Blocks don't have NBT tags, but if you mean tile entities, that is unlikely to be possible since much of that data isn't reliably sent to the client. With jukeboxes for example, only the server knows the actual id of the currently playing record. As far as the client is concerned a jukebox is just a block with a sound effect maybe playing nearby.
I meant things like Block naming. If you name a Dropper or Furnace or whatever, the name is shown in the GUI.
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
Thanks for the above.
I have all the various experimental MC biome color templates on file that everyone was kind enough to post, including Misa's vertical biome coloring system template, and I largely understand them, even though the range of possible colors and blends is a little mind-boggling. What I don't understand perfectly clearly is what is currently active when MCPatcher is installed? Misa's vertical line template, PCPatcher's old triangle template system for all the old and new biomes, or a mash-up of both, with Mojang's new height/biome triangle system somewhere underneath?
Currently biomes with my pack seems to behave just like they did in 1.6 with some slight differences in some areas and more noticeable changes to how water looks overall, but by and large all the blends happen where they occurred in 1.6 and the shades of color appear where expected with my old MCPatcher biome triangles for things like grass, foliage, sand, gravel and stone, etc.
So what's currently active? If I haven't changed my biome triangles or instructions in my MCPatcher color.properties file, are they overriding the new 1.7 biome/height system?
I was sure kahr mentioned a while back with one of the snapshots that Misa's system was included as a test, or did I just dream that?
I'd be grateful for any summary on how things stand at present. I've been away for the past 24 hours and a lot can happen around here in that time, so if I've missed anything I apologize. However, many thanks in advance to anyone who can make this area a little clearer.
I have all the various experimental MC biome color templates on file that everyone was kind enough to post, including Misa's vertical biome coloring system template, and I largely understand them, even though the range of possible colors and blends is a little mind-boggling. What I don't understand perfectly clearly is what is currently active when MCPatcher is installed? Misa's vertical line template, PCPatcher's old triangle template system for all the old and new biomes, or a mash-up of both, with Mojang's new height/biome triangle system somewhere underneath?
Currently biomes with my pack seems to behave just like they did in 1.6 with some slight differences in some areas and more noticeable changes to how water looks overall, but by and large all the blends happen where they occurred in 1.6 and the shades of color appear where expected with my old MCPatcher biome triangles for things like grass, foliage, sand, gravel and stone, etc.
So what's currently active? If I haven't changed my biome triangles or instructions in my MCPatcher color.properties file, are they overriding the new 1.7 biome/height system?
I was sure kahr mentioned a while back with one of the snapshots that Misa's system was included as a test, or did I just dream that?
I'd be grateful for any summary on how things stand at present. I've been away for the past 24 hours and a lot can happen around here in that time, so if I've missed anything I apologize. However, many thanks in advance to anyone who can make this area a little clearer.
The existing triangles still work, so long as you've coloured them with a gradient, rather than using the single points from before. If you used the points from Misa's original template, then it won't work at all, and the above thread shows some very odd glitches you'll get if you don't change it.
It would be amazing if ctm could support chests (for random mostly)
and all the options in mc patcher are gray for me.
I can't seem to figured out why it won't let me patch my game.
I was able to add tmi fine and haven't had the problem before with tmi
I think you can do random chests using randomobs; not sure though.
Someone was asking me about CTM in a PM a while back, I gave them the same advice to attempt to use RandomMobs on it since chests are technically entities now, although he never got back to me.
I'd be really interested to see if it works. I may attempt it someday in the future and see what happens.
Someone was asking me about CTM in a PM a while back, I gave them the same advice to attempt to use RandomMobs on it since chests are technically entities now, although he never got back to me.
I'd be really interested to see if it works. I may attempt it someday in the future and see what happens.
I'm sort of curious too. That's another mod I've not got round to learning yet, but it looks really slick. I've seen it a little bit in DokuCraft, but that's about it, I think.
Someone was asking me about CTM in a PM a while back, I gave them the same advice to attempt to use RandomMobs on it since chests are technically entities now, although he never got back to me.
I'd be really interested to see if it works. I may attempt it someday in the future and see what happens.
That was me before I changed my image.
I actually have that still on a to do list.
I've been so busy and forgot about it whenever I had a chance.
I'll tell you guys how my tests work out
That was me before I changed my image.
I actually have that still on a to do list.
I've been so busy and forgot about it whenever I had a chance.
I'll tell you guys how my tests work out
oh wow, hah. Well hello then!
Yeah, I didn't notice you at all with the avatar change, I'm really bad about identifying posters by just their their avatars. Probably really bad considering some people, like Deonyi, change them all the time
I was going to eventually try to do it myself, but it's really, really far back on my to-do list. If I do it, it'll be one of those "after the pack is completed and I'm bored" kind of things.
Yeah, I didn't notice you at all with the avatar change, I'm really bad about identifying posters by just their their avatars. Probably really bad considering some people, like Deonyi, change them all the time
I was going to eventually try to do it myself, but it's really, really far back on my to-do list. If I do it, it'll be one of those "after the pack is completed and I'm bored" kind of things.
It feels weird having a different one now, but idrk what to use. .-.
Anyway, I would get the test over with now, but I still can't get mc patcher to patch 1.7.2
I've got a problem regarding the CIT, although I'm not entirely sure if it's caused by the patcher:
I'm using " mcpatcher\cit\items\potions " + specific damage values to create an individual texture for each potion instead of just the type as it would be with " mcpatcher\cit\potions\normal "
so far all work but:-potion of night vision (3:00)
-potion of invisibility (3:00)
-potion of water breathing (3:00)
-splash potion of water breathing (level 1)
it really confuses me why the extended and tier 2 version of these 4 are however unaffected by this bug?
(if the DVs of extended are based on the basic it is illogical)
EDIT: 1splash basic is also affected
i tried to pinpoint the cause and it comes down to: either the DVs of the wikia are inexact or the patcher is.
out of my night vision properties:
matchItems=373
damage=8198
tile=Night
(i already doublechecked the name of the .png and tried multiple DVs of unused potions it still gives me the texture of the standard textures\items\ .png of the resource pack)
i'd be glad if someone could verify this for me
EDIT2:
found a workaround for nightvision and invisibility by bringing back the " \cit\potions\normal " folder with just the 2 custom .png
(it didn't overwrite the potions folder in \cit\items, so the extended still look as intended)
The existing triangles still work, so long as you've coloured them with a gradient, rather than using the single points from before. If you used the points from Misa's original template, then it won't work at all, and the above thread shows some very odd glitches you'll get if you don't change it.
No I'm not talking about Misa's old biome 'point' tringles, I was talking about this:
I mentioned this briefly on my texture pack's thread but I should probably mention it here. I've come up with a design for a new, efficient and highly customizable biome palette which I've proposed to Kahr for implementation into MCPatcher. This will be a custom format for MCPatcher which will override Mojang's method, but allow you to still use both methods safely in your pack. If all goes well, I'll be posting an updated template for Mojang's version along with the MCPatcher specific version over here. As a head's up to anyone interested in the mechanics of it, what I proposed works as such:
-The new format should use the same 256x256 png file format with a customizable exception to vertical height.
-The X row of pixels should be for biome ID values (See here.)
-The Y column of pixels should be for relative height. (hence customizable pixel Y resolution.)
Since height can vary from map to map this will not be an absolute pixel-perfect value outside of the default 256-block tall maps. Should the map's height limit change, the palette should be completely adaptable to it, and should you want no height variance, your palette file may need to be a mere 1 pixel tall and 256 pixels wide.
-MCPatcher may have an option to include randomly-generated variance which slides up and down the Y by a specified factor.
A factor of 1 will look at 1 pixel above and below the current pixel designated for that height (3 pixel range), a factor of 2 will have a 5 pixel range, a factor of 3 will have a 7 pixel range and so on. This will be completely adjustable by the end-user only.
-The file should not use the exact same naming format but will be read with priority over Mojang's format, allowing you to mix and match if you need to, as well as provide backwards compatibility. -The new palettes should be compatible replacements for both official Mojang biome palettes (grasscolor, foliagecolor) and custom MCPatcher-only palettes both created by texture pack artists and things like the sky biome coloring component of Custom Colors.
This is just in the experimental stage and may be scheduled for test implementation once the main, existing features of MCPatcher are once again fully operational. Note that all of this information is subject to change and realize that I'm posting this mainly for educational and feedback purposes.
This system is a bit more complex than Mojang's on paper, but allows for much finer control of every single aspect of biome-based block coloring and will logically make more sense on the artist's end to set up than on Mojang's current format. Basically all of the work will go into choosing your color gradients for each biome without having to worry about merging the height value all to a single point.
The example biome palette system Misa came up with in discussion with kahr, was very small and efficient, all in just one .png file (consisting of a blended set of vertical one-pixel width lines - one line per biome, each pixel from bottom to top of each line representing one block height), rather than lots of separate files. kahr, as far as I can remember, mentioned he'd introduced it as a trial in one of the snapshots, but I can't find which snapshot that was. Also the example pic Misa posted seems to have disappeared off the face of the earth! I have it on my hard drive, so I know it existed. So has this proposal been abandoned now?
The flipped artwork on blocks is both a burden and help to me.
It made a huge 4 X 5 doorway (all blocks a diff texture) have the texture the same on both sides without requiring outside work, but it ruined many other blocks. So I'm not sure what to think of it
Yeah, that's very much a Minecraft bug--if anything, CTM is doing *it's* job perfectly.
The basic bug is that when MC is using the same texture for opposite sides of a block, it's not horizontally flipping the 'back' one like it's supposed to (easiest to see example I can think of is the bed..)
If you notice in your pictures, the outer edges where the borders are supposed to be have no edge at all, while the border ends up in the middle. CTM's providing the proper textires--MC is just using them wrong.
And the bad thing is, given the way it's affecting *all* blocks that use a texture on opposite sides, I'd lay odds that it's a *single* line of code that got botched during the updates, which is a real teeth-grinder for any programmer. :-)
Hey, Kahr, was wondering if i could ask you a favor. As an avid BTW player i keep to 1.5.2 for the most part, however there is abeacon beam rendering bug in vanilla that was not fixed until very recently with the release of 1.7. The bug causes a reorientation of the beacon beam texture such that it does not align properly to the beam and causes a weird vertical line bug that is INCREDIBLY prominent in texture packs. I can not live without MCPatcher and it would mean the world to me if you could add a fix or a port of the fix from 1.7 to the 1.5 version of MCPatcher. Thanks for all the amazing work man, keep it up
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Curse PremiumI meant things like Block naming. If you name a Dropper or Furnace or whatever, the name is shown in the GUI.
fog0.png and fogcolor0.png are not working for me.
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Curse PremiumThanks for the above.
I have all the various experimental MC biome color templates on file that everyone was kind enough to post, including Misa's vertical biome coloring system template, and I largely understand them, even though the range of possible colors and blends is a little mind-boggling. What I don't understand perfectly clearly is what is currently active when MCPatcher is installed? Misa's vertical line template, PCPatcher's old triangle template system for all the old and new biomes, or a mash-up of both, with Mojang's new height/biome triangle system somewhere underneath?
Currently biomes with my pack seems to behave just like they did in 1.6 with some slight differences in some areas and more noticeable changes to how water looks overall, but by and large all the blends happen where they occurred in 1.6 and the shades of color appear where expected with my old MCPatcher biome triangles for things like grass, foliage, sand, gravel and stone, etc.
So what's currently active? If I haven't changed my biome triangles or instructions in my MCPatcher color.properties file, are they overriding the new 1.7 biome/height system?
I was sure kahr mentioned a while back with one of the snapshots that Misa's system was included as a test, or did I just dream that?
I'd be grateful for any summary on how things stand at present. I've been away for the past 24 hours and a lot can happen around here in that time, so if I've missed anything I apologize. However, many thanks in advance to anyone who can make this area a little clearer.
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Curse PremiumI was mis-remembering in my previous comment. It wasn't Misa who posted the template, but someone else. This thread explains everything in very good detail: http://www.minecraftforum.net/topic/1968196-new-biome-coloring-system-in-17-discussion/
The existing triangles still work, so long as you've coloured them with a gradient, rather than using the single points from before. If you used the points from Misa's original template, then it won't work at all, and the above thread shows some very odd glitches you'll get if you don't change it.
and all the options in mc patcher are gray for me.
I can't seem to figured out why it won't let me patch my game.
I was able to add tmi fine and haven't had the problem before with tmi
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Curse PremiumI think you can do random chests using randomobs; not sure though.
Someone was asking me about CTM in a PM a while back, I gave them the same advice to attempt to use RandomMobs on it since chests are technically entities now, although he never got back to me.
I'd be really interested to see if it works. I may attempt it someday in the future and see what happens.
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Curse PremiumI'm sort of curious too. That's another mod I've not got round to learning yet, but it looks really slick. I've seen it a little bit in DokuCraft, but that's about it, I think.
That was me before I changed my image.
I actually have that still on a to do list.
I've been so busy and forgot about it whenever I had a chance.
I'll tell you guys how my tests work out
oh wow, hah. Well hello then!
Yeah, I didn't notice you at all with the avatar change, I'm really bad about identifying posters by just their their avatars. Probably really bad considering some people, like Deonyi, change them all the time
I was going to eventually try to do it myself, but it's really, really far back on my to-do list. If I do it, it'll be one of those "after the pack is completed and I'm bored" kind of things.
It feels weird having a different one now, but idrk what to use. .-.
Anyway, I would get the test over with now, but I still can't get mc patcher to patch 1.7.2
I've got a problem regarding the CIT, although I'm not entirely sure if it's caused by the patcher:
I'm using " mcpatcher\cit\items\potions " + specific damage values to create an individual texture for each potion instead of just the type as it would be with " mcpatcher\cit\potions\normal "
so far all work but:-potion of night vision (3:00)
-potion of invisibility (3:00)
-potion of water breathing (3:00)
-splash potion of water breathing (level 1)
it really confuses me why the extended and tier 2 version of these 4 are however unaffected by this bug?
(if the DVs of extended are based on the basic it is illogical)
EDIT: 1splash basic is also affected
i tried to pinpoint the cause and it comes down to: either the DVs of the wikia are inexact or the patcher is.
out of my night vision properties:
matchItems=373
damage=8198
tile=Night
(i already doublechecked the name of the .png and tried multiple DVs of unused potions it still gives me the texture of the standard textures\items\ .png of the resource pack)
i'd be glad if someone could verify this for me
EDIT2:
found a workaround for nightvision and invisibility by bringing back the " \cit\potions\normal " folder with just the 2 custom .png
(it didn't overwrite the potions folder in \cit\items, so the extended still look as intended)
water breathing is still bugged though!
the sample file in:
https://bitbucket.org/prupe/mcpatcher/src/b71e990d92e070955fdd0a0350a14ae9901366f6/doc/cit_single.properties?at=master
lists it still as in-game unobtainable - so it is a CIT / MCPatcher issue?
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Curse PremiumNo I'm not talking about Misa's old biome 'point' tringles, I was talking about this:
The example biome palette system Misa came up with in discussion with kahr, was very small and efficient, all in just one .png file (consisting of a blended set of vertical one-pixel width lines - one line per biome, each pixel from bottom to top of each line representing one block height), rather than lots of separate files. kahr, as far as I can remember, mentioned he'd introduced it as a trial in one of the snapshots, but I can't find which snapshot that was. Also the example pic Misa posted seems to have disappeared off the face of the earth! I have it on my hard drive, so I know it existed. So has this proposal been abandoned now?
at 2800$ i would assume you have more than 4gb ram and therefore 64-bit Win?
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ModeratorIt made a huge 4 X 5 doorway (all blocks a diff texture) have the texture the same on both sides without requiring outside work, but it ruined many other blocks. So I'm not sure what to think of it
Yeah, that's very much a Minecraft bug--if anything, CTM is doing *it's* job perfectly.
The basic bug is that when MC is using the same texture for opposite sides of a block, it's not horizontally flipping the 'back' one like it's supposed to (easiest to see example I can think of is the bed..)
If you notice in your pictures, the outer edges where the borders are supposed to be have no edge at all, while the border ends up in the middle. CTM's providing the proper textires--MC is just using them wrong.
And the bad thing is, given the way it's affecting *all* blocks that use a texture on opposite sides, I'd lay odds that it's a *single* line of code that got botched during the updates, which is a real teeth-grinder for any programmer. :-)
Images
http://imgur.com/a/dAVVn#5
block20.properties - clear glass
tiles=0-11 16-27 32-43 48-59
method=ctm
faces=all
block102.properties - clear glass panes
tiles=0-11 16-27 32-43 48-59
faces=all
method=ctm
block95a.properties - white stained glass
metedata=0
tiles=0-11 16-27 32-43 48-59
method=ctm
faces=all
block160a.properties - white stained glass panes
metadata=0
tiles=0-11 16-27 32-43 48-59
method=ctm
faces=all
The properties for all the glass is about the same
Thanks for any potential help