Is there any known issues with matchTiles right now in 1.7.4 or am I just missing something simple?
I can't seem to get matchtiles to work on anything. Here's a look at both the properties file, the folder, and ingame. (Just making some quick test textures to figure this out).
Is there any known issues with matchTiles right now in 1.7.4 or am I just missing something simple?
I can't seem to get matchtiles to work on anything. Here's a look at both the properties file, the folder, and ingame. (Just making some quick test textures to figure this out).
I would expect any part of the texture ingame using 1.png would be replaced with a random A B C or D.
You have to specify a path with matchtiles. In this case, the quickest shortcut should be "./1.png" which is MCpatcher shorthand for "The '1.png' in the same folder as this config".
I'm fairly sure that's what the problem is. I hope I've helped you.
You have to specify a path with matchtiles. In this case, the quickest shortcut should be "./1.png" which is MCpatcher shorthand for "The '1.png' in the same folder as this config".
I'm fairly sure that's what the problem is. I hope I've helped you.
You have indeed, thank you very much! I tried using just /1.png before, missed that dot in there lol
Hello, I thought I'd post my issue here since I haven't yet got an answer on another thread.
Is there a way, using renderPass 3, to have more than one transparency level in one image? So I can have a texture fade out to transparent? I'm trying to make a light-shaft like texture.
Yes, you can do that with render pass 1 or 3. Both support everything from full opacity to full transparency and everything in-between.
If you are having trouble perhaps you are saving the file wrong, or you image editor simply can't do it.
Not seeing this issue addressed yet, but odds are it may have been.
After opening MCP, it promptly crashes and gives me an "Out of memory" error.
MCPatcher version is 4.3.1_01
OS: Mac OS X 10.7.5 x86_64
JVM: Apple Inc. 1.6.0_51 (64 bit)
Classpath: /Users/benjaminstephenson/Downloads/mcpatcher-4.3.1_01.jar
Fetching https://s3.amazonaws.com/Minecraft.Download/versions/versions.json...
java.lang.OutOfMemoryError: Java heap space
at java.util.Arrays.copyOf(Arrays.java:2786)
at java.io.ByteArrayOutputStream.write(ByteArrayOutputStream.java:94)
at java.security.DigestOutputStream.write(DigestOutputStream.java:131)
at com.prupe.mcpatcher.Util.copyStream(Util.java:79)
at com.prupe.mcpatcher.Util.computeMD5(Util.java:116)
at com.prupe.mcpatcher.ProfileManager.addUnmoddedCustomVersions(ProfileManager.java:158)
at com.prupe.mcpatcher.ProfileManager.refresh(ProfileManager.java:66)
at com.prupe.mcpatcher.MainForm$18.runImpl(MainForm.java:576)
at com.prupe.mcpatcher.MainForm$UIWorker.run(MainForm.java:1066)
I've had the same issue on previous versions of it, starting back when the newer client was released. No idea what's causing the error. I tried closing down everything else and running it alone, but it still gives me the error.
Is there any way to apply repeat CTM to water? Someone told me it's impossible, and so I've just attempted it, and it won't work. The thing is, i know it used to work pre-1.5 because i've done it.
Is there a specific way it must be done for water, or does it simply not work anymore?
I think I'm just not looking in the right place, but if anyone could give me a little help with the ctm on 1.7 items. Of which I can't get any to work. An example is for my dark oak logs trying to connect them in 2x2, if someone knows what I'm doing wrong your help would help me add a lot of textures that I haven't been able to use.
I am trying to find a workable solution for my moded 1.6.4 minecraft. Using multiMC I build a modpack collection that works fine. but I don't have some of the features I want like CTM, random mods and HD font. When I try and put everything into the Vanilla launcher I just get Minecraft hanging at the Mojang screen and it becomes non responsive. I try and use optifine and it will crash because some of the mods reject it I suspect as it still does pre-rendering and most forge mods don't anymore.
Khar is there a way that you can maybe make MCpatcher into a jar that can just be placed in the mods folder or placed in at the same level as forge, that way we can have the wonderful features MC patcher offers alongside forge mods
I thought I remembered glimpsing a solution to this somewhere, but for the life of me I can't seem to find it. I've been using the lovely new grid format for all my grass and leaves since it first came out, but in the latest versions (I've had this problem in both 4.3.0 beta5 and 4.3.1_01, I took a bit of a break in between) I can't seem to get the grid palettes working. They were definitely working before 1.7.2.
Making CTM files for every stained glass texture is a pain, is there tools or anything that can help with this?
Find an old Glass CTM set from 1.4.7, where the tiles were all one image file. Draw/replace the entire image (But it's only one image, so it's not that bad)
Use the texture converter from the MCPatcher client to bring it up to date...
Making CTM files for every stained glass texture is a pain, is there tools or anything that can help with this?
Well, what I did is I made a grayscale classic glass CTM set and then used custom color's new functionality to recolor it per stained glass color. It's still a bit of a pain (addressed in my older posts on what could make it better) to make a custom colors .properties file for each color of stained glass, and to make .properties files for each color (that is, if you don't want them to connect, if you're fine with it you can use 1 .properties file with no metadata specification).
Not only is it less work, it's way less (like 15 times less) resources.
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
Tiles 1-2 should only be applied to the sides of a dark oak log that has a metadata of 1 (facing up/down). But it also is applied to the sides of dark oak logs with a metadata of 5 and 9 (facing east/west and north/south). I guess this would be because you don't want people to have to specify the metadata of every log direction, but it does make a few things impossible. If you could make some way of doing what I'm trying to do possible, it would be much appreciated.
Hey brottweiler is it you? I'm oz from oc.tc. I've done all the stained glass if you need it. Unless you want to go the fun way
Yes, it is me. I am using different textures than default. I wanted to know if there was some tool or similar that could make CTM textures out of one texture.
Find an old Glass CTM set from 1.4.7, where the tiles were all one image file. Draw/replace the entire image (But it's only one image, so it's not that bad) Use the texture converter from the MCPatcher client to bring it up to date... That's all I got.
Thanks, but that wouldn't really work because there wasn't stained glass pre-1.7.
Well, what I did is I made a grayscale classic glass CTM set and then used custom color's new functionality to recolor it per stained glass color. It's still a bit of a pain (addressed in my older posts on what could make it better) to make a custom colors .properties file for each color of stained glass, and to make .properties files for each color (that is, if you don't want them to connect, if you're fine with it you can use 1 .properties file with no metadata specification). Not only is it less work, it's way less (like 15 times less) resources.
Aha... Well I actually went a head and did the textures manually. My textures was not that complicated, so I simply used the default CTM for them (provided by Optifine) then I copy-pasted from my original texture. What differentiates my texture from default, is that I removed the "streaks" in the glass.
Thanks, but that wouldn't really work because there wasn't stained glass pre-1.7
If you were trying to copy vanilla textures without the streaks, then obviously you did the right thing, but my process would have worked if you wanted to make a new texture. Obviously, for converting purposes, the colored glass doesn't exist, but the converter tool is basically a tool that takes a file in the OLD format (one file) and breaks it up into segments numbered 1 to 47 I think.
Make a texture called glass, but make it ANYTHING you want. So tint it purple for example, then use the converter to obtain the purple textures...
Now, there still is an issue... if you already did glass, (1 to 47) but now you have ANOTHER set of textures 1-47, we have to figure out a way to rename them...
While you could do this by hand, I would recomment the Bulk Rename Utility a free program (for windows) that lets you make patterns for files...
So take the numbers coming in, say 1 to 47, and you can actually add 47 to every file name, making the second set of purple glass 48-94
This is still a laborious process, but you don't have to go through as much nonsense. I'd say this reduces the total time of texture creation down by a factor of 4. Once you get familiar with the tools, you can actually crank out textures pretty quickly... it's only a bother that you have to do this 16 times... one for each color.
Any chance we can get support for Unicode characters?
Example I am trying to read this symbol from the name of an item with CIT: á´¿
I tried UTF-8 and Unicode encoding of the property file and didn't have any luck.
Why are your items messed up?
Can you possibly choose a better name for your item or texture, rather than asking Kahr to add obscure functionality?
Is the item you're talking about coming from a mod that strictly uses that item name? If so, which mod does that?
Rollback Post to RevisionRollBack
Toast me up Captain!
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I can't seem to get matchtiles to work on anything. Here's a look at both the properties file, the folder, and ingame. (Just making some quick test textures to figure this out).
http://puu.sh/684Ts.jpg
I would expect any part of the texture ingame using 1.png would be replaced with a random A B C or D.
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ModeratorI'm fairly sure that's what the problem is. I hope I've helped you.
You have indeed, thank you very much! I tried using just /1.png before, missed that dot in there lol
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Curse PremiumYes, you can do that with render pass 1 or 3. Both support everything from full opacity to full transparency and everything in-between.
If you are having trouble perhaps you are saving the file wrong, or you image editor simply can't do it.
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After opening MCP, it promptly crashes and gives me an "Out of memory" error.
I've had the same issue on previous versions of it, starting back when the newer client was released. No idea what's causing the error. I tried closing down everything else and running it alone, but it still gives me the error.
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Retired StaffIs there a specific way it must be done for water, or does it simply not work anymore?
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Khar is there a way that you can maybe make MCpatcher into a jar that can just be placed in the mods folder or placed in at the same level as forge, that way we can have the wonderful features MC patcher offers alongside forge mods
I thought I remembered glimpsing a solution to this somewhere, but for the life of me I can't seem to find it. I've been using the lovely new grid format for all my grass and leaves since it first came out, but in the latest versions (I've had this problem in both 4.3.0 beta5 and 4.3.1_01, I took a bit of a break in between) I can't seem to get the grid palettes working. They were definitely working before 1.7.2.
Thanks to anyone who can help!
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Curse PremiumFind an old Glass CTM set from 1.4.7, where the tiles were all one image file. Draw/replace the entire image (But it's only one image, so it's not that bad)
Use the texture converter from the MCPatcher client to bring it up to date...
That's all I got.
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Retired StaffWell, what I did is I made a grayscale classic glass CTM set and then used custom color's new functionality to recolor it per stained glass color. It's still a bit of a pain (addressed in my older posts on what could make it better) to make a custom colors .properties file for each color of stained glass, and to make .properties files for each color (that is, if you don't want them to connect, if you're fine with it you can use 1 .properties file with no metadata specification).
Not only is it less work, it's way less (like 15 times less) resources.
"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
For example:
Tiles 1-2 should only be applied to the sides of a dark oak log that has a metadata of 1 (facing up/down). But it also is applied to the sides of dark oak logs with a metadata of 5 and 9 (facing east/west and north/south). I guess this would be because you don't want people to have to specify the metadata of every log direction, but it does make a few things impossible. If you could make some way of doing what I'm trying to do possible, it would be much appreciated.
Yes, it is me. I am using different textures than default. I wanted to know if there was some tool or similar that could make CTM textures out of one texture.
Thanks, but that wouldn't really work because there wasn't stained glass pre-1.7.
Aha... Well I actually went a head and did the textures manually. My textures was not that complicated, so I simply used the default CTM for them (provided by Optifine) then I copy-pasted from my original texture. What differentiates my texture from default, is that I removed the "streaks" in the glass.
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Curse PremiumIf you were trying to copy vanilla textures without the streaks, then obviously you did the right thing, but my process would have worked if you wanted to make a new texture. Obviously, for converting purposes, the colored glass doesn't exist, but the converter tool is basically a tool that takes a file in the OLD format (one file) and breaks it up into segments numbered 1 to 47 I think.
Make a texture called glass, but make it ANYTHING you want. So tint it purple for example, then use the converter to obtain the purple textures...
Now, there still is an issue... if you already did glass, (1 to 47) but now you have ANOTHER set of textures 1-47, we have to figure out a way to rename them...
While you could do this by hand, I would recomment the Bulk Rename Utility a free program (for windows) that lets you make patterns for files...
So take the numbers coming in, say 1 to 47, and you can actually add 47 to every file name, making the second set of purple glass 48-94
This is still a laborious process, but you don't have to go through as much nonsense. I'd say this reduces the total time of texture creation down by a factor of 4. Once you get familiar with the tools, you can actually crank out textures pretty quickly... it's only a bother that you have to do this 16 times... one for each color.
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Curse PremiumAny chance we can get support for Unicode characters?
Example I am trying to read this symbol from the name of an item with CIT: á´¿
I tried UTF-8 and Unicode encoding of the property file and didn't have any luck.
---SOLVED---
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Curse PremiumWhy are your items messed up?
Can you possibly choose a better name for your item or texture, rather than asking Kahr to add obscure functionality?
Is the item you're talking about coming from a mod that strictly uses that item name? If so, which mod does that?