more on the NBT stuff in the cit_single sample, which you can look at here: https://bitbucket.or...ngle.properties
I'd recommend copying all that into a .txt file to use as reference, it oughta help a lot.
Dude MCPatcher has updated for snapshots before. Are you ignorant or something? (if you actually know there wont be a update then I apologize)
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ModeratorBeyond that, without visuals, I, at least, cannot help further.
Known problems:
Other changes:
Download jar exe
The fix I put in for a different problem, custom potion particle effect colors not working in SMP, is likely the cause here. Unfortunately not an easy problem to solve without modifying the server.
Does the problem go away if Better Glass is disabled? The reason I ask is that there's special logic for shouldSideBeRendered in render pass 3 which does the glass overlay. That logic should be transparent (ahem, so to speak) to most blocks, but a non-air, invisible block may confuse things somehow. I think this is the code for the block in question, but I don't follow what it's doing.
Another possibility is the texture pack is using color overlay blending instead of alpha blending for glass. If the texture for the O2 block has rgb values != 128, it will affect the rendering even if its alpha channel is 0.
Can't reproduce here (I use Linux almost exclusively). I do know that java uses gnome to look up the system proxy settings, so maybe there's some gnome support library or configuration magic needed to make it work.
If you can build MCPatcher yourself, comment out this line and see if that fixes it.
I'll also add a -noproxy command line option as a workaround.
Fixed for next release. In the meantime, edit versions/b1.7.3-mcpatcher/b1.7.3-mcpatcher.json, search for "gson" and delete the line below it, "rules: []", along with the comma on the previous line. It should look like this:
[code] { "name": "com.google.code.gson:gson:2.2.2" }[/code]
Likely just the game trying to read one of your Anvil-formatted worlds. Can probably be ignored.
Fixed for next version. So RenderBlocks.blockAccess used to be private. Learn something new everyday I guess.
I don't put beta versions up there since they're intended to be short-lived.
I mean, how can I use it, add what does it do?
Also, mcpatcher will ever support using random arrow texture for the model? (Arrow1.png arrow2.png etc)
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Retired StaffAmazing! So awesome to see another release.
Seems to work fine besides a small rare issue:
A few things that emit light (glowstone, redstone lamps, end portal frame, nether portal) will render black if the game is started with smooth lighting on in certain maps (or randomly?). Turning if off fixes it, and turning it back on may or may not break it depending on the map.
If it breaks it, the hue is changed, usually to green. Sometimes only affects the tops of these blocks. Once that happens, it cannot be fixed without restarting the game or keeping smooth lighting off.
A way to easily disable water droplets (recolored by custom colors by default, and no really easy way to change it without making a biome color map for it) and sugarcane (they just sprang this on us, it makes most existing textures look ugly, and it's not really necessary) from being recolored would be awesome.
Also, awesome to hear that you use Linux. I do too, and I don't get that error, but then again I have GNOME and don't use a proxy.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
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Curse PremiumThanks so much for this kahr! Been waiting for a 1.7 version for ages, I bet it must've been a huge amount of work so once again, thank you for all your hard work. It's very much appreciated by all of us!
EDIT: OK, bug time!
With smooth lighting on, the lighting on my trees is quite bugged:
Smooth lighting off for comparison:
I also encountered the same thing that lemon mentioned with the light emitting blocks turning black and then lighting up when switching lighting modes.
One final thing, I was having the translucent better glass layer of my glass disappearing and reappearing at a certain range from the glass although it didn't seem to happen every time. The translucent layer was invisible until I got within a certain distance and it popped back into view. Dunno if this is an old bug and I just never noticed it before until now but hey, there you go.
That's all for now, I'll post again should I find any more that haven't already been spotted unless I can add onto what somebody else is saying.
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Curse PremiumHere are the properties:
Iron Block:
Iron Pressure Plate:
Stone:
Stone Pressure Plate:
Also check me out on:
WordPress, Etsy, and Spore.
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Curse PremiumFlicking the lighting mode from smooth lighting (either maximum or minimum) to off, then switching it back on again fixed that for me.
I'm planning on modifying a Resource pack to fit a server that I play on most of the time. However, I don't want to modify any of the base textures, but I do want to add new ones using Custom Item Textures. I have little to no idea on how to work this system, so I need a tiny bit of help on how to make it work. I'm trying to configure the textures by a certain name ( for example, a Switchblade will have a different texture compared to a pair of Oak Wood Shears). Could anyone please help me?
Check the "Information for Texture Pack Artists" (or something to that effect) dropdown on the OP
Also check me out on:
WordPress, Etsy, and Spore.
Maybe some variation of these will work?
I'll add a -noproxy command line option when I update to
13w39a13w39b.Fixed.
Fixed.
Does this happen only when mipmapping is turned on? Mojang's implementation of mipmaps leaves a lot to be desired, and I suspect they might just be throwing away pixels with a low alpha value.
Which version (MCPatcher and Minecraft) is this happening in?
Yes. Just create a properties file to go with them containing "format=2" which acts as a flag to trigger the new behavior. This is temporary until I come up with a better way to distinguish them later. I don't want to introduce more properties files than I have to.
The new maps can be used for grass, fog, listed in color.properties, etc. just like the old temperature/humidity based maps.
If I understood it right, your proposal means one file per biome, per colormap. Even the basic set of colormaps (grass, foliage, pine, birch, fog, sky, underwater) times 62 vanilla biomes is over 400 properties files to maintain.
Fixed for next version. For now if you disable any CTM rules that use connect=material it should work.
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Curse PremiumGamer, Minecraft Mod Developer, Creator of many mods that can be found in my forum post. (Helped port Grimoire of Gaia to 1.8.9 and helped getting a 1.12.2 version going)