The properties for all the glass is about the same
Thanks for any potential help
If you had read a few posts up, you would've seen that all the issues you're having are bugs. Some minecraft, some mcpatcher. Remember that 4.3 is still a beta.
Download MCPatcher 4.3.0-beta5 for 1.7.2 and 1.6.4: exejar
Changes since beta4:
Fixed "java.lang.IllegalAccessError: tried to access field bqf.a" error when patching more than once.
Fixed custom fog0.png palette not being read.
Render the unconnected edges of glass panes.
Some changes to the new (Misa-style) custom colormap format. Still a work in progress.
New option backfaceCulling.3 in renderpass.properties. Defaults to true (current behavior). Set to false to render all sides of blocks during the glass overlay pass.
Some of the texturing bugs that remain are Mojang's. See MC-34751 and MC-37106 for instance. I won't be attempting to fix these in MCPatcher at least until Mojang resolves them one way or another.
My Minecraft and mcpatcher will not work together everytime i try to upload a mod through mcpatcher it will not work
Which mods are you installing? If it's just the MCPatcher mods, please post your crash log or patch log so that someone can analyze it and figure out what's happening.
Otherwise, read the install instructions of the mods you're trying to install. Most modern mods don't work with MCPatcher because they're Forge mods and need to be installed in the /mods/ folder rather than into the .jar.
Also, any word on how the current plan of color palettes looks like? How will the final product work exactly?
I second this! I'm SUPER DUPER excited about this interesting new biome palette. I'd love to see some sort of template for how it works so I can experiment with it in my pack!
However, whether I use the latest non beta or latest beta version, the game crashes the moment I spawn. and it doesn't matter if I use a resource pack or leave it as default so it's nothing to do with a pack's res. I used to be able to run this game so well.....:(
Without a crash log it's hard for anyone to help you. What version of the game are you running? Are you using Mojang's launcher or the Test Minecraft button?
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.
I can look into it. Do you happen to know what the fix was? A bug report in Mojira or patch in MCP would be great.
Also, any word on how the current plan of color palettes looks like? How will the final product work exactly?
You can try out the new format (described here for those who missed it) in the latest beta. Either create a properties file containing format=2 for each "Misa-style" color map, or add palette.format=2 to color.properties to use it globally. There is also a yVariance property (defaults to 0) to randomize the pixel value to y coordinate +/- variance so that blocks at the same height don't have to be exactly the same color.
I want to make colormaps more consistent with CTM/CIT, where you just drop them in a subfolder and the game picks them up automatically without having to list them all out in color.properties. I'll keep the old system for compatibility, but the more advanced features will require the new way.
One of my current projects is to move most of the information in the OP, at least the Information for Texture Pack Authors section, into a wiki. It's too much content to manage in a single forum post as it is, and there are a bunch of features missing from it. I hope that once I get the framework up, the texture pack community will help me flesh it out with tutorials and examples.
Time: 10/31/13 5:48 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:390)
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:390)
-- 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 XP (x86) version 5.1
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
Memory: 4215592 bytes (4 MB) / 26808320 bytes (25 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 6600 Series GL version 4.1.10750 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Anisotropic Filtering: Off (1)
Just a quick question. I only use mcpatcher so that I can have custom colors for redstone, and up until this point it has worked fine. However whenever I try to patch it for 1.7, all of the boxes stay grayed out and it wont let me select any of the mods (pic below). It still seems to work with 1.6.4 and earlier, however I would like to have this for newer updates so I can use it with the new commands. Any help would be greatly appreciated.
I don't usually do that much with texture packs or mcpatcher, so this could just be a very simple fix that I don't know about
Rollback Post to RevisionRollBack
I like to do redstone builds on my channel, and I can probably help you with your in game troubles.
This is the link to the the bug with the beacon textures misaligning, I'm pretty sure what happens is the beam textures do not render diagonally like they are supposed to, and instead render vertically like blocks, but don't quote me on that, you'd understan it better than i would anyway. Here:
Thanks for checking it out Kahr! Really awesome that you'd check it out!
Edit: i'm not really sure, but it seems to occur on SMP more frequently or something like that. I don't really know if this happens on SSP the same way but I first noticed it happening on SMP. Odd that something server-related could affect something like rendering on a client... weird...
Kahr, Better Skies at night are acting very strangely indeed with your beta5 installment of MCPatcher. Here's what's happening:
other examples:
It's as if the horizon line has shifted up by 20 degrees or so. This happens all night long and the sky is continuously milky white...the pics illustrate what I mean. It also happens for me with some but not all texture packs, not just my own. Everything was fine with all previous versions of MCPatcher, and is fine when I switch back to earlier profiles using my pack and other favorite texture packs...just beta5.
Many thanks as usual for all the efforts and sorry to land something else on your plate.
[edit] Sorry, forgot to include an example of what I normally get with my night sky:
All stars, starfields and Milky Way are distinct against the blue/black sky, not whited out, like in the middle of a well lit city centre.
TP is running well in the new 1.7.2 update, MCPatcher MODS are not however. I think I have the latest version, mcpatcher-4.2.2 but I can't use any of the mods, so I am assuming it has to be updated to support the new TP. Or is there a newer version ?
This is my first time using mcPatcher so I'm probably doing something wrong but since I have patched the game I receive this error on startup. It's to big for the forums so here's the link. http://pastebin.com/D1wY3pAR
Any word if the glass panes/beacon issue is an MCPatcher problem, or an MC problem?
Basically, they both ignore partial-transparency when you use CTM. Thus the panes that use the same textures as my stained glass blocks render solid, instead if using partial transparency.
First off, thanks for keeping this going in the face of everything. We all appreciate it so much. I'm looking forward to working with the new biome system... as soon as I figure out what the files are supposed to be named and where they're supposed to go.
The main thing is I'm wondering if you made any changes to the enchantment overlays in CIT. I haven't fiddled with it much, but right now it looks like it's using the option it's supposed to go to last all the time.
Did you make a change in how weights are ordered, or is this a bug? It was working fine in 1.6, and I don't really want to mess with it if I don't have to. Thanks.
Edit: OK, I'm not sure what it's doing. When I get rid of my "last resort" option, it seems to work normally. It also seems to be working normally for swords, axes, shovels, hoes, and pickaxes... but not for any sort of armor or other tools. This is true even for files like the ones that govern the Unbreaking enchantment in my pack, which are applied to anything with that enchantment regardless of its type.
Oh, and also another Bug Report for you: When I use "blend=replace" as a method for an enchanting-type CIT it doesn't respect the transparency. Please fix this in the next version. Thanks.
Hey, I'm trying to test the new Misa-style biome pallet. I'm trying to get it to work for my grass biome, but I'm not sure what the correct file name is. I've tried both grass.png and grasscolor.png in the folder \mcpatcher\colormap\, and neither seems to be working. And yes, I have a grass.properties file in that directory.
Can anyone tell me what the correct file names are?
Hey, I'm trying to test the new Misa-style biome pallet. I'm trying to get it to work for my grass biome, but I'm not sure what the correct file name is. I've tried both grass.png and grasscolor.png in the folder \mcpatcher\colormap\, and neither seems to be working. And yes, I have a grass.properties file in that directory.
Can anyone tell me what the correct file names are?
I know where the normal one goes. I'm talking about the new version introduced in the latest MCPatcher which uses an entirely different layout.
If that is what you meant... then this feature is utterly useless. I refuse to completely ruin my pack for those who don't use MCPatcer just to get this benefit.
If that is what you meant... then this feature is utterly useless. I refuse to completely ruin my pack for those who don't use MCPatcer just to get this benefit.
Kahr and Misa said in their explanations that it would be a separate image file that overrides the other one when specified in MCPatcher. I'm pretty sure Killjoy just thought you meant the original one.
Though I still haven't found anything about what this mysterious new filename should actually be.
Rollback Post to RevisionRollBack
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Curse PremiumIf you had read a few posts up, you would've seen that all the issues you're having are bugs. Some minecraft, some mcpatcher. Remember that 4.3 is still a beta.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
Changes since beta4:
Some of the texturing bugs that remain are Mojang's. See MC-34751 and MC-37106 for instance. I won't be attempting to fix these in MCPatcher at least until Mojang resolves them one way or another.
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ModeratorOtherwise, read the install instructions of the mods you're trying to install. Most modern mods don't work with MCPatcher because they're Forge mods and need to be installed in the /mods/ folder rather than into the .jar.
I second this! I'm SUPER DUPER excited about this interesting new biome palette. I'd love to see some sort of template for how it works so I can experiment with it in my pack!
Without a crash log it's hard for anyone to help you. What version of the game are you running? Are you using Mojang's launcher or the Test Minecraft button?
I can look into it. Do you happen to know what the fix was? A bug report in Mojira or patch in MCP would be great.
You can try out the new format (described here for those who missed it) in the latest beta. Either create a properties file containing format=2 for each "Misa-style" color map, or add palette.format=2 to color.properties to use it globally. There is also a yVariance property (defaults to 0) to randomize the pixel value to y coordinate +/- variance so that blocks at the same height don't have to be exactly the same color.
I want to make colormaps more consistent with CTM/CIT, where you just drop them in a subfolder and the game picks them up automatically without having to list them all out in color.properties. I'll keep the old system for compatibility, but the more advanced features will require the new way.
One of my current projects is to move most of the information in the OP, at least the Information for Texture Pack Authors section, into a wiki. It's too much content to manage in a single forum post as it is, and there are a bunch of features missing from it. I hope that once I get the framework up, the texture pack community will help me flesh it out with tutorials and examples.
There is just a little problem, to create good color, because day and night need different colors maps to have good results.
Could it maybee possible to implant time proprieties like in better skies to have different sky and fog colors at different times during the day ?
// You're mean.
Time: 10/31/13 5:48 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:390)
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:390)
-- 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 XP (x86) version 5.1
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
Memory: 4215592 bytes (4 MB) / 26808320 bytes (25 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 6600 Series GL version 4.1.10750 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Anisotropic Filtering: Off (1)
I don't usually do that much with texture packs or mcpatcher, so this could just be a very simple fix that I don't know about
I like to do redstone builds on my channel, and I can probably help you with your in game troubles.
https://mojang.atlas.../browse/MC-1279
Thanks for checking it out Kahr! Really awesome that you'd check it out!
Edit: i'm not really sure, but it seems to occur on SMP more frequently or something like that. I don't really know if this happens on SSP the same way but I first noticed it happening on SMP. Odd that something server-related could affect something like rendering on a client... weird...
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Curse Premiumother examples:
It's as if the horizon line has shifted up by 20 degrees or so. This happens all night long and the sky is continuously milky white...the pics illustrate what I mean. It also happens for me with some but not all texture packs, not just my own. Everything was fine with all previous versions of MCPatcher, and is fine when I switch back to earlier profiles using my pack and other favorite texture packs...just beta5.
Many thanks as usual for all the efforts and sorry to land something else on your plate.
[edit] Sorry, forgot to include an example of what I normally get with my night sky:
All stars, starfields and Milky Way are distinct against the blue/black sky, not whited out, like in the middle of a well lit city centre.
http://pastebin.com/D1wY3pAR
Basically, they both ignore partial-transparency when you use CTM. Thus the panes that use the same textures as my stained glass blocks render solid, instead if using partial transparency.
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ModeratorFirst off, thanks for keeping this going in the face of everything. We all appreciate it so much. I'm looking forward to working with the new biome system... as soon as I figure out what the files are supposed to be named and where they're supposed to go.
The main thing is I'm wondering if you made any changes to the enchantment overlays in CIT. I haven't fiddled with it much, but right now it looks like it's using the option it's supposed to go to last all the time.
Did you make a change in how weights are ordered, or is this a bug? It was working fine in 1.6, and I don't really want to mess with it if I don't have to. Thanks.
Edit: OK, I'm not sure what it's doing. When I get rid of my "last resort" option, it seems to work normally. It also seems to be working normally for swords, axes, shovels, hoes, and pickaxes... but not for any sort of armor or other tools.
Oh, and also another Bug Report for you: When I use "blend=replace" as a method for an enchanting-type CIT it doesn't respect the transparency.
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ModeratorCan anyone tell me what the correct file names are?
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Curse PremiumIt goes in minecraft:textures/colormap/grass.png
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
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ModeratorIf that is what you meant... then this feature is utterly useless. I refuse to completely ruin my pack for those who don't use MCPatcer just to get this benefit.
Kahr and Misa said in their explanations that it would be a separate image file that overrides the other one when specified in MCPatcher. I'm pretty sure Killjoy just thought you meant the original one.
Though I still haven't found anything about what this mysterious new filename should actually be.