Just wondering, are custom skies with the blending mode set to replace supposed to just disappear at the fade out time? They currently don't seem to fade out at all, they just immediately disappear which really looks peculiar and it's sorta stopping me from wanting to use it even though it looks the best.
I see an ability convert texture pack, what's that for? Does it let me turn new textures into old or turn old textures into new?
Old formats into new. There's a couple of updates where packs made for previous versions stop working. 1.4 and below > 1.5 > 1.6 and above require conversion as they're three separate formats.
Something changed with the minecraft launcher a few days ago, which means it isn't looking for things in quite the same directories as before. For me, the solution to this was to copy my launcher_profiles.json and mcpatcher.json files in .minecraft into assets\virtual, after which the fonts return to looking normal. (If this is your problem, your client logs atm should contain an error about the json parser not finding those two files in that directory.)
Hope this helps.
I looked in assets\virtual and I couldn't find those two files. I found the solution but I lost the files because I wanted to test how they were created. I found a file in a few of my resource packs under assets\minecraft and it was called mcpatcher. It was a folder, and when I used those resource packs, hd font was loaded. I copied that folder into the same place in the resource pack that I wanted to use and it worked!
To see how that folder was created, I deleted all of my resource packs except for one without the assets\minecraft\mcpatcher folder to see if the folder would be created when I patched my minecraft. IT DID NOT. So now my solution is lost.
If anyone could tell me how this is supposed to work, that would be great.
Bug Report - MCPatcher 4.3.1 BETA, Minecraft 13w48b:
Random CTM for Iron Bars seemingly forces the rendering to change regardless of whether or not you specify any renderpass. Causes you to see both sides of the bars when looking at one side. Screenshots below:
Without CTM:
With CTM:
matchTiles=iron_bars
method=random
tiles=0-15
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I used to maintain the Minecraft Forums Mod List. However, life has stepped in the way of that. Perhaps later...
Do lightmaps still work the same way they work as shown on the wiki/texture artist section? I did as said and used the top 16 rows for sunlight and the bottom 16 rows for torchlight, but it seems that the whole map is using the torchlight half--I made it a constant solid light blue, and now the whole map is just always cast in a light blue light, and torches don't make it any lighter! xD
*Note: I'm only using the 32px height, I haven't bothered with the nightvision part yet! I'm still trying to figure this one out! hehe.
This is pretty much what it looks like right now, as I hadn't changed the top much from the example yet: http://prntscr.com/299qzq
(I'm still playing with it).
Do lightmaps still work the same way they work as shown on the wiki/texture artist section? I did as said and used the top 16 rows for sunlight and the bottom 16 rows for torchlight, but it seems that the whole map is using the torchlight half--I made it a constant solid light blue, and now the whole map is just always cast in a light blue light, and torches don't make it any lighter! xD
Yes, it still works the same. I don't think you quite understand how it all works, though.
First, as you said, the top 16 rows are for sunlight. The top row is when you're deep in a cave, and the bottom row is when you're directly under the open sky. The far-right column is the light during lightning. Just to the left is daylight. The far left column is night time. Everything in-between is sunrise and sunset.
The bottom sixteen rows are light from a lightsource (not just torches). The top row is no extra light at all (light level 0), and the bottom row is basically glowstone (light level 15).
The way the game deals with light is that it looks at what the value is on three axies: time of day - sun exposure - light from a light source. It then picks whichever pixel is brightest and uses that as the light.
What's happening with your current layout, you're basically telling the game that torch light should be used all of the time regardless of any other features. Why? Because the blue you're using for the bottom 16 is always the brightest pixel. Even zero torch light (the top row of the bottom sixteen) is still "brighter" than any daylight value.
Try making the bottom sixteen a gradient with the top nearly black, and the bottom nearly white. Do the same thing for the daylight set. Now you'll begin to see variation.
Yes, it still works the same. I don't think you quite understand how it all works, though.
First, as you said, the top 16 rows are for sunlight. The top row is when you're deep in a cave, and the bottom row is when you're directly under the open sky. The far-right column is the light during lightning. Just to the left is daylight. The far left column is night time. Everything in-between is sunrise and sunset.
The bottom sixteen rows are light from a lightsource (not just torches). The top row is no extra light at all (light level 0), and the bottom row is basically glowstone (light level 15).
The way the game deals with light is that it looks at what the value is on three axies: time of day - sun exposure - light from a light source. It then picks whichever pixel is brightest and uses that as the light.
What's happening with your current layout, you're basically telling the game that torch light should be used all of the time regardless of any other features. Why? Because the blue you're using for the bottom 16 is always the brightest pixel. Even zero torch light (the top row of the bottom sixteen) is still "brighter" than any daylight value.
Try making the bottom sixteen a gradient with the top nearly black, and the bottom nearly white. Do the same thing for the daylight set. Now you'll begin to see variation.
I hope that helps you.
Wow, that makes so much more sense! This post you just wrote should be copied into the wiki ;D
Wow, that makes so much more sense! This post you just wrote should be copied into the wiki ;D
I keep thinking that one of these days I'd like to write up a full tutorial here on the forum that could be easily copied to the wiki. Unfortunately, I haven't had the time to make a set of sample lightmaps that demonstrate the concepts I'm trying to teach.
Is there a huge reason you removed AA for 1.7.2? I understand why for mipmapping and AF, but why AA? The fxaa and antialias filters suck. All they do is make things blurry.
I keep thinking that one of these days I'd like to write up a full tutorial here on the forum that could be easily copied to the wiki. Unfortunately, I haven't had the time to make a set of sample lightmaps that demonstrate the concepts I'm trying to teach.
Thank you for the compliment, though.
Me again! xD I've remade my lightmap to follow your advice, but for some reason the "lightning" color seems to be taking over, during normal day and night, even when there is no lightning. I've tried giving it a gradient like you said and everything..., I just don't know what I'm doing wrong!
Aside from areas lit by light sources, EVERYTHING is of the lightning color. It's quite broken looking, hehe!
Me again! xD I've remade my lightmap to follow your advice, but for some reason the "lightning" color seems to be taking over, during normal day and night, even when there is no lightning. I've tried giving it a gradient like you said and everything..., I just don't know what I'm doing wrong!
Aside from areas lit by light sources, EVERYTHING is of the lightning color. It's quite broken looking, hehe!
Me again! xD I've remade my lightmap to follow your advice, but for some reason the "lightning" color seems to be taking over, during normal day and night, even when there is no lightning. I've tried giving it a gradient like you said and everything..., I just don't know what I'm doing wrong!Aside from areas lit by light sources, EVERYTHING is of the lightning color. It's quite broken looking, hehe!
I followed the guide on the MCPatcher wiki, not as clear as it could be but it was helpful with the lightmaps for the Overworld as well as the Nether and The End.
I never took any of those steps, I must admit, I merely noted that the client log files complained about assets\virtual\mcpatcher.json and assets\virtual\launcher_profiles.json missing, and manually copied them from the minecraft root folder where they normally are to that directory, after which it worked. If I read you right and HD Fonts worked in some texture packs without using the fix I mentioned, I think you might possibly be having another issue.
That is what I'm thinking. I have tried patching over and over again to see if that mcpatcher folder would be created, but it hasn't. I'm just giving up for now and waiting for another update,
Thank you for trying to help me. I will look at my logs to see if anything mentions the mcpatcher.json and launcher_profiles.json.
I know it might be a lot to ask, but could anyone that has HD font see if the mcpatcher folder is present in their resource packs under assets\minecraft. It would help me out a lot if someone could somehow get that folder to me. I have no way of obtaining it.
Here is an image of what happens. On the left is when I clicked "Test Minecraft" in mcpatcher. On the right is minecraft opened in the launcher with the profile that was created. HD font doesn't seem to work.
---- Minecraft Crash Report ---- // Quite honestly, I wouldn't worry myself about that. Time: 12/1/13 8:49 PM Description: Unexpected error java.lang.ArrayIndexOutOfBoundsException: -1 at
...
mod_ZanMinimap{0.9.4} [Zan's Minimap] (ZansMinimap1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
A known problem with Zan's minimap and MCPatcher. There's a fix in 4.3.1-beta1 but it doesn't work with the forge version unfortunately. I should have both versions working in 4.3.1 final.
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.
Should be fixed in 4.3.1-beta1. Could you confirm, in case I still need to look into this?
Just wondering, are custom skies with the blending mode set to replace supposed to just disappear at the fade out time? They currently don't seem to fade out at all, they just immediately disappear which really looks peculiar and it's sorta stopping me from wanting to use it even though it looks the best.
Well replace is inherently all-or-nothing, that's kind of what the word means. Maybe you want alpha blending?
Something changed with the minecraft launcher a few days ago, which means it isn't looking for things in quite the same directories as before. For me, the solution to this was to copy my launcher_profiles.json and mcpatcher.json files in .minecraft into assets\virtual, after which the fonts return to looking normal. (If this is your problem, your client logs atm should contain an error about the json parser not finding those two files in that directory.) Hope this helps.
Yes, Mojang retroactively changed the assets directory to assets/virtual/legacy, which confused a lot of things (font spacing, configuration, etc.). Oddly, it didn't break 1.7.3, which I have working in a dev version, but only 1.7.2 and earlier. Fixed for the next release.
This is one of the things I'd looked a lot but don't trust anymmore because it stopped working when I have mass convered ressource packs Now I'm currently making a tool to convert any version of texture pack to any more recent one (it's hard to make it but for now there are things like "smooth biome converter that ransform a old-misa-like biome map to a full biome map" that works very well). My aim is to have the ability to convert ressources of old minecraft versions to latest one automaticaly.
Finally sat down and looked at this. The 1.4 to 1.5 conversion should work in the next release.
You probably already know this, but for the benefit of others, texture packs can be converted from the command line:
java -jar mcpatcher-x.y.z.jar -convert15 <path to 1.4 texture pack>
or
java -jar mcpatcher-x.y.z.jar -convert16 <path to 1.5 texture pack>
Bug Report - MCPatcher 4.3.1 BETA, Minecraft 13w48b: Random CTM for Iron Bars seemingly forces the rendering to change regardless of whether or not you specify any renderpass. Causes you to see both sides of the bars when looking at one side.
Is there a huge reason you removed AA for 1.7.2? I understand why for mipmapping and AF, but why AA? The fxaa and antialias filters suck. All they do is make things blurry.
MCPatcher's mipmapping, AA, and aniso filtering implementation were tied together. When I removed one, I had to remove them all.
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.
Should be fixed in 4.3.1-beta1. Could you confirm, in case I still need to look into this?
MCPatcher is updated to 4.3.1 with numerous bugfixes and support for the 1.7.3 prerelease. Note that Mojang changed the way assets are organized. To avoid problems, please ensure your Mojang launcher is up to date (1.3.6 or newer) and start the game at least once from the launcher before using MCPatcher.
See OP for full list of changes and download links. The main download may not update right away, so try the alternate link if you are still getting the 4.3.0 version.
Do I just still have certain places too bright? I know the lightning is taking over as it was originally purple, and everything turned purple xD Then I changed it back to yellow, and everything is yellow. The game looks quite funky!
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ModeratorI looked in assets\virtual and I couldn't find those two files. I found the solution but I lost the files because I wanted to test how they were created. I found a file in a few of my resource packs under assets\minecraft and it was called mcpatcher. It was a folder, and when I used those resource packs, hd font was loaded. I copied that folder into the same place in the resource pack that I wanted to use and it worked!
To see how that folder was created, I deleted all of my resource packs except for one without the assets\minecraft\mcpatcher folder to see if the folder would be created when I patched my minecraft. IT DID NOT. So now my solution is lost.
If anyone could tell me how this is supposed to work, that would be great.
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Retired StaffRandom CTM for Iron Bars seemingly forces the rendering to change regardless of whether or not you specify any renderpass. Causes you to see both sides of the bars when looking at one side. Screenshots below:
Without CTM:
With CTM:
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Curse PremiumWhere can I find the 4.3.1 beta? Is it on the wiki or do I have to compile it myself?Found it.
http://www.minecraftforum.net/topic/1496369-13w48b-172-164-and-earlierupdate-1116-mcpatcher-hd-fix-430/page__st__9660#entry26330482
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*Note: I'm only using the 32px height, I haven't bothered with the nightvision part yet! I'm still trying to figure this one out! hehe.
This is pretty much what it looks like right now, as I hadn't changed the top much from the example yet: http://prntscr.com/299qzq
(I'm still playing with it).
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ModeratorFirst, as you said, the top 16 rows are for sunlight. The top row is when you're deep in a cave, and the bottom row is when you're directly under the open sky. The far-right column is the light during lightning. Just to the left is daylight. The far left column is night time. Everything in-between is sunrise and sunset.
The bottom sixteen rows are light from a lightsource (not just torches). The top row is no extra light at all (light level 0), and the bottom row is basically glowstone (light level 15).
The way the game deals with light is that it looks at what the value is on three axies: time of day - sun exposure - light from a light source. It then picks whichever pixel is brightest and uses that as the light.
What's happening with your current layout, you're basically telling the game that torch light should be used all of the time regardless of any other features. Why? Because the blue you're using for the bottom 16 is always the brightest pixel. Even zero torch light (the top row of the bottom sixteen) is still "brighter" than any daylight value.
Try making the bottom sixteen a gradient with the top nearly black, and the bottom nearly white. Do the same thing for the daylight set. Now you'll begin to see variation.
I hope that helps you.
Wow, that makes so much more sense! This post you just wrote should be copied into the wiki ;D
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ModeratorThank you for the compliment, though.
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Curse PremiumMods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
Me again! xD I've remade my lightmap to follow your advice, but for some reason the "lightning" color seems to be taking over, during normal day and night, even when there is no lightning. I've tried giving it a gradient like you said and everything..., I just don't know what I'm doing wrong!
Aside from areas lit by light sources, EVERYTHING is of the lightning color. It's quite broken looking, hehe!
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ModeratorI followed the guide on the MCPatcher wiki, not as clear as it could be but it was helpful with the lightmaps for the Overworld as well as the Nether and The End.
https://bitbucket.or.../wiki/Lightmaps
Here's my John Smith Legacy JimStoneCraft Edition light map I just put together that may help.
Mine is twice as wide to give more colour transition to the day.
http://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Java Minecraft
That is what I'm thinking. I have tried patching over and over again to see if that mcpatcher folder would be created, but it hasn't. I'm just giving up for now and waiting for another update,
Thank you for trying to help me. I will look at my logs to see if anything mentions the mcpatcher.json and launcher_profiles.json.
I know it might be a lot to ask, but could anyone that has HD font see if the mcpatcher folder is present in their resource packs under assets\minecraft. It would help me out a lot if someone could somehow get that folder to me. I have no way of obtaining it.
Here is an image of what happens. On the left is when I clicked "Test Minecraft" in mcpatcher. On the right is minecraft opened in the launcher with the profile that was created. HD font doesn't seem to work.
A known problem with Zan's minimap and MCPatcher. There's a fix in 4.3.1-beta1 but it doesn't work with the forge version unfortunately. I should have both versions working in 4.3.1 final.
Should be fixed in 4.3.1-beta1. Could you confirm, in case I still need to look into this?
Well replace is inherently all-or-nothing, that's kind of what the word means. Maybe you want alpha blending?
Yes, Mojang retroactively changed the assets directory to assets/virtual/legacy, which confused a lot of things (font spacing, configuration, etc.). Oddly, it didn't break 1.7.3, which I have working in a dev version, but only 1.7.2 and earlier. Fixed for the next release.
Finally sat down and looked at this. The 1.4 to 1.5 conversion should work in the next release.
You probably already know this, but for the benefit of others, texture packs can be converted from the command line:
Fixed.
MCPatcher's mipmapping, AA, and aniso filtering implementation were tied together. When I removed one, I had to remove them all.
Disable Smooth biome colors and/or reduce the block blend radius in the Options tab under Custom Colors.
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Curse PremiumConfirmed. The beta fixes it.
Thanks.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
See OP for full list of changes and download links. The main download may not update right away, so try the alternate link if you are still getting the 4.3.0 version.
Sure! It was pretty close to this:
Do I just still have certain places too bright? I know the lightning is taking over as it was originally purple, and everything turned purple xD Then I changed it back to yellow, and everything is yellow. The game looks quite funky!