So has the issue with multiple resource packs not overwriting ctm files been fixed yet or do we know if it's a mojang issue or mcpatcher issue yet? (I'm assuming it's mcpatcher since it's only ctm files not being overwritten correctly)
So has the issue with multiple resource packs not overwriting ctm files been fixed yet or do we know if it's a mojang issue or mcpatcher issue yet? (I'm assuming it's mcpatcher since it's only ctm files not being overwritten correctly)
Technically it's working exactly the way it should. It's just that because everything CTM related is optional, there's not always a good 1:1 correlation to overwrite successfully.
I wish there was a way that MCPatcher's mods could detect certain textures being used. Like "If texture X comes from pack Y, then use CTM file Z. Otherwise, ignore this CTM file." I can't think of a good, constant thing for MCPatcher to check, though.
Technically it's working exactly the way it should. It's just that because everything CTM related is optional, there's not always a good 1:1 correlation to overwrite successfully.
I wish there was a way that MCPatcher's mods could detect certain textures being used. Like "If texture X comes from pack Y, then use CTM file Z. Otherwise, ignore this CTM file." I can't think of a good, constant thing for MCPatcher to check, though.
Well it's more that it seemed to have changed from 4.3 (or one that was compatible with 1.7.2) to 4.3.1 because it was working perfectly, overwriting the files correctly and now isn't.
That's what was making me unsure as to whether it was an mcpatcher thing or some changes mojang made with format or something in 1.7.3 onwards.
EDIT: This is all just from my experience with my grass addon pack, nothing has changed in the pack, it just doesn't overwrite the files anymore, just sticks with the files from the pack at the bottom of the resource packs list (which is incorrect as the one on top should overwrite all files with the same name as the one below IIRC). Only file that is overwritten is a non-ctm double tall grass texture.
Wouldn't it be a lot easier to imply an appropriate weight for the rules in all the packs?
Not really. For example I have weights ranging from 0-50 for some of my CIT textures. What happens if someone else is using that same scale? It'll pick some form their pack and some from mine to try to sort out the chaos... exactly as it does now.
OK, I wasn't aware there was still a problem with it ordering things wrongly. In all of my tests everything seems to work logically, though. It may just be that I'm not working with stuff as extensively as you are, though.
After poking around in Alvoria's Sanity pack, I've become awfully curious about CIT, and I have a question.
If two base textures are assigned to an item, each of which requires an enchantment for the item to have that texture, what happens when the item has both those enchantments?
After poking around in Alvoria's Sanity pack, I've become awfully curious about CIT, and I have a question.
If two base textures are assigned to an item, each of which requires an enchantment for the item to have that texture, what happens when the item has both those enchantments?
It uses the one to which you've assigned the highest "weight" value. Barring that, it takes the one that's first alphabetically.
"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 want to make a cit for a item that would change form drastically each time it receives a specific enchantment, and I think I did it wrong, could anyone tell me if I'm doing it right, and if I'm not, tell me what to do then to make it happen
Here's the download to what I have planned for the cit --- Download has been removed ---
A sample text of what I have as my cit for this item
matchItems=276
nbt.display.Name=Fabrica
damage=0-1561
source=./Fabrica_Model_Giantslayer
nbt.StoredEnchantments.0.id=19
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.
so idk why but I haven't been able to work on my resource pack because it keeps crashing my minecraft saying that the 56th grass top ctm has dimensions of 48x48 when it clearly has 32x32, could someone help me and take a look to see whats wrong? https://www.mediafire.com/?4qv7ui26zcpn6fq
I want to make a cit for a item that would change form drastically each time it receives a specific enchantment, and I think I did it wrong, could anyone tell me if I'm doing it right, and if I'm not, tell me what to do then to make it happen
Does it work in-game? Have you tested it? I'm not sure what your problem is if you don't ask a particular question.
Remember that everything you add to a file like the display name, the enchantment, and the damage are all inclusive statements. In the example you posted, the item must be a diamond sword and must be named "Fabrica" using an anvil and must have Knockback as its first enchantment.
By that same token, specifying the damage is pointless in this example since a diamond sword shouldn't be able to go outside of that range. As such, you can omit that line and get exactly the same result.
Does it work in-game? Have you tested it? I'm not sure what your problem is if you don't ask a particular question.
Remember that everything you add to a file like the display name, the enchantment, and the damage are all inclusive statements. In the example you posted, the item must be a diamond sword and must be named "Fabrica" using an anvil and must have Knockback as its first enchantment.
By that same token, specifying the damage is pointless in this example since a diamond sword shouldn't be able to go outside of that range. As such, you can omit that line and get exactly the same result.
my bad, well the problem is that I can't get the other forms to show up in place of the original when a specific enchantment is on
When Fabrica has no enchantments
what I wanted to do Fabrica when it has fire aspect as the first Fabrica when knockback is the first Fabrica when sharpness is the first My problem is that I can't make the other three appear at all
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.
my bad, well the problem is that I can't get the other forms to show up in place of the original when a specific enchantment is on
My problem is that I can't make the other three appear at all [/spoiler]
Ah, OK. That's much clearer.
What's happening is that it's taking the files in alphabetical order. Most likely the way you have your files named the one for the base "Fabrica" texture is first in line.
The way to get around this is to either rename you files so that the basic one is last in order, or, you can add weights to them.
The easiest way is to assign the basic Fabrica texture a weight of 0, and all of the others a weight of 1. Like so:
weight=0
This lets MCPatcher know that you want the enchantment effect versions (the ones with the higher numbered weight) to take priority over the basic version. Do you understand?
What's happening is that it's taking the files in alphabetical order. Most likely the way you have your files named the one for the base "Fabrica" texture is first in line.
The way to get around this is to either rename you files so that the basic one is last in order, or, you can add weights to them.
The easiest way is to assign the basic Fabrica texture a weight of 0, and all of the others a weight of 1. Like so:
weight=0
This lets MCPatcher know that you want the enchantment effect versions (the ones with the higher numbered weight) to take priority over the basic version. Do you understand?
I think I've found a way to muck it up again, so you give the property file this line weight=0 for the base texture and weight=1 for the other ones, and I did that but it's still not working so, I'm going to post a download for this cit stuff that I have --- Download has been removed ---, could you look at that and tell me what I did wrong
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.
By Sileo_Vulpes
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ModeratorI wish there was a way that MCPatcher's mods could detect certain textures being used. Like "If texture X comes from pack Y, then use CTM file Z. Otherwise, ignore this CTM file." I can't think of a good, constant thing for MCPatcher to check, though.
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Curse PremiumWell it's more that it seemed to have changed from 4.3 (or one that was compatible with 1.7.2) to 4.3.1 because it was working perfectly, overwriting the files correctly and now isn't.
That's what was making me unsure as to whether it was an mcpatcher thing or some changes mojang made with format or something in 1.7.3 onwards.
EDIT: This is all just from my experience with my grass addon pack, nothing has changed in the pack, it just doesn't overwrite the files anymore, just sticks with the files from the pack at the bottom of the resource packs list (which is incorrect as the one on top should overwrite all files with the same name as the one below IIRC). Only file that is overwritten is a non-ctm double tall grass texture.
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ModeratorOK, I wasn't aware there was still a problem with it ordering things wrongly. In all of my tests everything seems to work logically, though. It may just be that I'm not working with stuff as extensively as you are, though.
If two base textures are assigned to an item, each of which requires an enchantment for the item to have that texture, what happens when the item has both those enchantments?
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ModeratorI hope that helps you.
Also, thanks for poking around in my pack.
And you're welcome.
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Retired StaffI'm pretty sure they are different properties. For CIT it is "weight" and for CTM is "weights".
"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
EDIT: Im too lazy to go through the whole topic so... 494 PAGES!
No, this program is completely virus-free.
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
By Sileo_Vulpes
Question
Here's the download to what I have planned for the cit --- Download has been removed ---
A sample text of what I have as my cit for this item
matchItems=276
nbt.display.Name=Fabrica
damage=0-1561
source=./Fabrica_Model_Giantslayer
nbt.StoredEnchantments.0.id=19
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
By Sileo_Vulpes
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ModeratorRemember that everything you add to a file like the display name, the enchantment, and the damage are all inclusive statements. In the example you posted, the item must be a diamond sword and must be named "Fabrica" using an anvil and must have Knockback as its first enchantment.
By that same token, specifying the damage is pointless in this example since a diamond sword shouldn't be able to go outside of that range. As such, you can omit that line and get exactly the same result.
my bad, well the problem is that I can't get the other forms to show up in place of the original when a specific enchantment is on
what I wanted to do Fabrica when it has fire aspect as the first
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
By Sileo_Vulpes
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ModeratorWhat's happening is that it's taking the files in alphabetical order. Most likely the way you have your files named the one for the base "Fabrica" texture is first in line.
The way to get around this is to either rename you files so that the basic one is last in order, or, you can add weights to them.
The easiest way is to assign the basic Fabrica texture a weight of 0, and all of the others a weight of 1. Like so:
This lets MCPatcher know that you want the enchantment effect versions (the ones with the higher numbered weight) to take priority over the basic version. Do you understand?
What operating system are you running? Are you certain you have the right file (a .exe for Windows or a .jar for every other OS)?
I think I've found a way to muck it up again, so you give the property file this line weight=0 for the base texture and weight=1 for the other ones, and I did that but it's still not working so, I'm going to post a download for this cit stuff that I have
--- Download has been removed ---, could you look at that and tell me what I did wrong
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
By Sileo_Vulpes