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.
Here's a copy of my post, so that anyone who better understands these things (I depend on your understanding of these matters, Alvoria, for my own sanity! ) might figure out what to do. The .properties naming convention completely befuddled me:
Here's the sample biome reference .png that Misa posted about a month ago to my request for an example of what she was proposing:
I downloaded it back then to better understand her explanation of how it would fit with all the new biomes. The perpendicular lines exactly match all the biomes listed here:
The color change from bottom to top of each line goes from bedrock to the highest point in a world and simulates altitude effect on block color, as far as I understand (kahr just recently mentioned it was now possible to specify variable blend points on each line...again, if I understood him correctly!).
I tried to get this to work using the .properties convention kahr first mentioned he'd implemented in one of the snapshots about 3 weeks ago and tried every which way to get it to work, but couldn't see any effect in game. I'm assuming you'd need one of these biome 'charts' for each block you wanted biome and height to effect (such as grass, foliage, stone, etc.).
Of course I might have completely misunderstood Misa's original explanation and things could well have changed since then.
I haven't had time to experiment further, due to all the extra work Mojang landed us with, but you guys are better at this sort of thing for sure. Hope this helps in some way. At least you've got the graphic that Misa originally posted, which since completely disappeared off the forum (this might indicate that Misa and kahr have changed the method by which biome coloring would be implemented).
I understand the concept fine, but it doesn't help since I have no idea where to put the files or what to call them so that MCPatcher reads them.
I'm sure all will be revealed at some stage. I think both Misa and kahr have a lot on their plate at the moment. After my initial attempts to get it to work on grass, I gave up, as there was plenty to be going on with re-texturing logs, plants and stained glass!
I'm sure all will be revealed at some stage. I think both Misa and kahr have a lot on their plate at the moment. After my initial attempts to get it to work on grass, I gave up, as there was plenty to be going on with re-texturing logs, plants and stained glass!
Yea, I know and I agree. I'm in a little better boat since I'm caught up to the latest version, though, and I want something to tinker with in my spare time.
It's just frustrating that Kahr said "You can try out the new format", which I'd love to do... but can't because I don't have enough information to do so.
Yea, I know and I agree. I'm in a little better boat since I'm caught up to the latest version, though, and I want something to tinker with in my spare time.
It's just frustrating that Kahr said "You can try out the new format", which I'd love to do... but can't because I don't have enough information to do so.
Well, it's reassuring that it wasn't just my incompetent brain failing me when I couldn't get it to work...which is the normal state of affairs when I try to understand MCPatcher terminology.
Well, it's reassuring that it wasn't just my incompetent brain failing me when I couldn't get it to work...which is the normal state of affairs when I try to understand MCPatcher terminology.
Either that or I'm getting dumber.
Just kidding. I'm pretty sure we're both just suffering from a lack of information on this one.
With MCPatcher Beta 5, the iron golem holds out an empty hand instead of a rose/poppy. Tested with the default textures, and it works as expected when using my non-patched 1.7.2.
I have two questions, one I'm not sure is even possible, and the other I'm pretty sure is, but didn't save the information last time it came up.
I'm working on a cartoon pack, and would like to have as many of the blocks outlined as possible. [url="http://[URL=http://s1277.photobucket.com/user/zeta-tauri/media/Minecraft/Sassgard/2013-11-02_085207_zps9c8a0542.png.html][/URL]"]This is what it sort of looks like[/url]. Is there a way, if I were to outline the stone, to also get the ores to interact with the same line pattern, and not have each coal vein, for instance, outlined within the stone? I kinda doubt it, but I'm also hoping there is.
The second, very related question: I'm pretty sure I saw a way to get method=ctm and method=random to work with one another. My mushrooms spots tile very obviously, and I want them to be random, while still being outlined. How does that work?
I'm working on a cartoon pack, and would like to have as many of the blocks outlined as possible. Is there a way, if I were to outline the stone, to also get the ores to interact with the same line pattern, and not have each coal vein, for instance, outlined within the stone? I kinda doubt it, but I'm also hoping there is.
First off, I'm not the best with CTM so any advice I give is "as I understand it." Apologies in advance if I lead you astray.
I believe adding the line "connect=material" does this automatically, and is in fact specifically what it's designed for.
The second, very related question: I'm pretty sure I saw a way to get method=ctm and method=random to work with one another. My mushrooms spots tile very obviously, and I want them to be random, while still being outlined. How does that work?
OK. First, set up your normal non-random CTM so you have the outlines. Then, for each tile you want random (and I do mean for EACH tile. You'll need to do bottom edges separately from top edges, separately from left edge, separately from the top-left corner... etc.) you'll need to set up a random CTM where the target is the tile that you want to replace. That is, you'll be targeting the images you use in the first CTM with your random CTMs rather than targeting a block.
I hope that makes some sense. It's going to be pretty labor-intensive but the effect should be spectacular!
First off, I'm not the best with CTM so any advice I give is "as I understand it." Apologies in advance if I lead you astray.
I believe adding the line "connect=material" does this automatically, and is in fact specifically what it's designed for.
OK. First, set up your normal non-random CTM so you have the outlines. Then, for each tile you want random (and I do mean for EACH tile. You'll need to do bottom edges separately from top edges, separately from left edge, separately from the top-left corner... etc.) you'll need to set up a random CTM where the target is the tile that you want to replace. That is, you'll be targeting the images you use in the first CTM with your random CTMs rather than targeting a block.
I hope that makes some sense. It's going to be pretty labor-intensive but the effect should be spectacular!
Oh, sweet. I'll have to try that first one, because I really want to be able to outline the stone and netherrack. Also, these mushrooms are going to be the death of me. I just know it.
Oh, sweet. I'll have to try that first one, because I really want to be able to outline the stone and netherrack. Also, these mushrooms are going to be the death of me. I just know it.
There's a trick I used to make my CTM coal blocks that may work for you. It's actually really simple, and one CTM set could be applied to basically all your blocks. Create a solid-black standard CTM wireframe, and apply it to your block's *alpha* layer with renderpass=3. That should give any block you apply it to a solid black outline, but still render the original block textures under it.. Personally I'd recommend almost-black (like 230/230/230 or so) so just the slightest hint of your texture will show up under it.
Look at this shot, one side is my non-CTM'ed ore blocks, the other side with. Look *really* close at my coal. The CTM'ed one and the non-CTMed one are actually the *exact* same textures, I just added an alpha layer CTM border on top of the CTM one like I described above. You can use this method with a solid black outline and get outlines around all your blocks.
If you want to see how I did it, just grab my patch pack and unzip it, then navigate to the coal block. Keep in mind though I made a huge white outline to "brighten" the coal along the edges. But that same CTM pattern (without the white outlines) should give you the results you're after.
If that is what you want, I actually have a quick template PSD with all the splices and what not. I could even make the outline wire frame base for you to get you started, it's literally like 5 button clicks to make. All I have to do is open my template and color it black, then hit save.
(EDIT: Somehow I just assumed you wanted a black outline around everything, not sure where I thought that, but regardless the same method can be used with other colors.. But it works best on black.)
There's a trick I used to make my CTM coal blocks that may work for you. It's actually really simple, and one CTM set could be applied to basically all your blocks. Create a solid-black standard CTM wireframe, and apply it to your block's *alpha* layer with renderpass=3. That should give any block you apply it to a solid black outline, but still render the original block textures under it.. Personally I'd recommend almost-black (like 230/230/230 or so) so just the slightly hint of your texture will show up under it.
Look at this shot, one side is my non-CTM'ed ore blocks, the other side with. Look *really* close at my coal. The CTM'ed one and the non-CTMed one are actually the *exact* same textures, I just added an alpha layer CTM border on top of the CTM one like I described above. You can use this method with a solid black outline and get outlines around all your blocks.
If you want to see how I did it, just grab my patch pack and unzip it, then navigate to the coal block. Keep in mind though I made a huge white outline to "brighten" the coal along the edges. But that same CTM pattern (without the white outlines) should give you the results you're after.
If that is what you want, I actually have a quick template PSD with all the splices and what not. I could even make the outline wire frame base for you to get you started, it's literally like 5 button clicks to make. All I have to do is open my template and color it black, then hit save.
(EDIT: Somehow I just assumed you wanted a black outline around everything, not sure where I thought that, but regardless the same method can be used with other colors.. But it works best on black.)
That does look a lot like what I want, yes (and yeah, just a black outline round everything. Like this). I've actually already got a wireframe template set up, because it's just a billion times easier when outlining all the blocks ever this way.
Possibly related, possibly a very strange bug. I am not sure. I was just setting up the groundwork for my stone and got some very strange crashes. Report on Pastebin. Whatever's caused this is tied directly to my stone.properties file. All that's in it at the moment is
tiles=0-46
method=ctm
When I tried to load my pack to make sure everything was working properly, I got that crash. Deleted the properties file, and it worked just fine. I was able to duplicate this about three times. I've got 2GB of RAM going to Minecraft, so those extra 47 tiles shouldn't have been too much of an issue. And yet. Hmm.
I just had an idea for another feature: biome-specific skyboxes! Please make it happen!
That's been suggested before. Kahr said it's probably not going to happen. One of the reasons was that there's no way to smoothly blend one sky into another when walking from one biome to another. When you step out of a biome into a different biome, the sky would instantly switch from one to another.
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Curse PremiumJust posted about this here:
http://www.minecraftforum.net/topic/870780-biome-palette-template-up-to-date-with-live-working-on-new-template-for-snapshot/page__st__140__gopid__25578132#entry25578132
Here's a copy of my post, so that anyone who better understands these things (I depend on your understanding of these matters, Alvoria, for my own sanity!
I downloaded it back then to better understand her explanation of how it would fit with all the new biomes. The perpendicular lines exactly match all the biomes listed here:
http://minecraft.gamepedia.com/index.php?title=Data_values&oldid#Biome_IDs
The color change from bottom to top of each line goes from bedrock to the highest point in a world and simulates altitude effect on block color, as far as I understand (kahr just recently mentioned it was now possible to specify variable blend points on each line...again, if I understood him correctly!).
I tried to get this to work using the .properties convention kahr first mentioned he'd implemented in one of the snapshots about 3 weeks ago and tried every which way to get it to work, but couldn't see any effect in game. I'm assuming you'd need one of these biome 'charts' for each block you wanted biome and height to effect (such as grass, foliage, stone, etc.).
Of course I might have completely misunderstood Misa's original explanation and things could well have changed since then.
I haven't had time to experiment further, due to all the extra work Mojang landed us with, but you guys are better at this sort of thing for sure. Hope this helps in some way. At least you've got the graphic that Misa originally posted, which since completely disappeared off the forum (this might indicate that Misa and kahr have changed the method by which biome coloring would be implemented).
Best of luck.
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Curse PremiumI'm sure all will be revealed at some stage. I think both Misa and kahr have a lot on their plate at the moment. After my initial attempts to get it to work on grass, I gave up, as there was plenty to be going on with re-texturing logs, plants and stained glass!
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ModeratorIt's just frustrating that Kahr said "You can try out the new format", which I'd love to do... but can't because I don't have enough information to do so.
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Curse PremiumWell, it's reassuring that it wasn't just my incompetent brain failing me when I couldn't get it to work...which is the normal state of affairs when I try to understand MCPatcher terminology.
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ModeratorJust kidding.
thats the lower part of the log, and i tried in with minecraft 1.6.4 and all of them said yes.
any help would be appreciated
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Curse Premium• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
Use MCPatcher 4.3.0 beta 5 for Minecraft 1.7.2, see the link on the front page of that thread or http://www.minecraftforum.net/topic/1496369-172-164-and-earlierupdate-1030-mcpatcher-hd-fix-422/page__st__9360#entry25502301
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Curse PremiumI'm working on a cartoon pack, and would like to have as many of the blocks outlined as possible. [url="http://[URL=http://s1277.photobucket.com/user/zeta-tauri/media/Minecraft/Sassgard/2013-11-02_085207_zps9c8a0542.png.html]
The second, very related question: I'm pretty sure I saw a way to get method=ctm and method=random to work with one another. My mushrooms spots tile very obviously, and I want them to be random, while still being outlined. How does that work?
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Curse PremiumMake sure you have the latest version. http://www.minecraftforum.net/topic/1496369-172-164-and-earlierupdate-1030-mcpatcher-hd-fix-422/page__st__9360#entry25502301 If you're using the wrong one, it won't know what to do.
I am also having this issue, I can not use any mcpatcher mods (connected textures)
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ModeratorI believe adding the line "connect=material" does this automatically, and is in fact specifically what it's designed for.
OK. First, set up your normal non-random CTM so you have the outlines. Then, for each tile you want random (and I do mean for EACH tile. You'll need to do bottom edges separately from top edges, separately from left edge, separately from the top-left corner... etc.) you'll need to set up a random CTM where the target is the tile that you want to replace. That is, you'll be targeting the images you use in the first CTM with your random CTMs rather than targeting a block.
I hope that makes some sense. It's going to be pretty labor-intensive but the effect should be spectacular!
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Curse PremiumOh, sweet. I'll have to try that first one, because I really want to be able to outline the stone and netherrack. Also, these mushrooms are going to be the death of me. I just know it.
There's a trick I used to make my CTM coal blocks that may work for you. It's actually really simple, and one CTM set could be applied to basically all your blocks. Create a solid-black standard CTM wireframe, and apply it to your block's *alpha* layer with renderpass=3. That should give any block you apply it to a solid black outline, but still render the original block textures under it.. Personally I'd recommend almost-black (like 230/230/230 or so) so just the slightest hint of your texture will show up under it.
Look at this shot, one side is my non-CTM'ed ore blocks, the other side with. Look *really* close at my coal. The CTM'ed one and the non-CTMed one are actually the *exact* same textures, I just added an alpha layer CTM border on top of the CTM one like I described above. You can use this method with a solid black outline and get outlines around all your blocks.
If you want to see how I did it, just grab my patch pack and unzip it, then navigate to the coal block. Keep in mind though I made a huge white outline to "brighten" the coal along the edges. But that same CTM pattern (without the white outlines) should give you the results you're after.
If that is what you want, I actually have a quick template PSD with all the splices and what not. I could even make the outline wire frame base for you to get you started, it's literally like 5 button clicks to make. All I have to do is open my template and color it black, then hit save.
(EDIT: Somehow I just assumed you wanted a black outline around everything, not sure where I thought that, but regardless the same method can be used with other colors.. But it works best on black.)
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Curse PremiumThat does look a lot like what I want, yes (and yeah, just a black outline round everything. Like this). I've actually already got a wireframe template set up, because it's just a billion times easier when outlining all the blocks ever this way.
Possibly related, possibly a very strange bug. I am not sure. I was just setting up the groundwork for my stone and got some very strange crashes. Report on Pastebin. Whatever's caused this is tied directly to my stone.properties file. All that's in it at the moment is
When I tried to load my pack to make sure everything was working properly, I got that crash. Deleted the properties file, and it worked just fine. I was able to duplicate this about three times. I've got 2GB of RAM going to Minecraft, so those extra 47 tiles shouldn't have been too much of an issue. And yet. Hmm.
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Curse PremiumThat's been suggested before. Kahr said it's probably not going to happen. One of the reasons was that there's no way to smoothly blend one sky into another when walking from one biome to another. When you step out of a biome into a different biome, the sky would instantly switch from one to another.
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Curse Premium