That map actually should be pretty bright. Remember that the top row is the "deep in a cave far from light" row, and the bottom of the top half is the "in direct sunlight" row. The top row should basically be the same as your top-left pixel all the way across, with every other pixel being a gradient (more or less) between that color and your current bottom row. (Bottom of the top half, that is.)
The bottom half looks correct, but a lot of it is wasted most of the time because your daylight row is so bright.
Yep, i have no idea what i'm doing. That's probably what's wrong with my sky as well. I made everything too bright. Ill fix that, thanks.
So, quick issue here.I've been trying to get fixed colormaps to work, and I succeeded, but only by making all colormaps fixed by using the global variable in color.properties.Here is the current working scenario.
Adding the file source doesn't help either, as it doesn't seem to even be loading the properties file. I set stuff that'd cause MCPatcher to error in the console if it loaded the file, and moving it all around resulted in no mention of the file.Moving grass.png to anywhere outside of that blocks folder makes the colormap not even load at all, and instead it loads the vanilla map.Here is the current colormap which only works for the ocean biome if it's in the fixed format. If MCPatcher attempts to read it in the vanilla format, the ocean turns black letting me know. It also makes the grass green at y255.If you need more info, I can provide it.EDIT: I'm also having the same issue as kwerti.
I think it was Alvoria who said there is no indication of Mojang releasing a 1.7.3 anytime soon so who knows how long it will be like this.
Just to be clear, I have no inside information and could very well be wrong. On Friday someone at Mojang tweeted that there would be a rollout of Minecraft Reams in the next couple of weeks. They might just be waiting for that.
Good idea... but I'm not sure if it's worth Kahr's time to do bug fixing for them when there's no decisive indication either way.
Yeah, that's why I wasn't sure if it'd even be practical to look into implementing. But seems like an update is couple weeks out tops so all is well...thanks for the link.
Edit: Oh and Alvoria, I didn't mean to suggest you're the "inside man" with all knowledge of Mojang happenings, just that you seem to be up-to-date with the current events. Sorry for any confusion.
With v4.3.0 & MC 1.7.2 Iron golems hold out their hands to offer roses/poppies, but the flower is not displayed. This is the same with the default pack as with a texture pack.
Kahr i recognised,that with mcpatcher the mushroomcows don't have mushrooms on their back...I think that's a bug or?
I'm going with "bug". You're supposed to be able to remove or replace the mushrooms with RandomMobs... but it should default to the vanilla behavior if that's not used. Right now it seems to default to "use empty image", which is not the proper behavior.
There will come a day in Minecraft when everything will run smoothly. All mods will be compatible, all resource packs will be up to date, and there will be no bugs in sight. Naturally Mojang will update the next day and break everything.
There will come a day in Minecraft when everything will run smoothly. All mods will be compatible, all resource packs will be up to date, and there will be no bugs in sight. Naturally Mojang will update the next day and break everything.
Glass Panes are still ignoring the new partial transparency added in 1.7, but only when you load a resource pack that uses Better Glass (even if Better Glass isnt even applied to the block!)
With the exact same properties file above, just reconfigured for blocks (Matchblocks 90 instead), it works fine (as seen below). Also, regular glass panes with the same property files also works fine, but there is no partial transparency in the CTM section for regular glass panes, only stained glass panes.
NOTE: All of my glass uses a second renderpass=3 properties file for alpha blending, but has no impact on the bug.. even with it disabled the bug persists.
All 4 blocks in image have the exact same .properties files with only the metadata/matchBlocks changed, and pull from the same textures as their pane counterparts.
Even more research is showing some really odd behavior, with *all* properties files removed, *all* custom textures removed for lime stained glass, I get this. But it only happens when a resource pack is loaded that uses Better Glass, NOT with defaults. But, it can't be my pack, because in this image there is no .properties files OR textures at all effecting the lime colored glass.
Glass Panes are still ignoring the new partial transparency added in 1.7, but only when you load a resource pack that uses Better Glass (even if Better Glass isnt even applied to the block!)
Even more research is showing some really odd behavior, with *all* properties files removed, *all* custom textures removed for lime stained glass, I get this. But it only happens when a resource pack is loaded that uses Better Glass, NOT with defaults. But, it can't be my pack, because in this image there is no .properties files OR textures at all effecting the lime colored glass.
I think this might be because of that vanilla bug where the texture on the North East side (or whatever it is) of all blocks are flipped. For example, my Connected Texture glass is fine when I place it in two directions, but not when I place them in two other directions.
I think this might be because of that vanilla bug where the texture on the North East side (or whatever it is) of all blocks are flipped. For example, my Connected Texture glass is fine when I place it in two directions, but not when I place them in two other directions.
That's a totally different bug, unrelated to MCPatcher and my problem..
So, quick issue here.I've been trying to get fixed colormaps to work, and I succeeded, but only by making all colormaps fixed by using the global variable in color.properties.Here is the current working scenario.
Adding the file source doesn't help either, as it doesn't seem to even be loading the properties file. I set stuff that'd cause MCPatcher to error in the console if it loaded the file, and moving it all around resulted in no mention of the file.
Moving grass.png to anywhere outside of that blocks folder makes the colormap not even load at all, and instead it loads the vanilla map.
Here is the current colormap which only works for the ocean biome if it's in the fixed format. If MCPatcher attempts to read it in the vanilla format, the ocean turns black letting me know. It also makes the grass green at y255.
Bug Report! With MCPatcher installed, the particles that surround the player when under the effect of a potion are completely opaque. This happens even when under the effect of a beacon, where the particles are barely visible in vanilla.
If I remember this right, Endermen were not allowed to pick up player placed blocks in an earlier version. Also, how do anti grief tools for Minecraft servers check block placement by the player? I may be wrong though.
You're wrong on the first count, and somewhat mislead on the second. Endermen were always able to pic up any block that they're able to pick up (the number of block has changed with the versions), but this never had anything to do with what players placed.
For the anti-griefing tools, if they keep track of what blocks players have placed they build a database of changes made. These aren't stored in the normal level files. At least that's my understanding from having read stuff. If I'm wrong, someone please correct me.
Regardless, MCPatcher won't (and shouldn't) do this because it requires writing of extra information which it avoids for the most part. Even if Kahr did implement this, it wouldn't work on servers or at least would reset when you log out for the same reason that RandomMobs will change the skins of persistent mobs with each server login.
Sorry. It's a cool feature idea. Maybe someday Mojang will care about griefing enough to implement their own anti-griefing tools which MCpatcher could read... but it probably won't be any time soon.
I need a little help. I use magic launcher but can't get 1.7.2, MC Patcher and Magic Launcher to work nicely. I tried to download a fresh 1.7.2 via the official launcher, but when I patch it with MC Patcher, it only gives a 1.7 Mc Patcher version :/
Nevermind. I discovered that you can refresh the versions list
I don't know whether this belongs here or in Misa's thread but I'll post it anyways.
Black Hardened Clay and White Hardened clay now share the same appearance while all other Colored Hardened Clay blocks remain as they should be.
So, quick issue here.I've been trying to get fixed colormaps to work, and I succeeded, but only by making all colormaps fixed by using the global variable in color.properties.
With v4.3.0 & MC 1.7.2 Iron golems hold out their hands to offer roses/poppies, but the flower is not displayed. This is the same with the default pack as with a texture pack.
Possibly fixed. I'm pretty sure this is the same as Leischii's problem.
Glass Panes are still ignoring the new partial transparency added in 1.7, but only when you load a resource pack that uses Better Glass (even if Better Glass isnt even applied to the block!)
Render pass 2 isn't supposed to support transparency. It only differs from render pass 0 in that it disables backface culling. Use render pass 1 instead.
Here are the render passes in the order they happen in-game:
0: On/off transparency, with backface culling (vanilla)
2: On/off transparency, without backface culling (added by Better Glass)
1: Transparent blocks with alpha blending and no depth sorting (vanilla)
3: Transparent blocks with customizable blending (added by Better Glass)
When you put renderPass=n in a ctm properties file, you are assigning the block a new render pass, either by replacing (0-2) or adding (3).
If I'm not mistaken there's no reason to use render pass 3 anymore unless you need finer control over the blending method.
With MCPatcher installed, the particles that surround the player when under the effect of a potion are completely opaque. This happens even when under the effect of a beacon, where the particles are barely visible in vanilla.
Render pass 2 isn't supposed to support transparency. It only differs from render pass 0 in that it disables backface culling. Use render pass 1 instead.
Here are the render passes in the order they happen in-game:
0: On/off transparency, with backface culling (vanilla)
2: On/off transparency, without backface culling (added by Better Glass)
1: Transparent blocks with alpha blending and no depth sorting (vanilla)
3: Transparent blocks with customizable blending (added by Better Glass)
When you put renderPass=n in a ctm properties file, you are assigning the block a new render pass, either by replacing (0-2) or adding (3).
If I'm not mistaken there's no reason to use render pass 3 anymore unless you need finer control over the blending method.
I think I figured out what is going on, I don't think CTM is working on stained glass panes at all. After I stripped it down to just the basic CTM, with a basic wireframe (no partial transparency what so ever just a basic CTM border) I realized its only loading the textures in /blocks/, and ignoring my CTM all together.
As for renderPass=3, I actually am using blend.3=color, so that's why I injected it into the "shiny" parts of my glass (As seen on the top 2 rows of regular glass panes)
EDIT: Now lets make this even more confusing, because my method=random CTM that is overlayed ontop of it (it's disabled in the shot above) works fine.
This is quite confusing, I invite you to download my pack and look at it. Because I'm not exactly sure whats going on.. but all I can tell is it's a much more simple problem than I realized; method=CTM just simply isnt working on panes.
The reason everything was solid had nothing to do with it. Just happens my placeholder glass in /blocks/ (that should never be loading because of the properties files) are solid, and since method=CTM isnt working, it was loading them.
-
View User Profile
-
View Posts
-
Send Message
Retired StaffYep, i have no idea what i'm doing. That's probably what's wrong with my sky as well. I made everything too bright. Ill fix that, thanks.
-
View User Profile
-
View Posts
-
Send Message
Curse Premium-
View User Profile
-
View Posts
-
Send Message
ModeratorGood idea... but I'm not sure if it's worth Kahr's time to do bug fixing for them when there's no decisive indication either way.
Edit: Just checked: 1.7.3 confirmed: https://twitter.com/dinnerbone/status/398484765260513280
Yeah, that's why I wasn't sure if it'd even be practical to look into implementing. But seems like an update is couple weeks out tops so all is well...thanks for the link.
Edit: Oh and Alvoria, I didn't mean to suggest you're the "inside man" with all knowledge of Mojang happenings, just that you seem to be up-to-date with the current events. Sorry for any confusion.
-
View User Profile
-
View Posts
-
Send Message
Curse Premium• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
-
View User Profile
-
View Posts
-
Send Message
ModeratorThere will come a day in Minecraft when everything will run smoothly. All mods will be compatible, all resource packs will be up to date, and there will be no bugs in sight. Naturally Mojang will update the next day and break everything.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumShhh! They'll hear you and know we're onto them!
-
View User Profile
-
View Posts
-
Send Message
Moderator-
View User Profile
-
View Posts
-
Send Message
Curse PremiumYeah, but theyðll hear!
... I've been drinking. Ignore me. <.<
Regular CTM .properties file
matchBlocks=160
metadata=5
tiles=0-11 12-23 24-35 36-46
method=ctm
renderPass=2
With the exact same properties file above, just reconfigured for blocks (Matchblocks 90 instead), it works fine (as seen below). Also, regular glass panes with the same property files also works fine, but there is no partial transparency in the CTM section for regular glass panes, only stained glass panes.
NOTE: All of my glass uses a second renderpass=3 properties file for alpha blending, but has no impact on the bug.. even with it disabled the bug persists.
All 4 blocks in image have the exact same .properties files with only the metadata/matchBlocks changed, and pull from the same textures as their pane counterparts.
Even more research is showing some really odd behavior, with *all* properties files removed, *all* custom textures removed for lime stained glass, I get this. But it only happens when a resource pack is loaded that uses Better Glass, NOT with defaults. But, it can't be my pack, because in this image there is no .properties files OR textures at all effecting the lime colored glass.
I think this might be because of that vanilla bug where the texture on the North East side (or whatever it is) of all blocks are flipped. For example, my Connected Texture glass is fine when I place it in two directions, but not when I place them in two other directions.
That's a totally different bug, unrelated to MCPatcher and my problem..
In grass.properties, you put "palette.format" when it should be "format"
Putting the CENDENT back in transcendent!
-
View User Profile
-
View Posts
-
Send Message
Curse Premium-
View User Profile
-
View Posts
-
Send Message
Moderator...And it's really annoying.
Thanks in advance for fixing this Kahr!
-
View User Profile
-
View Posts
-
Send Message
ModeratorFor the anti-griefing tools, if they keep track of what blocks players have placed they build a database of changes made. These aren't stored in the normal level files. At least that's my understanding from having read stuff. If I'm wrong, someone please correct me.
Regardless, MCPatcher won't (and shouldn't) do this because it requires writing of extra information which it avoids for the most part. Even if Kahr did implement this, it wouldn't work on servers or at least would reset when you log out for the same reason that RandomMobs will change the skins of persistent mobs with each server login.
Sorry. It's a cool feature idea. Maybe someday Mojang will care about griefing enough to implement their own anti-griefing tools which MCpatcher could read... but it probably won't be any time soon.
I need a little help. I use magic launcher but can't get 1.7.2, MC Patcher and Magic Launcher to work nicely. I tried to download a fresh 1.7.2 via the official launcher, but when I patch it with MC Patcher, it only gives a 1.7 Mc Patcher version :/Nevermind. I discovered that you can refresh the versions list
"The only thing we have to fear is fear itself" - Franklin Delano Roosevelt
Fixed.
Fixed.
Fixed.
Fixed.
Possibly fixed. I'm pretty sure this is the same as Leischii's problem.
Render pass 2 isn't supposed to support transparency. It only differs from render pass 0 in that it disables backface culling. Use render pass 1 instead.
Here are the render passes in the order they happen in-game:
0: On/off transparency, with backface culling (vanilla)
2: On/off transparency, without backface culling (added by Better Glass)
1: Transparent blocks with alpha blending and no depth sorting (vanilla)
3: Transparent blocks with customizable blending (added by Better Glass)
When you put renderPass=n in a ctm properties file, you are assigning the block a new render pass, either by replacing (0-2) or adding (3).
If I'm not mistaken there's no reason to use render pass 3 anymore unless you need finer control over the blending method.
Fixed. Related to the black/white stained clay bug it turns out.
Fixed.
-
View User Profile
-
View Posts
-
Send Message
ModeratorAny luck figuring out why CIT is ignoring weights one some items yet?
I think I figured out what is going on, I don't think CTM is working on stained glass panes at all. After I stripped it down to just the basic CTM, with a basic wireframe (no partial transparency what so ever just a basic CTM border) I realized its only loading the textures in /blocks/, and ignoring my CTM all together.
lime pane's .properties file (Bottom 2 rows)
As for renderPass=3, I actually am using blend.3=color, so that's why I injected it into the "shiny" parts of my glass (As seen on the top 2 rows of regular glass panes)
EDIT: Now lets make this even more confusing, because my method=random CTM that is overlayed ontop of it (it's disabled in the shot above) works fine.
This is quite confusing, I invite you to download my pack and look at it. Because I'm not exactly sure whats going on.. but all I can tell is it's a much more simple problem than I realized; method=CTM just simply isnt working on panes.
The reason everything was solid had nothing to do with it. Just happens my placeholder glass in /blocks/ (that should never be loading because of the properties files) are solid, and since method=CTM isnt working, it was loading them.