Yes, it does. I completed all my glass blocks/panes a day or two ago. The CTM is bugged, but that's not the glass's fault. The new stained glass also uses metadata, so when you do your CTM be sure to include the matchBlocks= and Metadata=, at the time I couldn't make a matchTiles= property file. Unsure if thats a bug or not.
Either way, if you want to see how I did it, just grab my pack and open the CTM folder.
Also, there currently is a bug with panes, making them ignore the opacity and turning completely solid, this should also (hopefully) be resolved eventually. But you can still do all the legwork on your end to get it setup and just deal with the minor bugs until Kahr gets a official release out.
I suck at reading docs, I learn best by taking working examples and disassembling them.
Me too! Must be the artist in us!
****************************************
By the way, in reply to comments above re: mipmapping, better light, color maps, etc. all seem to be working ok for me in 1.7.2 and latest iteration of MCPatcher...that's from very limited inspection, meaning I haven't so far been aware of problems. In actual fact the old color maps seem to be blending even better. I'm having the same problems with ctm as everyone has commented.
Any word on Misa's proposed biome coloring method? I've seen all the recent posts in the associated threads.
I have problems to install the last version of mcpatcher:
Classpath: C:\Users\Kinder\Downloads\mcpatcher-4.2.2(1).exe
Fetching https://s3.amazonaws...ersions.json...
java.io.IOException: No installed unmodded versions found
at com.prupe.mcpatcher.ProfileManager.rebuildLocalVersionList(ProfileManager.java:127)
at com.prupe.mcpatcher.ProfileManager.refresh(ProfileManager.java:56)
at com.prupe.mcpatcher.MainForm$18.runImpl(MainForm.java:568)
at com.prupe.mcpatcher.MainForm$UIWorker.run(MainForm.java:1058)
Did you know what this mean? Latest Java Version is allready installed.
I don't usually comment alot on this forum, but I wanted to say poor you. :c Getting that sprung on you. -hug- You do amazingly hard work, and I just wanted to thank you! Keep up the good fight! A lot of people really appreciate and use your hard work! Really awesome.
Are there any packs out there with working frameless stained glass? I have my sheets all finished but i just can't get the properties file quite right?
Are there any packs out there with working frameless stained glass? I have my sheets all finished but i just can't get the properties file quite right?
Mine is, but keep in mind CTM is currently bugged.. it doesnt connect quite how it should. But my files are setup correctly, once the CTM bug is fixed my pack should work correctly as well.
Thus, you can just download my pack and checkout my CTM files if you'd like.
Mine is, but keep in mind CTM is currently bugged.. it doesnt connect quite how it should. But my files are setup correctly, once the CTM bug is fixed my pack should work correctly as well.
Thus, you can just download my pack and checkout my CTM files if you'd like.
Thanks, your pack looks pretty fantastic by the way! Just one question though, is the alpha level just to add randomization, or is it necessary for the CTM to work?
Thanks, your pack looks pretty fantastic by the way! Just one question though, is the alpha level just to add randomization, or is it necessary for the CTM to work?
Yours doesnt have to be nearly as complicated, I use 2 layers. One is the "Alpha" layer (the 9 random textures between 47-55) that gives it it's shine, the other layer is just standard CTM with a partially transparent texture to give the glass the foggy look.
But no, the Alpha level doesn't have to be random at all, in fact mine used to just be a single fixed image for the alpha layer. I just recently changed to random ones to give it more random streak patterns. If you want to just have a single fixed image you just have to change the .properties file to method=fixed and tiles=tile-number-you-want.
Or, alternatively if you don't want to use the alpha layer at all you can delete the 2 alpha .properties files and 47-55. Then apply your own standard CTM textures to 0-46.
Any word on Misa's proposed biome coloring method? I've seen all the recent posts in the associated threads.
I've done some fiddling with it. It took a long time to work out the best way to go, and I'm still not 100% pleased with the result, but I do love the method now that I understand it.
I'm debating whether to leave the Birch green, or do a colour map for it as well. I kind of like the contrast, so maybe I'll do one that keeps it green, but with more intensity. I'm not sure.
I've done some fiddling with it. It took a long time to work out the best way to go, and I'm still not 100% pleased with the result, but I do love the method now that I understand it.
Would you please be so kind as to write up a tutorial for the rest of us? Please.
I've done some fiddling with it. It took a long time to work out the best way to go, and I'm still not 100% pleased with the result, but I do love the method now that I understand it.
I'm debating whether to leave the Birch green, or do a colour map for it as well. I kind of like the contrast, so maybe I'll do one that keeps it green, but with more intensity. I'm not sure.
Would you please be so kind as to write up a tutorial for the rest of us? Please.
It wasn't terribly difficult. Misa put up a template, which I seem to have misplaced already. Most of the drama came from just isolating each biome line so the mad colours from the forest biome gradient didn't get mixed up with the others that are nearby. Mine's a bit of a mess, but that's fine, because no-one actually sees this file anyway, unless they go looking for it.
A lot of the biome lines overlap with others. So the rainbowy forest sort of overlaps by about a centimetre with the giant old oak forest, or whatever it's called. The taiga biomes and mega taiga and a few others overlap a bit as well.
What I did was just cut out areas around most of the lines and used separate layers in SAI for each gradient line. I did my whole pack in SAI, because it's the only programme I know how to use. :S
I'm using 1.7.2 and MCPatcher 4.3.0-beta 4 and all the mods listed except Extended HD crash my minecraft.
Here's the report with Extended HD and Connected Textures. Please fix this.
---- Minecraft Crash Report ----
// Ooh. Shiny.
Time: 10/27/13 10:54 PM
Description: Initializing game
java.lang.IllegalAccessError: tried to access field bqh.a from class com.prupe.mcpatcher.TexturePackAPI
at com.prupe.mcpatcher.TexturePackAPI.getResourcePacks(TexturePackAPI.java:32)
at com.prupe.mcpatcher.TexturePackChangeHandler.beforeChange1(TexturePackChangeHandler.java:111)
at bqx.c(SourceFile:103)
at bqx.a(SourceFile:92)
at azd.b(SourceFile:488)
at azd.Z(SourceFile:389)
at azd.e(SourceFile:689)
at net.minecraft.client.main.Main.main(SourceFile:103)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.prupe.mcpatcher.TexturePackAPI.getResourcePacks(TexturePackAPI.java:32)
at com.prupe.mcpatcher.TexturePackChangeHandler.beforeChange1(TexturePackChangeHandler.java:111)
at bqx.c(SourceFile:103)
at bqx.a(SourceFile:92)
at azd.b(SourceFile:488)
at azd.Z(SourceFile:389)
-- Initialization --
Details:
Stacktrace:
at azd.e(SourceFile:689)
at net.minecraft.client.main.Main.main(SourceFile:103)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 8 (x86) version 6.2
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
Memory: 25972456 bytes (24 MB) / 52400128 bytes (49 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
Launched Version: 1.7.2-mcpatcher
LWJGL: 2.9.0
OpenGL: AMD Radeon HD 7640G GL version 4.2.12002 Compatibility Profile Context 9.12.0.0, ATI Technologies Inc.
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Packs: [Isabella_II_1.7a.zip, SixtyGig_Alpha_64x_MC17.zip]
Current Language: English (UK)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Anisotropic Filtering: Off (1)
Error or not ?
.../minecraft/textures/colormap/foliage.png
.../minecraft/textures/colormap/grass.png
.../minecraft/mcpatcher/colormap/water.png
.../minecraft/mcpatcher/colormap/underwater.png
.../minecraft/mcpatcher/colormap/pine.png
.../minecraft/mcpatcher/colormap/birch.png
etc..
Yes, it does. I completed all my glass blocks/panes a day or two ago. The CTM is bugged, but that's not the glass's fault. The new stained glass also uses metadata, so when you do your CTM be sure to include the matchBlocks= and Metadata=, at the time I couldn't make a matchTiles= property file. Unsure if thats a bug or not.
Either way, if you want to see how I did it, just grab my pack and open the CTM folder.
Also, there currently is a bug with panes, making them ignore the opacity and turning completely solid, this should also (hopefully) be resolved eventually. But you can still do all the legwork on your end to get it setup and just deal with the minor bugs until Kahr gets a official release out.
That's what I did.
I suck at reading docs, I learn best by taking working examples and disassembling them.
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Curse PremiumMe too!
****************************************
By the way, in reply to comments above re: mipmapping, better light, color maps, etc. all seem to be working ok for me in 1.7.2 and latest iteration of MCPatcher...that's from very limited inspection, meaning I haven't so far been aware of problems. In actual fact the old color maps seem to be blending even better. I'm having the same problems with ctm as everyone has commented.
Any word on Misa's proposed biome coloring method? I've seen all the recent posts in the associated threads.
It's on the front page of this thread. http://www.minecraftforum.net/topic/1496369-172-164-and-earlierupdate-928-mcpatcher-hd-fix-422/page__st__9260#entry25291776
Do you try to patch Minecraft 1.7.2 ? If so, you need MCPatcher 4.3.0, see the link on the front page or http://www.minecraftforum.net/topic/1496369-172-164-and-earlierupdate-928-mcpatcher-hd-fix-422/page__st__9260#entry25291776
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Curse PremiumMine is, but keep in mind CTM is currently bugged.. it doesnt connect quite how it should. But my files are setup correctly, once the CTM bug is fixed my pack should work correctly as well.
Thus, you can just download my pack and checkout my CTM files if you'd like.
I might point out that gets 4.3.0 *beta*. Some people don't want to trust anything other than a full release.
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Curse PremiumThanks, your pack looks pretty fantastic by the way! Just one question though, is the alpha level just to add randomization, or is it necessary for the CTM to work?
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Curse PremiumIssue 1:
Issue 2:
Thread for the addon: http://www.minecraft.../#entry25416606
Yours doesnt have to be nearly as complicated, I use 2 layers. One is the "Alpha" layer (the 9 random textures between 47-55) that gives it it's shine, the other layer is just standard CTM with a partially transparent texture to give the glass the foggy look.
But no, the Alpha level doesn't have to be random at all, in fact mine used to just be a single fixed image for the alpha layer. I just recently changed to random ones to give it more random streak patterns. If you want to just have a single fixed image you just have to change the .properties file to method=fixed and tiles=tile-number-you-want.
Or, alternatively if you don't want to use the alpha layer at all you can delete the 2 alpha .properties files and 47-55. Then apply your own standard CTM textures to 0-46.
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Curse PremiumI've done some fiddling with it. It took a long time to work out the best way to go, and I'm still not 100% pleased with the result, but I do love the method now that I understand it.
I'm debating whether to leave the Birch green, or do a colour map for it as well. I kind of like the contrast, so maybe I'll do one that keeps it green, but with more intensity. I'm not sure.
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ModeratorThat wolf looks absolutely terrified up there.
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Curse PremiumIt wasn't terribly difficult. Misa put up a template, which I seem to have misplaced already. Most of the drama came from just isolating each biome line so the mad colours from the forest biome gradient didn't get mixed up with the others that are nearby. Mine's a bit of a mess, but that's fine, because no-one actually sees this file anyway, unless they go looking for it.
A lot of the biome lines overlap with others. So the rainbowy forest sort of overlaps by about a centimetre with the giant old oak forest, or whatever it's called. The taiga biomes and mega taiga and a few others overlap a bit as well.
What I did was just cut out areas around most of the lines and used separate layers in SAI for each gradient line. I did my whole pack in SAI, because it's the only programme I know how to use. :S
haha he does, doesn't he? From the front, they have big puppy-dog eyes, but he does look really sad from that angle.
Here's the report with Extended HD and Connected Textures. Please fix this.
---- Minecraft Crash Report ----
// Ooh. Shiny.
Time: 10/27/13 10:54 PM
Description: Initializing game
java.lang.IllegalAccessError: tried to access field bqh.a from class com.prupe.mcpatcher.TexturePackAPI
at com.prupe.mcpatcher.TexturePackAPI.getResourcePacks(TexturePackAPI.java:32)
at com.prupe.mcpatcher.TexturePackChangeHandler.beforeChange1(TexturePackChangeHandler.java:111)
at bqx.c(SourceFile:103)
at bqx.a(SourceFile:92)
at azd.b(SourceFile:488)
at azd.Z(SourceFile:389)
at azd.e(SourceFile:689)
at net.minecraft.client.main.Main.main(SourceFile:103)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.prupe.mcpatcher.TexturePackAPI.getResourcePacks(TexturePackAPI.java:32)
at com.prupe.mcpatcher.TexturePackChangeHandler.beforeChange1(TexturePackChangeHandler.java:111)
at bqx.c(SourceFile:103)
at bqx.a(SourceFile:92)
at azd.b(SourceFile:488)
at azd.Z(SourceFile:389)
-- Initialization --
Details:
Stacktrace:
at azd.e(SourceFile:689)
at net.minecraft.client.main.Main.main(SourceFile:103)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 8 (x86) version 6.2
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
Memory: 25972456 bytes (24 MB) / 52400128 bytes (49 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
Launched Version: 1.7.2-mcpatcher
LWJGL: 2.9.0
OpenGL: AMD Radeon HD 7640G GL version 4.2.12002 Compatibility Profile Context 9.12.0.0, ATI Technologies Inc.
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Packs: [Isabella_II_1.7a.zip, SixtyGig_Alpha_64x_MC17.zip]
Current Language: English (UK)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Anisotropic Filtering: Off (1)
It isn't there.