Is it possible to use randomization on other methods in ctm? For instance, I would like to randomize each bookshelf used in a horizontal ctm. Is there a way I can make MCPatcher matchTiles to tiles already being used in horizontal and randomize that?
Where 1 is the center bookshelf in the original horizontal connected textures.
This as well as the previously-mentioned and operator for detecting enchantments could add for some great extra depth.
I think he may have quoted his post instead of editing it, as the forums normally tries to merge two consecutive posts by the same person.
Yes. I got it to work with my CTM glass and it was a nightmare, but for some reason it works!
I hate to advertise, but it's in Shee-PvP, the thing in my signature. Just mess around with the tile names and replace those with your own. Even if you can't get it to work, it's definitely possible and you can send me a message with your textures and I'll have a go (if you can't).
Is it possible to use randomization on other methods in ctm? For instance, I would like to randomize each bookshelf used in a horizontal ctm. Is there a way I can make MCPatcher matchTiles to tiles already being used in horizontal and randomize that?
Tiles 0-59 are the regular glass textures and 34 specifically is the tile that goes in the middle and is usually blank. 60-63 are variations of tile 34.
Hey, I use MultiMC pretty much exclusively, and I was wondering if there's any way to use MC Patcher to patch a MMC instance, since neither Optifine nor Forge is updated to 1.7, and the resource packs I want to use are taking advantage of the features Optifine/Forge/MC Patcher allow.
I would rather not bother with Mojang's atrocious new launcher, for obvious reasons, but if it really comes down to it, I'm probably going to have to bite the bullet. I also would rather not use MC Patcher as my launcher either, since I have all of my profiles/instances are on MMC for ease of use.
One thought I've had is to patch a jar with MC Patcher, then copy it into MMC, although with the new file structures and loading of mods/jars this may not work.
If anyone has any input/ideas, that would be great..
Hey, I use MultiMC pretty much exclusively, and I was wondering if there's any way to use MC Patcher to patch a MMC instance, since neither Optifine nor Forge is updated to 1.7, and the resource packs I want to use are taking advantage of the features Optifine/Forge/MC Patcher allow.
I would rather not bother with Mojang's atrocious new launcher, for obvious reasons, but if it really comes down to it, I'm probably going to have to bite the bullet. I also would rather not use MC Patcher as my launcher either, since I have all of my profiles/instances are on MMC for ease of use.
One thought I've had is to patch a jar with MC Patcher, then copy it into MMC, although with the new file structures and loading of mods/jars this may not work.
If anyone has any input/ideas, that would be great..
-Train
Your idea of patching a jar and then copying it over should work. The new versions jars are formatted exactly like the jar in the bin folder used to be formatted and I don't believe MCPatcher requires any of the features of the new launcher, so the versions jar should work in other places, like MultiMC.
Rollback Post to RevisionRollBack
The problem with the truth, is that it never lies.
Did something happen with Minecraft today? I started the launcher, and it took a really long time to load up Minecraft, and now I lost all MCPatcher support. Even when I unpatch and repatch, I can't apply any of the mods back to the game.
Did something happen with Minecraft today? I started the launcher, and it took a really long time to load up Minecraft, and now I lost all MCPatcher support. Even when I unpatch and repatch, I can't apply any of the mods back to the game.I miss my better grass.
[00:37:15 INFO]: Client> WARNING: configuration file C:\Users\User\AppData\Roaming\.minecraft\assets\virtual\mcpatcher.json not found, using defaults
[00:37:15 INFO]: Client> java.io.FileNotFoundException: C:\Users\User\AppData\Roaming\.minecraft\assets\virtual\launcher_profiles.json (Das System kann die angegebene Datei nicht finden)
[00:37:15 INFO]: Client> at java.io.FileInputStream.open(Native Method)
[00:37:15 INFO]: Client> at java.io.FileInputStream.<init>(Unknown Source)
[00:37:15 INFO]: Client> at java.io.FileReader.<init>(Unknown Source)
[00:37:15 INFO]: Client> at com.prupe.mcpatcher.JsonUtils.parseJson(JsonUtils.java:46)
[00:37:15 INFO]: Client> at com.prupe.mcpatcher.Config.getSelectedLauncherProfile(Config.java:94)
[00:37:15 INFO]: Client> at com.prupe.mcpatcher.Config.load(Config.java:69)
[00:37:15 INFO]: Client> at com.prupe.mcpatcher.MCPatcherUtils.setMinecraft(MCPatcherUtils.java:431)
[00:37:15 INFO]: Client> at azh.<init>(SourceFile:171)
[00:37:15 INFO]: Client> at net.minecraft.client.main.Main.main(SourceFile:132)
[00:37:15 INFO]: Client> WARNING: could not determine selected profile, defaulting to MCPatcher
[00:37:15 INFO]: Client> Launcher profile: MCPatcher
Is it possible, when using random ctm, to make one specific tile cover all faces of the block when it is picked?
For some perspective, here's what i'm doing: My pack is steampunk-apocalyptic themed with a lot of surrealistic elements added in.
I want to make my redwood trees (biome specific spruce for whatever that biome with podzol is) well, i want these trees to have rusty metal rings around them occasionally covering up cracks, as though the tree split and the metal rings are bracing them back together. Of course, i don't want these appearing on every block that makes up the tree, that would just look bad. But very rarely appearing on a few trees here and there i think would be a nice touch.
Of course to make a metal ring around a tree with random ctm would require making that specific tile chosen effect all sides of the tree at once. Can i do it?
Is it possible, when using random ctm, to make one specific tile cover all faces of the block when it is picked?
For some perspective, here's what i'm doing: My pack is steampunk-apocalyptic themed with a lot of surrealistic elements added in.
I want to make my redwood trees (biome specific spruce for whatever that biome with podzol is) well, i want these trees to have rusty metal rings around them occasionally covering up cracks, as though the tree split and the metal rings are bracing them back together. Of course, i don't want these appearing on every block that makes up the tree, that would just look bad. But very rarely appearing on a few trees here and there i think would be a nice touch.
Of course to make a metal ring around a tree with random ctm would require making that specific tile chosen effect all sides of the tree at once. Can i do it?
Would putting faces=sides in the file give the effect you wanted?
Would putting faces=sides in the file give the effect you wanted?
No... since this effecting logs, it basically already uses that property.
Also, anyone know how to remove biome coloring from the mega taiga biome? The green color overlay isn't doing my leaves any good. I have foliagecolor.png grayed out to no effect.
Of course to make a metal ring around a tree with random ctm would require making that specific tile chosen effect all sides of the tree at once. Can i do it?
Would putting faces=sides in the file give the effect you wanted?
What he wants to add is symmetry=all. He should already have faces=sides.
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 was going to suggest that, but I thought it might affect the log tops as well.
Nope. faces=sides will prevent that, because those are the only faces that the .properties files is allowed to influence.
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 can't seem to get different metadata of the same block to connect together. For instance I have several variants of sandstone under different metadata that all have the same top CTM method texture and using connect=tile, block, or material doesn't connect them together at all. I just wondered if I missed something, it's an issue with 1.7.2 or if this is an intentional change?
Is it possible, when using random ctm, to make one specific tile cover all faces of the block when it is picked?
Even if you did that, it would look weird. The trees are often 2x2. I'm no expert, but i don't see how you could make the band go all the way around a 2x2, but not every other block at that level.
I'm having trouble getting a texture to apply specifically to the new non-grass-growing dirt (metadata 1). It worked with a previous version of MCPatcher, but now anything i try applies to all dirt blocks, even if i put in for instance the nonexistent metadata 3.
I am having a lot of trouble with the extended hd allowing hd font. I am using a 64x font resource pack and it simply doesn't work. I made sure that Extended HD is checked and "Enable HD fonts" is checked under the options tab. It works when I run "Test Minecraft" just fine, but when I try to do it on actual minecraft, the font is all spaced out weird.
Here is the patch I applied:
__Base
added assets/minecraft/mcpatcher/blank.png
added com/prupe/mcpatcher/Config$FileEntry.class
added com/prupe/mcpatcher/Config$ModEntry.class
added com/prupe/mcpatcher/Config$ProfileEntry.class
added com/prupe/mcpatcher/Config$VersionEntry.class
added com/prupe/mcpatcher/Config.class
added com/prupe/mcpatcher/JsonUtils.class
added com/prupe/mcpatcher/MAL.class
added com/prupe/mcpatcher/MCLogger$1$1.class
added com/prupe/mcpatcher/MCLogger$1.class
added com/prupe/mcpatcher/MCLogger$ErrorLevel.class
added com/prupe/mcpatcher/MCLogger.class
added com/prupe/mcpatcher/MCPatcherUtils.class
added com/prupe/mcpatcher/ProfilerAPI.class
GameSettings (azw.class)
[1] use options.<version>.txt if present
Minecraft (azd.class)
[1] MCPatcherUtils.setMinecraft(this)
Profiler (ov.class)
__TexturePackBase
added com/prupe/mcpatcher/BlendMethod.class
added com/prupe/mcpatcher/InputHandler.class
added com/prupe/mcpatcher/TexturePackAPI$1.class
added com/prupe/mcpatcher/TexturePackAPI.class
added com/prupe/mcpatcher/TexturePackChangeHandler$1.class
added com/prupe/mcpatcher/TexturePackChangeHandler.class
added com/prupe/mcpatcher/WeightedIndex$1.class
added com/prupe/mcpatcher/WeightedIndex$2.class
added com/prupe/mcpatcher/WeightedIndex.class
AbstractResourcePack (bqf.class)
[1] make field file public
AbstractTexture (bph.class)
[1] insert method finalize ()V
[1] insert method unloadGLTexture ()V
[1] make field glTextureId public
DefaultResourcePack (bqg.class)
[1] make field file public
DynamicTexture (bpi.class)
FallbackResourceManager (bqh.class)
[1] make field resourcePacks public
FileResourcePack (bqi.class)
[1] make field zipFile public
FolderResourcePack (bqj.class)
Icon (ps.class)
Minecraft (azd.class)
[1] check for texture pack change
[1] init texture pack handlers on startup
ReloadableResourceManager (bqm.class)
Resource (bqn.class)
ResourceLocation (bqo.class)
ResourceManager (bqp.class)
ResourcePack (bqr.class)
SimpleReloadableResourceManager (bqx.class)
[1] after texture pack change
[1] before texture pack change
[1] make field namespaceMap public
SimpleTexture (bpm.class)
TextureAtlas (bpr.class)
TextureManager (bpx.class)
[1] make field texturesByName public
TextureUtil (bqa.class)
ThreadDownloadImageData (bpj.class)
Extended HD
added com/prupe/mcpatcher/hd/CustomAnimation$1.class
added com/prupe/mcpatcher/hd/CustomAnimation.class
added com/prupe/mcpatcher/hd/FancyDial$FBO.class
added com/prupe/mcpatcher/hd/FancyDial$Layer.class
added com/prupe/mcpatcher/hd/FancyDial.class
added com/prupe/mcpatcher/hd/FontUtils$1.class
added com/prupe/mcpatcher/hd/FontUtils.class
added com/prupe/mcpatcher/hd/MipmapHelper.class
AbstractTexture (bph.class)
FontRenderer (bag.class)
[1] 4.0f -> charWidthf[32]
[1] FontUtils.computeCharWidthsf on init
[1] insert field charWidthf [F
[1] insert field defaultFont LResourceLocation;
[1] insert field fontAdj F
[1] insert field hdFont LResourceLocation;
[1] insert field isHD Z
[1] make field fontResource not final
[1] make method readFontData public
[1] override font name
[1] override getStringWidth
[1] override unicode font name
[4] undo font adjustment
[1] use charWidthf instead of charWidth
Icon (ps.class)
Resource (bqn.class)
ResourceLocation (bqo.class)
SimpleResource (bqz.class)
Texture (bpi.class)
TextureAtlas (bpr.class)
[1] make field animations public
TextureAtlasSprite (bpv.class)
TextureClock (bqd.class)
[1] make field currentAngle public
[1] render custom clock
[1] setup custom clock
TextureCompass (bqe.class)
[1] render custom compass
[1] setup custom compass
TextureManager (bpx.class)
[1] update custom animations
TextureObject (bpz.class)
If anyone can help or needs more details to help me, EVERYTHING is appreciated!
EDIT: Well-- actually it works for the dirt, but any tall grass or ferns planted on the dirt:1 uses that dirt texture too--biome colored. Saplings, flowers, and double tall ferns or grass work as expected.
GLib-GIO-ERROR error still present in linux.
mcpatcher-430
minecraft 1.7.2
well this is embarrassing, I tried the --noproxy option only to find out its -noproxy, it works now.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumYes. I got it to work with my CTM glass and it was a nightmare, but for some reason it works!
I hate to advertise, but it's in Shee-PvP, the thing in my signature. Just mess around with the tile names and replace those with your own. Even if you can't get it to work, it's definitely possible and you can send me a message with your textures and I'll have a go (if you can't).
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumHere's my properties file for glass.
tiles=0-11 16-27 32-43 48-59
method=ctm
~/ctm/glass/glass34.properties:
matchTiles=~/ctm/glass/34.png
tiles=34 60 61 62 63
method=random
weights=60 10 10 10 10
Tiles 0-59 are the regular glass textures and 34 specifically is the tile that goes in the middle and is usually blank. 60-63 are variations of tile 34.
I would rather not bother with Mojang's atrocious new launcher, for obvious reasons, but if it really comes down to it, I'm probably going to have to bite the bullet. I also would rather not use MC Patcher as my launcher either, since I have all of my profiles/instances are on MMC for ease of use.
One thought I've had is to patch a jar with MC Patcher, then copy it into MMC, although with the new file structures and loading of mods/jars this may not work.
If anyone has any input/ideas, that would be great..
-Train
Your idea of patching a jar and then copying it over should work. The new versions jars are formatted exactly like the jar in the bin folder used to be formatted and I don't believe MCPatcher requires any of the features of the new launcher, so the versions jar should work in other places, like MultiMC.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumI miss my better grass.
Getting:
-
View User Profile
-
View Posts
-
Send Message
Retired StaffFor some perspective, here's what i'm doing: My pack is steampunk-apocalyptic themed with a lot of surrealistic elements added in.
I want to make my redwood trees (biome specific spruce for whatever that biome with podzol is) well, i want these trees to have rusty metal rings around them occasionally covering up cracks, as though the tree split and the metal rings are bracing them back together. Of course, i don't want these appearing on every block that makes up the tree, that would just look bad. But very rarely appearing on a few trees here and there i think would be a nice touch.
Of course to make a metal ring around a tree with random ctm would require making that specific tile chosen effect all sides of the tree at once. Can i do it?
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumWould putting faces=sides in the file give the effect you wanted?
-
View User Profile
-
View Posts
-
Send Message
Retired StaffNo... since this effecting logs, it basically already uses that property.
Also, anyone know how to remove biome coloring from the mega taiga biome? The green color overlay isn't doing my leaves any good. I have foliagecolor.png grayed out to no effect.
-
View User Profile
-
View Posts
-
Send Message
Retired StaffWhat he wants to add is symmetry=all. He should already have faces=sides.
"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
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumI was going to suggest that, but I thought it might affect the log tops as well.
-
View User Profile
-
View Posts
-
Send Message
Retired StaffNope. faces=sides will prevent that, because those are the only faces that the .properties files is allowed to influence.
"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 can't seem to get different metadata of the same block to connect together. For instance I have several variants of sandstone under different metadata that all have the same top CTM method texture and using connect=tile, block, or material doesn't connect them together at all. I just wondered if I missed something, it's an issue with 1.7.2 or if this is an intentional change?
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumEven if you did that, it would look weird. The trees are often 2x2. I'm no expert, but i don't see how you could make the band go all the way around a 2x2, but not every other block at that level.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumIs this not correct?
Using MCPatcher 4.3 and MC 1.7.2 or 13w48b
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
I am having a lot of trouble with the extended hd allowing hd font. I am using a 64x font resource pack and it simply doesn't work. I made sure that Extended HD is checked and "Enable HD fonts" is checked under the options tab. It works when I run "Test Minecraft" just fine, but when I try to do it on actual minecraft, the font is all spaced out weird.
Here is the patch I applied:
__Base added assets/minecraft/mcpatcher/blank.png added com/prupe/mcpatcher/Config$FileEntry.class added com/prupe/mcpatcher/Config$ModEntry.class added com/prupe/mcpatcher/Config$ProfileEntry.class added com/prupe/mcpatcher/Config$VersionEntry.class added com/prupe/mcpatcher/Config.class added com/prupe/mcpatcher/JsonUtils.class added com/prupe/mcpatcher/MAL.class added com/prupe/mcpatcher/MCLogger$1$1.class added com/prupe/mcpatcher/MCLogger$1.class added com/prupe/mcpatcher/MCLogger$ErrorLevel.class added com/prupe/mcpatcher/MCLogger.class added com/prupe/mcpatcher/MCPatcherUtils.class added com/prupe/mcpatcher/ProfilerAPI.class GameSettings (azw.class) [1] use options.<version>.txt if present Minecraft (azd.class) [1] MCPatcherUtils.setMinecraft(this) Profiler (ov.class) __TexturePackBase added com/prupe/mcpatcher/BlendMethod.class added com/prupe/mcpatcher/InputHandler.class added com/prupe/mcpatcher/TexturePackAPI$1.class added com/prupe/mcpatcher/TexturePackAPI.class added com/prupe/mcpatcher/TexturePackChangeHandler$1.class added com/prupe/mcpatcher/TexturePackChangeHandler.class added com/prupe/mcpatcher/WeightedIndex$1.class added com/prupe/mcpatcher/WeightedIndex$2.class added com/prupe/mcpatcher/WeightedIndex.class AbstractResourcePack (bqf.class) [1] make field file public AbstractTexture (bph.class) [1] insert method finalize ()V [1] insert method unloadGLTexture ()V [1] make field glTextureId public DefaultResourcePack (bqg.class) [1] make field file public DynamicTexture (bpi.class) FallbackResourceManager (bqh.class) [1] make field resourcePacks public FileResourcePack (bqi.class) [1] make field zipFile public FolderResourcePack (bqj.class) Icon (ps.class) Minecraft (azd.class) [1] check for texture pack change [1] init texture pack handlers on startup ReloadableResourceManager (bqm.class) Resource (bqn.class) ResourceLocation (bqo.class) ResourceManager (bqp.class) ResourcePack (bqr.class) SimpleReloadableResourceManager (bqx.class) [1] after texture pack change [1] before texture pack change [1] make field namespaceMap public SimpleTexture (bpm.class) TextureAtlas (bpr.class) TextureManager (bpx.class) [1] make field texturesByName public TextureUtil (bqa.class) ThreadDownloadImageData (bpj.class) Extended HD added com/prupe/mcpatcher/hd/CustomAnimation$1.class added com/prupe/mcpatcher/hd/CustomAnimation.class added com/prupe/mcpatcher/hd/FancyDial$FBO.class added com/prupe/mcpatcher/hd/FancyDial$Layer.class added com/prupe/mcpatcher/hd/FancyDial.class added com/prupe/mcpatcher/hd/FontUtils$1.class added com/prupe/mcpatcher/hd/FontUtils.class added com/prupe/mcpatcher/hd/MipmapHelper.class AbstractTexture (bph.class) FontRenderer (bag.class) [1] 4.0f -> charWidthf[32] [1] FontUtils.computeCharWidthsf on init [1] insert field charWidthf [F [1] insert field defaultFont LResourceLocation; [1] insert field fontAdj F [1] insert field hdFont LResourceLocation; [1] insert field isHD Z [1] make field fontResource not final [1] make method readFontData public [1] override font name [1] override getStringWidth [1] override unicode font name [4] undo font adjustment [1] use charWidthf instead of charWidth Icon (ps.class) Resource (bqn.class) ResourceLocation (bqo.class) SimpleResource (bqz.class) Texture (bpi.class) TextureAtlas (bpr.class) [1] make field animations public TextureAtlasSprite (bpv.class) TextureClock (bqd.class) [1] make field currentAngle public [1] render custom clock [1] setup custom clock TextureCompass (bqe.class) [1] render custom compass [1] setup custom compass TextureManager (bpx.class) [1] update custom animations TextureObject (bpz.class)If anyone can help or needs more details to help me, EVERYTHING is appreciated!
Thanks in advance!
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumThanks, that works!
EDIT: Well-- actually it works for the dirt, but any tall grass or ferns planted on the dirt:1 uses that dirt texture too--biome colored. Saplings, flowers, and double tall ferns or grass work as expected.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help