Man, it has been a long time since I have been back on this forum page. I went to go update my texture pack so i wanted to see all the new updates MCPatcher has gone through & WOW!!! I miss alot & need to go through all the stuff I can do with the new updates. But 1.8 looks like it will be a "Pain update" to update my resource pack
Sheep that also happens to my ice too, but it has always done that for me, ever since MC 1.7, so just assumed it was something unavoidably to do with the way Mojang renders glass! It also happens for me on the new slime block.
Would love to know why and if I'm doing anything fundamentally wrong.
Well at least that means I'm not crazy as I also seem to remember this happening on some earlier versions too but I wasn't sure.
Glad to know I'm not the only one with the issue though, at least it means it's unlikely to be an issue with my computer specifically!
I'm not sure if this is a fixable bug, or just one of those unavoidable issues that comes with transparency, but i thought i'd mention it just in case.
Particles (such as from walking/landing) will appear behind any transparent blocks using renderpass 3 even though those actual blocks may be far away from where the particles are.
It's a little disorienting and causes me to ask myself some highly uncomfortable existential questions.
Well at least that means I'm not crazy as I also seem to remember this happening on some earlier versions too but I wasn't sure.
Glad to know I'm not the only one with the issue though, at least it means it's unlikely to be an issue with my computer specifically!
The trouble though, is that it also happens in a non-MCPatchered version of Minecraft, so is a problem for Mojang to sort out or if they can't, hopefully kahr ...assuming the problem isn't just related to something you and I are doing wrong.
To be more precise, I first noticed the problem straight after Mojang introduced backface culling on the stained glass, but didn't say anything because it was a snapshot, no-one else mentioned it and I assumed it was an aberration that would get fixed by the next snapshot. It also occasionally happens for me with large stained glass constructions, similar to chunks taking time to render, so perhaps it's just an inevitability of asking too much of Minecraft with all the new things that have been added this past year.
I'm not sure if this is a fixable bug, or just one of those unavoidable issues that comes with transparency, but i thought i'd mention it just in case.
Particles (such as from walking/landing) will appear behind any transparent blocks using renderpass 3 even though those actual blocks may be far away from where the particles are.
It's a little disorienting and causes me to ask myself some highly uncomfortable existential questions.
Haha! Minecraft texturing in general "causes me to ask myself some highly uncomfortable existential questions." especially at 4am in the morning!:D
Mojang's version of transparency seems to have kicked up lots of issues.
The trouble though, is that it also happens in a non-MCPatchered version of Minecraft, so is a problem for Mojang to sort out or if they can't, hopefully kahr ...assuming the problem isn't just related to something you and I are doing wrong.
To be more precise, I first noticed the problem straight after Mojang introduced backface culling on the stained glass, but didn't say anything because it was a snapshot, no-one else mentioned it and I assumed it was an aberration that would get fixed by the next snapshot. It also occasionally happens for me with large stained glass constructions, similar to chunks taking time to render, so perhaps it's just an inevitability of asking too much of Minecraft with all the new things that have been added this past year.
I'll check without MCPatcher now, if it is a bug with vanillia then I'll submit a bug report on it as it really is quite annoying. Makes me want to stay away from icy biomes altogether!
I'll check without MCPatcher now, if it is a bug with vanillia then I'll submit a bug report on it as it really is quite annoying. Makes me want to stay away from icy biomes altogether!
Except I would have expected something as glaring as that would have been voiced by now surely. Which doesn't make me very confident it's common.
It's rather taken the shine off the new slime block texture for me...as 'gas bags' I mean. All that special 'lighter than air' gas keeps escaping every time I look away!
Now that we can customize the models, we're going to need Connected Models for them. Like ctm, but for models.
Customizing models is very limited and will probably (hopefully) remain that way due to Mojang not bothering to make the system the slightest bit robust.
Also, please no. There's already too much potential to ruin the blocky aesthetic of Minecraft with this new system. Nobody needs to or should add to the problem.
I think he's right, not to make conected models, but on the point that we should have the possibility to change a model for a specific block.
For example, all flowers, tiny mushroom and sapplings use the cross model, but if I want to make a more detailed model for mushroom, it would change the others ...
Well give it a week man (or..... people), it's not even "officially" added yet! At least let them add it to the point where they list it as a feature, and it's properly reloaded with the resource system (using f3+t). If they work on it in the next few snapshots (possibly "releasing" it), don't add that type of stuff, and don't do anything more with it by 1.8 and a bit after it's probably safe to assume they're done with it for a long time (or... you know.... forever) and then MCpatcher can try to fill that gap. I think Kahr probably has enough trouble trying to even keep up with the rendering changes (which this models thing probably needed quite a bit of changes) without MCP.
"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'm using the most recent MCP beta for the snapshots, and even though I have useGlint=false in cit.properties, I'm still seeing the glint.
I am actually on game version 1.7.2, if that's the problem, but I don't think it would be.
I've also been having issues with CTM showing up properly (the connected textures, not randomized). That's why I tried switching to the beta version of MCP but it didn't fix it.
This may not be the most efficient way of handling it, but it catches more generic strings than the first example with the doughnut would.
Thanks, that is what I was looking for is exact strings. Do you happen to know if there is any way to change what arrow texture comes form a named bow?
Rollback Post to RevisionRollBack
The problem with the truth, is that it never lies.
Thanks, that is what I was looking for is exact strings. Do you happen to know if there is any way to change what arrow texture comes form a named bow?
Oh no, I really doubt that one. As far as I know, CTM and CIT are limited to tiles and armor. It would be neat to see Random Mobs extended to all entities and CIT-esque support to identify NBT tags. A custom arrow would most likely need some kind of tag to identify the bow it came from, though. Kahr is certainly busy enough though.
@Kahr:
I added custom grass sides in the roofed forest biome, but as of the beta release, the overlay is no longer being applied.
Also, Mojang's grasscolor.png overlay is still being applied to the various tall grasses and ferns in the roofed forest. I hope that helps...
@Anyone: I added bands of different colored stone underground using CTM and X/Y limitations. If anyone would like to use these CTM files to implement something similar in their pack, feel free to use the .properties files: https://www.mediafire.com/?ff22ngbfxlx0ift
There's ten bands of stone and they're limited to certain biomes to prevent them from being too common. Basically each texture has ten properties files and there's 8 stone textures, so that's 80 .properties files. It would be nice if the .properties format would support something like this, which would cut it down to 8 files, but that's fine.
Using the inbuilt converter, I'm trying to convert a texture pack from 1.4 to 1.5, then from 1.5 to 1.6. However, when I conver it to 1.6, all block and item textures other than 'portal.png' vanish. As far as I can tell, GUI textures and entity textures still work, but not blocks or items. Is there a reason for this? The texture pack I'm trying to convert is quite an old one, if that contributes to the problem.
I recently converted up a Beta 1.8 pack using MCPatcher. I first used MCPatcher 4.1.x and I got the exact same results you did. I downloaded the 1.8 beta patcher instead, which successfully converted the pack. Because of this, I'm assuming this issue has been resolved in newer versions of the patcher.
Also keep in mind the patcher will not recognize the converted 1.4-1.5 texture pack file when selecting it again for 1.5 to 1.6 conversion- you'll most likely need to rename it.
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Curse PremiumWell at least that means I'm not crazy as I also seem to remember this happening on some earlier versions too but I wasn't sure.
Glad to know I'm not the only one with the issue though, at least it means it's unlikely to be an issue with my computer specifically!
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Retired StaffParticles (such as from walking/landing) will appear behind any transparent blocks using renderpass 3 even though those actual blocks may be far away from where the particles are.
It's a little disorienting and causes me to ask myself some highly uncomfortable existential questions.
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Curse PremiumThe trouble though, is that it also happens in a non-MCPatchered version of Minecraft, so is a problem for Mojang to sort out or if they can't, hopefully kahr ...assuming the problem isn't just related to something you and I are doing wrong.
To be more precise, I first noticed the problem straight after Mojang introduced backface culling on the stained glass, but didn't say anything because it was a snapshot, no-one else mentioned it and I assumed it was an aberration that would get fixed by the next snapshot. It also occasionally happens for me with large stained glass constructions, similar to chunks taking time to render, so perhaps it's just an inevitability of asking too much of Minecraft with all the new things that have been added this past year.
Haha! Minecraft texturing in general "causes me to ask myself some highly uncomfortable existential questions." especially at 4am in the morning!:D
Mojang's version of transparency seems to have kicked up lots of issues.
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Curse PremiumI'll check without MCPatcher now, if it is a bug with vanillia then I'll submit a bug report on it as it really is quite annoying. Makes me want to stay away from icy biomes altogether!
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Curse PremiumExcept I would have expected something as glaring as that would have been voiced by now surely. Which doesn't make me very confident it's common.
It's rather taken the shine off the new slime block texture for me...as 'gas bags' I mean. All that special 'lighter than air' gas keeps escaping every time I look away!
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Curse PremiumMods I work on and maintain:
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ModeratorAlso, please no. There's already too much potential to ruin the blocky aesthetic of Minecraft with this new system. Nobody needs to or should add to the problem.
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Retired StaffWell give it a week man (or..... people), it's not even "officially" added yet! At least let them add it to the point where they list it as a feature, and it's properly reloaded with the resource system (using f3+t). If they work on it in the next few snapshots (possibly "releasing" it), don't add that type of stuff, and don't do anything more with it by 1.8 and a bit after it's probably safe to assume they're done with it for a long time (or... you know.... forever) and then MCpatcher can try to fill that gap. I think Kahr probably has enough trouble trying to even keep up with the rendering changes (which this models thing probably needed quite a bit of changes) without MCP.
"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
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Curse PremiumAccording to the examples i can use OR, i.e., use a certain texture if the sword is enchanted with flame or smite.
But is there a way to do AND, i.e., use a certain texture if the sword is enchanted with flame and smite.
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They do either layer or cycle, also. Not sure for using a specific texture for the combination of flame and smite, though.
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Curse PremiumSorry, incomplete explanation.
I'm aware that the magic glowy "glint" effect can be layered in various ways. But what i'm interested is the underlying icon.
• Follow Lithos on Twitter for release announcments
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ModeratorI am actually on game version 1.7.2, if that's the problem, but I don't think it would be.
I've also been having issues with CTM showing up properly (the connected textures, not randomized). That's why I tried switching to the beta version of MCP but it didn't fix it.
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Curse PremiumI've just been using something like this, which seems to work pretty well:
The item has to be explicitly named "Doughnut" exactly, though.
You can also use iregex to evaluate for characters within the string:
This may not be the most efficient way of handling it, but it catches more generic strings than the first example with the doughnut would.
Thanks, that is what I was looking for is exact strings. Do you happen to know if there is any way to change what arrow texture comes form a named bow?
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Curse PremiumOh no, I really doubt that one. As far as I know, CTM and CIT are limited to tiles and armor. It would be neat to see Random Mobs extended to all entities and CIT-esque support to identify NBT tags. A custom arrow would most likely need some kind of tag to identify the bow it came from, though. Kahr is certainly busy enough though.
@Kahr:
I added custom grass sides in the roofed forest biome, but as of the beta release, the overlay is no longer being applied.
MCPatcher 4.3.2 Beta-1; Minecraft 14w05b
Also, Mojang's grasscolor.png overlay is still being applied to the various tall grasses and ferns in the roofed forest. I hope that helps...
@Anyone: I added bands of different colored stone underground using CTM and X/Y limitations. If anyone would like to use these CTM files to implement something similar in their pack, feel free to use the .properties files:
https://www.mediafire.com/?ff22ngbfxlx0ift
There's ten bands of stone and they're limited to certain biomes to prevent them from being too common. Basically each texture has ten properties files and there's 8 stone textures, so that's 80 .properties files. It would be nice if the .properties format would support something like this, which would cut it down to 8 files, but that's fine.
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Curse PremiumI recently converted up a Beta 1.8 pack using MCPatcher. I first used MCPatcher 4.1.x and I got the exact same results you did. I downloaded the 1.8 beta patcher instead, which successfully converted the pack. Because of this, I'm assuming this issue has been resolved in newer versions of the patcher.
Also keep in mind the patcher will not recognize the converted 1.4-1.5 texture pack file when selecting it again for 1.5 to 1.6 conversion- you'll most likely need to rename it.