That's an issue with your pack's custom font not being properly set up. You can delete the font folders (one under \textures\ and possibly another under \mcpatcher\) as a quick fix. Better to let your pack's artist know you're having this issue, though, so he or she can correct it. I'm reasonably sure that the issues with custom font have been fixed in MCPatcher, so now it's really up to the artist to utilized the fixed system.
Actually, I get that too, if I'm understanding sin-twin correctly, but only on the briefly visible loading map screen. Every other screen, whether it be options menus, or in-game gui has the font perfectly displayed. It only ever happens for me on that one loading screen just before a world loads up and the text seems to be a garbled vanilla font. Strange, but I couldn't take a screenshot just now to show an example. Have I missed something about fonts between 1.5, 1.6 and 1.7? Highly likely I have, knowing my attention to detail!
Actually, I get that too, if I'm understanding sin-twin correctly, but only on the briefly visible loading map screen. Every other screen, whether it be options menus, or in-game gui has the font perfectly displayed. It only ever happens for me on that one loading screen just before a world loads up and the text seems to be a garbled vanilla font. Strange, but I couldn't take a screenshot just now to show an example. Have I missed something about fonts between 1.5, 1.6 and 1.7? Highly likely I have, knowing my attention to detail!
Oh really? I've never noticed it in any of the packs I've used so I assumed this was the old problem that got fixed. Thanks for pointing that out to me Glimmar.
Actually, I get that too, if I'm understanding sin-twin correctly, but only on the briefly visible loading map screen. Every other screen, whether it be options menus, or in-game gui has the font perfectly displayed. It only ever happens for me on that one loading screen just before a world loads up and the text seems to be a garbled vanilla font. Strange, but I couldn't take a screenshot just now to show an example. Have I missed something about fonts between 1.5, 1.6 and 1.7? Highly likely I have, knowing my attention to detail!
From what I know it seems to do that to any pack with a background that isn't 16x and any font size (I had this happen to me in my custom packs). But I would ignore it, because it doesn't really effect anything but at that moment.
Rollback Post to RevisionRollBack
Jingle bells, decay and fails
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
Here's a visual bug. Looks like MCPatcher hasn't adjusted for the change in how Minecraft renders transparencies. I can't remember which way it went, but the order in which blocks were rendered was flipped (front to back and vice versa).
It looks like this got missed, so I guess I have to re-post it.
Does anyone have a working properties file that defines several sets of faces for a block, and chooses randomly between those sets? Is this even possible?
Does anyone have a working properties file that defines several sets of faces for a block, and chooses randomly between those sets? Is this even possible?
I have hybrid vertical/random CTM, if thats what you mean. My ladders, reeds, vines all have a set of random "tops", "bottoms" and "centers". Same with Bookshelves, just horizontal instead of vertical. Is this what you mean?
You could also theoretically have a random CTM that calls upon other sets of random CTM; but I'm unsure what purpose that would serve when you could simply call those files directly in one large random CTM .properties.
Example of my reeds, note they have tops, bottoms and center pieces, all random within themselves as well.
dummy_top and dummy_bottom aren't real textures. Their only purpose is to get matched by the next set of rules:
I think this problem will have to wait until mcp is updated. There's more to Mojang's new transparency handling than I originally thought, but it's too complicated to figure out in obfuscated code.
How about you don't base it on weights or an option, but the same tile name with something like top and bottom or a and b, 1 and 2, etc.
option: useTileSets If true, look at the name. If the name is preceded or appended with certain phrases, look for a match.
The benefit of this is that random weighted pairs don't need to match at all, and the other section can use different random CTM tiles, or not use random CTM at all!
Sets override non-sets. In the event of a pair between 2 different sets, the CTM weight
Does anyone have a working properties file that defines several sets of faces for a block, and chooses randomly between those sets? Is this even possible?
If I'm understanding you right: try defining this:
Quote from ctm.properties sample file »
# (Optional) Desired level of symmetry for the faces of each block. Applies to
# standard 6-sided blocks only.
# none: All 6 faces are textured independently. This is the default.
# opposite: 2-way symmetry; opposing faces have the same texture, but each pair
# can potentially have a different texture.
# all: All 6 faces have the same texture. symmetry=<none | opposite | all>
symmetry=none will choose a random texture for each face (that it can) on the block. Note this is default, so if say, you made ores and used the random method with 7 different tile options, the faces would differ.
symmetry=all on the other hand, will use the same random texture on all (possible) faces of a block.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
If I'm understanding you right: try defining this: symmetry=none will choose a random texture for each face (that it can) on the block. Note this is default, so if say, you made ores and used the random method with 7 different tile options, the faces would differ.
symmetry=all on the other hand, will use the same random texture on all (possible) faces of a block.
Ah right, right, that might be more what he's looking for. I misunderstood.
If so, then yes it can be done as well. I did it with my enchanting tables, I wanted to have random cloth colors on the sides, but all 4 sides to be the same color per-block. Only way to do that was with symmetry=all, that way all 4 sides would match. They each had an "accent color". The same method could be applied to any block, just in the case of my enchanting table I only needed it for the sides.
enchanting_table_side.properties
tiles=0-8
method=random
symmetry=all
Note the sides only, they're the only part affected by the above .properties in this situation, the book and enchanting_table_top have their own properties. If the above .properies was applied to a standard block it would be the same across all 6 faces.
Oh really? I've never noticed it in any of the packs I've used so I assumed this was the old problem that got fixed. Thanks for pointing that out to me Glimmar.
No probs!
Usually if I spot a glitch, I wait for someone else to confirm here that they've got it too, as I mostly assume it's probably something I've done incorrectly or not done. This is a very minor problem, but the sort of thing I'm likely to get posts in my thread about and I wouldn't have had an answer, so I'm pleased I'm not the only one.
From what I know it seems to do that to any pack with a background that isn't 16x and any font size (I had this happen to me in my custom packs). But I would ignore it, because it doesn't really effect anything but at that moment.
This problem started for me during the first 1.7 snapshots. Glad to know I wasn't imagining it.
After looking at it again. It seems you can't patch two different versions of the game and switch via the profile.
So if you have two servers you go on (like I do), then you'd have to reinstall Minecraft every time you wanted to play in the other server.
Or choose one or the other, not both.
Huh? Either i misunderstand what you are saying, or you have incorrectly diagnosed your problem. I have a MCPatched 1.6.x and a 1.7.x and i can switch between them and non-patched versions freely.
After looking at it again. It seems you can't patch two different versions of the game and switch via the profile.
So if you have two servers you go on (like I do), then you'd have to reinstall Minecraft every time you wanted to play in the other server.
Or choose one or the other, not both.
Your problem is that both patcher versions try to create a profile called 'MCPatcher'. 1.7.2 uses the version called 1.7.2-mcpatcher while 1.6.4 uses 1.6.4-mcpatcher. Both of these versions still exist in your /minecraft/ directory, but you will need to manually create two profiles and then assign each version.
If I'm understanding you right: try defining this:
symmetry=none will choose a random texture for each face (that it can) on the block. Note this is default, so if say, you made ores and used the random method with 7 different tile options, the faces would differ.
Sorry guys, I should have included an example of what I was looking for.
So, let's use the stonebrick block... I would like to assign texture A to the north and south faces, texture B to the east and west faces, and texture C to the top and bottom faces. Then, I would like to have three or four variations of each of these textures, so texture A.1, A.2, or A.3 are assigned to the north and south faces randomly. Does that make more sense? It seems like it would be possible given the descriptions of CTM, but I can't figure out how to attempt it.
Sorry guys, I should have included an example of what I was looking for.
So, let's use the stonebrick block... I would like to assign texture A to the north and south faces, texture B to the east and west faces, and texture C to the top and bottom faces. Then, I would like to have three or four variations of each of these textures, so texture A.1, A.2, or A.3 are assigned to the north and south faces randomly. Does that make more sense? It seems like it would be possible given the descriptions of CTM, but I can't figure out how to attempt it.
I don't really understand why you'd want to do that, but it should be relatively easy.
matchBlocks=stonebrick
metadata=0
method=random
tiles=0-3
faces=north south
symmetry=all
Then, just make multiple of these files, with tiles= being the tiles you want, and faces= being the sides you want (east west, top bottom).
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
I think I found a bug in CTM in MCPatcher 4.3. I'm trying to write CTM rules for glass in Dandelion texture pack but textures are behaving strangely and it seems rendering depends on orientation.
Aaaand being the modding n00b that I am, how exactly do I shimmy that CTM folder from the Optifine .jar into the Minecraft folders to actually, y'know, make the whole thing work?
--Tuan
You know how to open the .jar file in an archive manager? Do that, same way as you would open a .zip archive, then find the assets/ folder. It should look like this
useSameSeedForMultiblockObjects=true doesn't exactly roll off the tongue, does it?
Gonna go with linked=true for this property. It is per-file, applies only to method=random, and defaults to false. For now it affects only double plants, plants (useful for reeds), and doors.
Using MC Patcher for 1.7.2 crashes minecraft the moment I enter a server.
1.6.4 is fine. (one server I frequent uses the latest patch, another uses 1.6.4
The moment I enter a server (or start a singleplayer world), I see the sky and my hand and the game freezes instantly with the cursor showing up.
No problems with that texture pack here. And unfortunately there's not much in that log to go on either.
I think I found a bug in CTM in MCPatcher 4.3. I'm trying to write CTM rules for glass in Dandelion texture pack but textures are behaving strangely and it seems rendering depends on orientation.
This is a vanilla 1.7.2 bug that is fixed in the latest snapshots.
<snip>
Then, just make multiple of these files, with tiles= being the tiles you want, and faces= being the sides you want (east west, top bottom).
Thank you, this is what I was looking for. Unfortunately this will be more difficult than I imagined... Single blocks look awesome now, but the problem just moved to the block transitions. LOL
Oh well, back to the drawing board (pun intended) unless you guys have a slick solution to the problem?
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Curse PremiumActually, I get that too, if I'm understanding sin-twin correctly, but only on the briefly visible loading map screen. Every other screen, whether it be options menus, or in-game gui has the font perfectly displayed. It only ever happens for me on that one loading screen just before a world loads up and the text seems to be a garbled vanilla font. Strange, but I couldn't take a screenshot just now to show an example. Have I missed something about fonts between 1.5, 1.6 and 1.7? Highly likely I have, knowing my attention to detail!
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ModeratorThe adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
By Sileo_Vulpes
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Curse PremiumMixupMultiblocks=true/false
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matchTileTwins=true/false
Default false (no matching).
Putting the CENDENT back in transcendent!
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Curse PremiumIt looks like this got missed, so I guess I have to re-post it.Nevermind, I see the response now.
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Curse PremiumI have hybrid vertical/random CTM, if thats what you mean. My ladders, reeds, vines all have a set of random "tops", "bottoms" and "centers". Same with Bookshelves, just horizontal instead of vertical. Is this what you mean?
You could also theoretically have a random CTM that calls upon other sets of random CTM; but I'm unsure what purpose that would serve when you could simply call those files directly in one large random CTM .properties.
Example of my reeds, note they have tops, bottoms and center pieces, all random within themselves as well.
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Retired StaffHow about you don't base it on weights or an option, but the same tile name with something like top and bottom or a and b, 1 and 2, etc.
option: useTileSets
If true, look at the name. If the name is preceded or appended with certain phrases, look for a match.
The benefit of this is that random weighted pairs don't need to match at all, and the other section can use different random CTM tiles, or not use random CTM at all!
Sets override non-sets. In the event of a pair between 2 different sets, the CTM weight
[spoiler]
If I'm understanding you right: try defining this:
symmetry=none will choose a random texture for each face (that it can) on the block. Note this is default, so if say, you made ores and used the random method with 7 different tile options, the faces would differ.
symmetry=all on the other hand, will use the same random texture on all (possible) faces of a block.
From this file.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Ah right, right, that might be more what he's looking for. I misunderstood.
If so, then yes it can be done as well. I did it with my enchanting tables, I wanted to have random cloth colors on the sides, but all 4 sides to be the same color per-block. Only way to do that was with symmetry=all, that way all 4 sides would match. They each had an "accent color". The same method could be applied to any block, just in the case of my enchanting table I only needed it for the sides.
enchanting_table_side.properties
Note the sides only, they're the only part affected by the above .properties in this situation, the book and enchanting_table_top have their own properties. If the above .properies was applied to a standard block it would be the same across all 6 faces.
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Curse PremiumNo probs!
Usually if I spot a glitch, I wait for someone else to confirm here that they've got it too, as I mostly assume it's probably something I've done incorrectly or not done. This is a very minor problem, but the sort of thing I'm likely to get posts in my thread about and I wouldn't have had an answer, so I'm pleased I'm not the only one.
This problem started for me during the first 1.7 snapshots. Glad to know I wasn't imagining it.
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Curse PremiumHuh? Either i misunderstand what you are saying, or you have incorrectly diagnosed your problem. I have a MCPatched 1.6.x and a 1.7.x and i can switch between them and non-patched versions freely.
• Follow Lithos on Twitter for release announcments
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Curse PremiumYour problem is that both patcher versions try to create a profile called 'MCPatcher'. 1.7.2 uses the version called 1.7.2-mcpatcher while 1.6.4 uses 1.6.4-mcpatcher. Both of these versions still exist in your /minecraft/ directory, but you will need to manually create two profiles and then assign each version.
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Curse PremiumSorry guys, I should have included an example of what I was looking for.
So, let's use the stonebrick block... I would like to assign texture A to the north and south faces, texture B to the east and west faces, and texture C to the top and bottom faces. Then, I would like to have three or four variations of each of these textures, so texture A.1, A.2, or A.3 are assigned to the north and south faces randomly. Does that make more sense? It seems like it would be possible given the descriptions of CTM, but I can't figure out how to attempt it.
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Retired StaffI don't really understand why you'd want to do that, but it should be relatively easy.
Then, just make multiple of these files, with tiles= being the tiles you want, and faces= being the sides you want (east west, top bottom).
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Pics to explain:
http://imgur.com/a/HGA9h
Inside there is all the files you need. Just copy the entire default/ folder and put in in your own pack.
Gonna go with linked=true for this property. It is per-file, applies only to method=random, and defaults to false. For now it affects only double plants, plants (useful for reeds), and doors.
Both fixed.
No problems with that texture pack here. And unfortunately there's not much in that log to go on either.
This is a vanilla 1.7.2 bug that is fixed in the latest snapshots.
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Curse PremiumHere's why, this has always bugged me!
Thank you, this is what I was looking for. Unfortunately this will be more difficult than I imagined... Single blocks look awesome now, but the problem just moved to the block transitions. LOL
Oh well, back to the drawing board (pun intended) unless you guys have a slick solution to the problem?