Kahr, any chance that the naming convention of .properties files (detecting certain things) is/will be changed to reflect MC development?
Ok, during the snapshots Mojang announced getting rid of hard-coded blockIDs, and you said we should make our .properties files to reflect this. I'm the kinda guy who likes to just name is "block#.properties" and be done with it after I change a few things.
But now, the newer stuff I've made I try to make it more according to spec. I've tried naming my files like "minecraft:grass.properties" but that doesn't auto-detect and I have to manually add "matchBlocks=minecraft:grass".
Will this be added in the future, or is there a different naming scheme I should use for this to work already?
If it is added, will it be backported to mcpatcher supporting MC 1.7.2? What about 1.6.4?
"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
So there will be some colormap changes soon? Being able to change sugar cane colors would really be nice ...
Also, is there a way to control all the backface culling stuff added in 13w42a? (Dinnerbone added this to "fix" MC-34649, giving glass an awful appearance). I think of a simple option for resource packs to force the game to use the rendering method of 13w41a/b again (maybe even block-dependend?), ... glass, ice, etc. looked a lot better with all sides visible.
I third this, re: stained glass.
The loss of the back face, after how solid (but transparent) it looked in 13w41a/b, put me off working on it 'till last, in the hope it was just a temporary snapshot hiccup. Now it just looks like colored cellophane!
Glass panes also looked nice and thick with a back face, particularly with the way I use a metal frame around my glass, and the double layer could be better exploited for lots of stained glass effects.
Even though what's on the back face is just the same as the front, viewing from different angles played one face off against the other. Having worked with real stained glass, it's those interactions of flaws and impurities between layers that sets it apart from modern 'plastic' looking stained glass. Having a back face made it possible to have rich cathedral-like glass instead of a stretched bit of colored plastic.
So I'd love to have both block and pane with a back face, if at all possible, please.
In any event, thanks for listening and many thanks, as always, for all the efforts to sort things out, kahr.
The loss of the back face, after how solid (but transparent) it looked in 13w41a/b, put me off working on it 'till last, in the hope it was just a temporary snapshot hiccup. Now it just looks like colored cellophane!
Glass panes also looked nice and thick with a back face, particularly with the way I use a metal frame around my glass, and the double layer could be better exploited for lots of stained glass effects.
Even though what's on the back face is just the same as the front, viewing from different angles played one face off against the other. Having worked with real stained glass, it's those interactions of flaws and impurities between layers that sets it apart from modern 'plastic' looking stained glass. Having a back face made it possible to have rich cathedral-like glass instead of a stretched bit of colored plastic.
So I'd love to have both block and pane with a back face, if at all possible, please.
In any event, thanks for listening and many thanks, as always, for all the efforts to sort things out, kahr.
Adding on to this, it seems like you can't put a partially transparent texture on panes at the moment.
I'm using 2 layers to make my stained glass, the top layer using renderpass=2, allowing me to overlay a partially transparent texture ontop (opacity 50%) and a renderpass=3 alpha blended layer on bottom, giving me the shiny glass look *and* the stained glass fog, as seen here:
Problem is, when you have those same textures above, used on panes with identical .properties files, you get this, because it ignores the opacity levels of the non-alpha blended texture and makes it solid:
I have noticed something else. If you have two resource packs, the top priority pack won't over-ride any textures from the lower packs with CTM. I have a base texture pack, with a secondary pack for creative alt textures (turns stuff like ores and sponge and stuff into other stone and wood types), but it's stopped working on anything in the base I've done any CTM textures with.
I can't tell if that makes any sense or not. My ability to English is failing me hard today.
Adding on to this, it seems like you can't put a partially transparent texture on panes at the moment.
I'm using 2 layers to make my stained glass, the top layer using renderpass=2, allowing me to overlay a partially transparent texture ontop (opacity 50%) and a renderpass=3 alpha blended layer on bottom, giving me the shiny glass look *and* the stained glass fog, as seen here:
That is some very pretty glass there, Ray!
Well if the glass can't be fixed back to how it was ala snapshot 41, then I'm going to have to get my thinking cap on and learn how to use BetterGlass. Though, as you've shown, there's problems there with panes at the moment.
However, for now I've enough problems sorting out the new wood stuff!
Is there any way of using CIT to give an unenchanted item the enchantment glint effect?
I think so. This may not work anymore, but if you define an enchantment glint for an item but don't give it any qualifying statements (don't include an enchantmentID field for example) it will just always have this glint.
Again, this may not work anymore. I know it used to because I accidentally gave every item an enchantment glint one time. Oops.
Mip Mapping is broken when using mcpatcher? doesnt seem to work
Mipmapping was added into vanilla Minecraft with the 1.7 update, so Kahr probably removed it since it wasn't necessary anymore. Either that, or he hasn't been able to update the functionality yet for the 1.7 version. But, for 4.2.2, mipmapping does seem to no longer be working. For me, better grass stopped working as well for some strange reason.
I'm really proud of it, it took forever to get just-right.
As you should be. I hope mine's half as glass-like as that. Can't bring myself to fiddle with the stained glass until I've sorted other issues out, then I can enjoy the process of experimentation unhindered by chaos.
As an aside, I have to say that avatar of yours makes me chuckle every time I see it.
I have noticed something else. If you have two resource packs, the top priority pack won't over-ride any textures from the lower packs with CTM. I have a base texture pack, with a secondary pack for creative alt textures (turns stuff like ores and sponge and stuff into other stone and wood types), but it's stopped working on anything in the base I've done any CTM textures with.
I can't tell if that makes any sense or not. My ability to English is failing me hard today.
Yeah, I'm sorry; this made no sense at all. Here's what I mean:
This is just with the creative pack, which replaces blocks like ores, the command block, and silverfish spawn blocks. Just on its own, it works just fine.
But it's not supposed to be used on its own, since a lot of the textures would just be the same, and you can layer resource packs anyway. But when I put this on top of the base pack, which textures the rest of the wood, and the grass, et cetera, any blocks with CMT support don't get over-ridden by the creative pack.
My cobble, stone brick, and command blocks, which all have random tiles in the base pack, remain in the base textures.
Yeah, I'm sorry; this made no sense at all. Here's what I mean:
This is just with the creative pack, which replaces blocks like ores, the command block, and silverfish spawn blocks. Just on its own, it works just fine.
But it's not supposed to be used on its own, since a lot of the textures would just be the same, and you can layer resource packs anyway. But when I put this on top of the base pack, which textures the rest of the wood, and the grass, et cetera, any blocks with CMT support don't get over-ridden by the creative pack.
My cobble, stone brick, and command blocks, which all have random tiles in the base pack, remain in the base textures.
Hrm, it could be because it's overriding files 1:1, what i mean by that is, it's probably *not* finding the .properies file in the pack on top, so it's using the old one's on bottom (and thus, picking up all it's textures).
Only reason I think it may be that is I am currently working on a "Gridless" glass patch pack for my pack, and it's working fine. But this is what I think might be happening in your pack (or something like it):
Base Pack -> CTM'ed Block
Overlayed Pack -> Block replaced with a non-CTM texture
Base Pack -> Still only copy of that .properties file containing the CTM specs, parses and overrides the Overlayed Pack's textures with it's CTM.
Overlayed Pack -> Ignored because the Base Pack's CTM took over.
Try maybe putting a blank .properties file in it's place in the Overlayed pack, maybe Minecraft will load the blank one instead, and MCPatcher will ignore it... thus, giving you the correct texture?
My pack is working fine with CTM textures, but the patch pack I am working on replacing one CTM'ed glass with an identical CTM'ed glass, just with different textures.
I have no idea how your pack is setup, so I'm just taking a total shot-in-the-dark guess, but it sounds like that's what is happening.
Hrm, it could be because it's overriding files 1:1, what i mean by that is, it's probably *not* finding the .properies file in the pack on top, so it's using the old one's on bottom (and thus, picking up all it's textures).
Only reason I think it may be that is I am currently working on a "Gridless" glass patch pack for my pack, and it's working fine. But this is what I think might be happening in your pack (or something like it):
Base Pack -> CTM'ed Block
Overlayed Pack -> Block replaced with a non-CTM texture
Base Pack -> Still only copy of that .properties file containing the CTM specs, parses and overrides the Overlayed Pack's textures with it's CTM.
Overlayed Pack -> Ignored because the Base Pack's CTM took over.
Try maybe putting a blank .properties file in it's place in the Overlayed pack, maybe Minecraft will load the blank one instead, and MCPatcher will ignore it... thus, giving you the correct texture?
My pack is working fine with CTM textures, but the patch pack I am working on replacing one CTM'ed glass with an identical CTM'ed glass, just with different textures.
I have no idea how your pack is setup, so I'm just taking a total shot-in-the-dark guess, but it sounds like that's what is happening.
PS: Nice textures.
Oh, that worked like a dream. Thanks! I'd have never thought of that on my own. I thought I was going to have to do the CMT in full on the overlay. Which I'll probably do eventually, but augh not right now.
And thanks RE: the textures as well. I just started this pack about a week ago, and I still have no idea what I'm doing. Everything I know about connected textures, I worked out by downloading other packs and looking at their properties files to see what they'd done. Because I am such a noob, omg.
MCPatcher can't be started by double clicking the jar file anymore on the new Mac OS X 10.9. It says: <"mcpatcher-4.3.0-beta4.jar" can't be opened because it is from an unidentified developer.
You can still start it through the command line application "Terminal" using the command "java -jar /users/.../mcpatcher-4.3.0-beta4.jar".
Rollback Post to RevisionRollBack
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(always quote me if replying to a post of mine or I might just not notice your reply)
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Retired StaffOk, during the snapshots Mojang announced getting rid of hard-coded blockIDs, and you said we should make our .properties files to reflect this. I'm the kinda guy who likes to just name is "block#.properties" and be done with it after I change a few things.
But now, the newer stuff I've made I try to make it more according to spec. I've tried naming my files like "minecraft:grass.properties" but that doesn't auto-detect and I have to manually add "matchBlocks=minecraft:grass".
Will this be added in the future, or is there a different naming scheme I should use for this to work already?
If it is added, will it be backported to mcpatcher supporting MC 1.7.2? What about 1.6.4?
"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 PremiumI third this, re: stained glass.
The loss of the back face, after how solid (but transparent) it looked in 13w41a/b, put me off working on it 'till last, in the hope it was just a temporary snapshot hiccup. Now it just looks like colored cellophane!
Glass panes also looked nice and thick with a back face, particularly with the way I use a metal frame around my glass, and the double layer could be better exploited for lots of stained glass effects.
Even though what's on the back face is just the same as the front, viewing from different angles played one face off against the other. Having worked with real stained glass, it's those interactions of flaws and impurities between layers that sets it apart from modern 'plastic' looking stained glass. Having a back face made it possible to have rich cathedral-like glass instead of a stretched bit of colored plastic.
So I'd love to have both block and pane with a back face, if at all possible, please.
In any event, thanks for listening and many thanks, as always, for all the efforts to sort things out, kahr.
Adding on to this, it seems like you can't put a partially transparent texture on panes at the moment.
I'm using 2 layers to make my stained glass, the top layer using renderpass=2, allowing me to overlay a partially transparent texture ontop (opacity 50%) and a renderpass=3 alpha blended layer on bottom, giving me the shiny glass look *and* the stained glass fog, as seen here:
Problem is, when you have those same textures above, used on panes with identical .properties files, you get this, because it ignores the opacity levels of the non-alpha blended texture and makes it solid:
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Curse PremiumI can't tell if that makes any sense or not. My ability to English is failing me hard today.
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Curse PremiumThat is some very pretty glass there, Ray!
Well if the glass can't be fixed back to how it was ala snapshot 41, then I'm going to have to get my thinking cap on and learn how to use BetterGlass.
However, for now I've enough problems sorting out the new wood stuff!
Thanks!
I'm really proud of it, it took forever to get just-right.
I can confirm, my glass does the same thing.
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ModeratorAgain, this may not work anymore. I know it used to because I accidentally gave every item an enchantment glint one time. Oops.
Use MCPatcher 4.3.0 as described on the front page. http://www.minecraftforum.net/topic/1496369-172-164-and-earlierupdate-928-mcpatcher-hd-fix-422/page__st__9260#entry25291776
Mipmapping was added into vanilla Minecraft with the 1.7 update, so Kahr probably removed it since it wasn't necessary anymore. Either that, or he hasn't been able to update the functionality yet for the 1.7 version. But, for 4.2.2, mipmapping does seem to no longer be working. For me, better grass stopped working as well for some strange reason.
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Curse PremiumWill do!
As you should be. I hope mine's half as glass-like as that.
As an aside, I have to say that avatar of yours makes me chuckle every time I see it.
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Curse PremiumYeah, I'm sorry; this made no sense at all. Here's what I mean:
This is just with the creative pack, which replaces blocks like ores, the command block, and silverfish spawn blocks. Just on its own, it works just fine.
But it's not supposed to be used on its own, since a lot of the textures would just be the same, and you can layer resource packs anyway. But when I put this on top of the base pack, which textures the rest of the wood, and the grass, et cetera, any blocks with CMT support don't get over-ridden by the creative pack.
My cobble, stone brick, and command blocks, which all have random tiles in the base pack, remain in the base textures.
Hrm, it could be because it's overriding files 1:1, what i mean by that is, it's probably *not* finding the .properies file in the pack on top, so it's using the old one's on bottom (and thus, picking up all it's textures).
Only reason I think it may be that is I am currently working on a "Gridless" glass patch pack for my pack, and it's working fine. But this is what I think might be happening in your pack (or something like it):
Base Pack -> CTM'ed Block
Overlayed Pack -> Block replaced with a non-CTM texture
Base Pack -> Still only copy of that .properties file containing the CTM specs, parses and overrides the Overlayed Pack's textures with it's CTM.
Overlayed Pack -> Ignored because the Base Pack's CTM took over.
Try maybe putting a blank .properties file in it's place in the Overlayed pack, maybe Minecraft will load the blank one instead, and MCPatcher will ignore it... thus, giving you the correct texture?
My pack is working fine with CTM textures, but the patch pack I am working on replacing one CTM'ed glass with an identical CTM'ed glass, just with different textures.
I have no idea how your pack is setup, so I'm just taking a total shot-in-the-dark guess, but it sounds like that's what is happening.
PS: Nice textures.
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Curse PremiumOh, that worked like a dream. Thanks! I'd have never thought of that on my own. I thought I was going to have to do the CMT in full on the overlay. Which I'll probably do eventually, but augh not right now.
And thanks RE: the textures as well. I just started this pack about a week ago, and I still have no idea what I'm doing. Everything I know about connected textures, I worked out by downloading other packs and looking at their properties files to see what they'd done. Because I am such a noob, omg.
Putting the CENDENT back in transcendent!
You can still start it through the command line application "Terminal" using the command "java -jar /users/.../mcpatcher-4.3.0-beta4.jar".
(always quote me if replying to a post of mine or I might just not notice your reply)
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Curse PremiumIf not, I'll have to make an addon for it somehow! I'm trying to keep this functionality going!