The Mac version for the 1.7.2 won't open because it's from an "Unknown Developer".
You will need to go into System Preferences:Security & Privacy. Unlock the lower part of the window with an admin account, and then set it to Anywhere. You will get a confirmation dialog box, approve and you can go back and open the MCPatcher java file. Afterwards, if you like, you can go back and restore the Security & Privacy setting to what it was.
The answer is yes (specify through matchTiles for best results), though you might want to wait until mods update to 1.7, as the item IDs will likely change.
Awesome, thank you! I was just going to make the textures and name them once all the mods I use update. I thought it would give me something fun to do while I wait Do the CTM files just go in the regular CTM folder, or do they have to be different since they are from a mod?
I doubt this is possible, or if anyone knows how even if it is, but does anyone know of a way to make CIT trigger only when an item has multiple enchantments?
The reason I ask is because I'm trying to make special enchanted books whose sprites only show up if the enchanted book has multiple enchantments. Normally each enchantment has its own book sprite in my pack, but that doesn't work perfectly now that books can have multiple enchantments per book. I'd like to keep my existing enchanted books, but also have special ones that show up only for multi-enchant books.
Thanks in advance for anyone who can figure this out. It's kinda beyond me, you see.
On some blocks, ctm's innerSeams property doesn't work properly with block metadata of greater than 0. (Tested with standard glass ctm and stained glass w/ alpha layer)
On some blocks, ctm's innerSeams property doesn't work properly with block metadata of greater than 0. (Tested with standard glass ctm and stained glass w/ alpha layer)
Hmmm... I don't have that problem? Maybe ask someone with more MCPatcher knowledge.
It gives me this and I can't apply any mods, any ideas ? :
In your screenshot you show part of the OP for this thread including some Red Text that directs you to the proper version of MCPatcher for your Minecraft version. I recommend paying attention to that bit. It's important.
Okay, I've searched the forums and the web for a few weeks now and I can't find what I'm looking for.
I've seen several references to a post where Kahr describes recursive CTM, but for the life of me I can't seem to locate it or any other resource for recursive CTM.
Can someone please link me to the post or to a guide that describes the format?
From what I understand it just means you can have a rule do something then have another rule that targets the results. I use this to have connected bookshelves that also have random variations of each four textures. Unless it changed since I last tried it you can't have nested connected textures. Here's confirmation that it at least didn't work.
Thanks for the response.
hmm... so I'm doing these large repeats which look great when viewed in a single plane, but the edges between faces look terrible because the images don't match. I was hoping to apply a render pass 3 ctm method to overlay shadows along edges to make them appear to connect.
Is the problem that we can't use the ctm method second or just that it can't look at the previous method's output and act on it?
I basically just want the repeat and ctm methods to overlap.
hmm... so I'm doing these large repeats which look great when viewed in a single plane, but the edges between faces look terrible because the images don't match. I was hoping to apply a render pass 3 ctm method to overlay shadows along edges to make them appear to connect.
Is the problem that we can't use the ctm method second or just that it can't look at the previous method's output and act on it?
I basically just want the repeat and ctm methods to overlap.
What are you trying to do exactly? I have several areas in my pack where I combined both random and horizontal (or vertical) CTM. The same method can also be applied to standard CTM.
I've also used renderpass 3 to apply a dark alpha layer border around some random CTM, giving me a hybrid random-standard CTM.
Depending on your needs, I *may* be able to help you.
It's a somewhat complicated process, but you can look at my pack's reeds, cactus, vines, bookshelves or ladders. They all combine random CTM and horizontal/vertical CTM, the same method *may* work for repeat as well.
If you want to see how I combined standard CTM on the alpha layer with random (or anything else) there's an example on my coal blocks inside my "Connected Ore Blocks" patch pack.
What are you trying to do exactly? I have several areas in my pack where I combined both random and horizontal (or vertical) CTM. The same method can also be applied to standard CTM.
I've also used renderpass 3 to apply a dark alpha layer border around some random CTM, giving me a hybrid random-standard CTM.
Depending on your needs, I *may* be able to help you.
It's a somewhat complicated process, but you can look at my pack's reeds, cactus, vines, bookshelves or ladders. They all combine random CTM and horizontal/vertical CTM, the same method *may* work for repeat as well.
If you want to see how I combined standard CTM on the alpha layer with random (or anything else) there's an example on my coal blocks inside my "Connected Ore Blocks" patch pack.
Awesome, the coal ore blocks are exactly what I was looking for, thank you.
Great looking pack btw, and your semi-faithful philosophy is a good point that I hadn't fully considered.
One thing that I noticed is that you refer to the coal block in your pack with the coal_block naming, but block173a in the CTM ore pack. I assume (having seen it before) that the "a" is required, but is the different naming system also needed? Also, I haven't come across the innerSeams=true command before... what does it do?
Awesome, the coal ore blocks are exactly what I was looking for, thank you.
Great looking pack btw, and your semi-faithful philosophy is a good point that I hadn't fully considered.
One thing that I noticed is that you refer to the coal block in your pack with the coal_block naming, but block173a in the CTM ore pack. I assume (having seen it before) that the "a" is required, but is the different naming system also needed? Also, I haven't come across the innerSeams=true command before... what does it do?
I don't think the "a" is needed anymore, it's just habit from the old 1.4~ days when to do 2 layers of CTM I needed to do blockXXX and blockXXXa since we couldnt use blockname.properties, I just stuck with it and call all my "a" files alpha-layer files.
InnerSeams reconfigures the CTM to have, well, innerSeams! It's a bit hard to explain without screenshots, so:
Take a look at the inner-edges of the block in the 2 shots.
EDIT: Should also be noted you can actually name the properties files anything you want. But, if you name them block_name.properties or blockXXX.properties it'll read the file name and know to replace the block with that name or block ID.
But, you can actually name them anything you want, and inside the properties file you can add:
matchTiles=BlockName
.. or..
matchBlocks=BlockID
..and it'll work the same way and allow you to name the properties files anything you want!
Thus, if you wanted to you could do something like:
coal_block_random.properties (With the random CTM method configs and matchBlocks=coal_block)
and..
coal_block_CTM.properties (Same as above, just standard CTM method configs)
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Curse PremiumYou will need to go into System Preferences:Security & Privacy. Unlock the lower part of the window with an admin account, and then set it to Anywhere. You will get a confirmation dialog box, approve and you can go back and open the MCPatcher java file. Afterwards, if you like, you can go back and restore the Security & Privacy setting to what it was.
Awesome, thank you! I was just going to make the textures and name them once all the mods I use update. I thought it would give me something fun to do while I wait
Putting the CENDENT back in transcendent!
Awesome, thanks
Heads up, for some reason Chrome detects the exe version of beta5 for 1.7.2 as malicious. Downloaded and used anyways.
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ModeratorThe reason I ask is because I'm trying to make special enchanted books whose sprites only show up if the enchanted book has multiple enchantments. Normally each enchantment has its own book sprite in my pack, but that doesn't work perfectly now that books can have multiple enchantments per book. I'd like to keep my existing enchanted books, but also have special ones that show up only for multi-enchant books.
Thanks in advance for anyone who can figure this out. It's kinda beyond me, you see.
Putting the CENDENT back in transcendent!
Any idea if this is still happening for other people?
Hmmm... I don't have that problem? Maybe ask someone with more MCPatcher knowledge.
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ModeratorI've seen several references to a post where Kahr describes recursive CTM, but for the life of me I can't seem to locate it or any other resource for recursive CTM.
Can someone please link me to the post or to a guide that describes the format?
TYVM in advance.
http://www.youtube.com/user/NavorMusic https://soundcloud.com/navormusic
Thanks for the response.
hmm... so I'm doing these large repeats which look great when viewed in a single plane, but the edges between faces look terrible because the images don't match. I was hoping to apply a render pass 3 ctm method to overlay shadows along edges to make them appear to connect.
Is the problem that we can't use the ctm method second or just that it can't look at the previous method's output and act on it?
I basically just want the repeat and ctm methods to overlap.
What are you trying to do exactly? I have several areas in my pack where I combined both random and horizontal (or vertical) CTM. The same method can also be applied to standard CTM.
I've also used renderpass 3 to apply a dark alpha layer border around some random CTM, giving me a hybrid random-standard CTM.
Depending on your needs, I *may* be able to help you.
It's a somewhat complicated process, but you can look at my pack's reeds, cactus, vines, bookshelves or ladders. They all combine random CTM and horizontal/vertical CTM, the same method *may* work for repeat as well.
If you want to see how I combined standard CTM on the alpha layer with random (or anything else) there's an example on my coal blocks inside my "Connected Ore Blocks" patch pack.
Awesome, the coal ore blocks are exactly what I was looking for, thank you.
Great looking pack btw, and your semi-faithful philosophy is a good point that I hadn't fully considered.
One thing that I noticed is that you refer to the coal block in your pack with the coal_block naming, but block173a in the CTM ore pack. I assume (having seen it before) that the "a" is required, but is the different naming system also needed? Also, I haven't come across the innerSeams=true command before... what does it do?
I don't think the "a" is needed anymore, it's just habit from the old 1.4~ days when to do 2 layers of CTM I needed to do blockXXX and blockXXXa since we couldnt use blockname.properties, I just stuck with it and call all my "a" files alpha-layer files.
InnerSeams reconfigures the CTM to have, well, innerSeams!
Take a look at the inner-edges of the block in the 2 shots.
EDIT: Should also be noted you can actually name the properties files anything you want. But, if you name them block_name.properties or blockXXX.properties it'll read the file name and know to replace the block with that name or block ID.
But, you can actually name them anything you want, and inside the properties file you can add:
matchTiles=BlockName
.. or..
matchBlocks=BlockID
..and it'll work the same way and allow you to name the properties files anything you want!
Thus, if you wanted to you could do something like:
coal_block_random.properties (With the random CTM method configs and matchBlocks=coal_block)
and..
coal_block_CTM.properties (Same as above, just standard CTM method configs)