In 1.8 there are Villagers with diffrent Careers but the same clothing, is it possible to change that? And if not could this feature be added?For example I want the Farmer waering a green robe and the Fisherman a blue one.
I'm hoping Mojang will do that, but if not, i'd very much appreciate it if MCPatcher handled it.
Seems like this is an Mac OS-X Problem and unsolvable. Everybody on a windows machine manage to make it running, but not me. Even nobody responded to my post, I just think its a mac osx problem.
It would be nice, if someone would take the 5 minutes to look at the problem.
It's this:
Memory: 141864 bytes (0 MB) / 129957888 bytes (123 MB) up to 129957888 bytes (123 MB)
Allocate more memory to Minecraft. At least 550M should do. Also you might want to consider updating your java.
Download MCPatcher 4.3.2-beta2 for 14w07a and earlier: jarexe
The snapshot-breakage-to-patcher-update cycle is getting shorter, so here's another beta release. Notable changes since beta1:
Compatible up to 14w07a. I'd like to eventually do something to expand on the custom block models Mojang introduced, but it's too early to plan anything while the format is still up in the air.
Fixed CTM not applying to the grass side texture. Use matchTiles=grass_side_overlay for the most reliable match.
Fixed useGlint=false not working for worn armor models.
Fixed CTM not applying to certain other textures.
Started to work on the render pass issues again, but everything Mojang changed in 1.7 changed again in 1.8, so it was all for naught. At this rate 1.8 may prove to be as painful an update for modders as 1.7.
Where are the textures located for the default pack CTM? I remember them being built in to MCPatcher before the resource pack update, and OptiFine still has them in its zip file.
Download MCPatcher 4.3.2-beta2 for 14w07a and earlier: jarexe
The snapshot-breakage-to-patcher-update cycle is getting shorter, so here's another beta release. Notable changes since beta1:
Compatible up to 14w07a. I'd like to eventually do something to expand on the custom block models Mojang
Super awesome Kahr! I made a few block models and was thinking "wow, these add a new level of aesthetics nearly on-par with MCpatcher" and then, BOOM, now both! Truly a winning combination, better textures and better models.
I know some of you don't go into texture discussion, but If you want to figure out how to make block models, I made a tutorial to do so here. 14w06a brought the models in, but they were useless (too few models, no cube element) ..... 14w07a added cubes, more models, and a generally better format. I'm excited for Thursday! I'm hoping they add a ton of more models (as well as defined texture files), I know I'm gonna go full throttle and edit all of 'em they I can if they do, I've got quite a few ideas on making this game beautiful as it should.
No more "cull this" or "this uses a texture on each side, there's no face here!" (I'm looking at you, door)
EDIT: Found a bug, Kahr..... recolored CTM stained glass works fine in-world but not in the inventory:
"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 Have Also had The Same Issue With Wool And Glass Where Is Dont Connect in Some Spots and in other Spots it Connects, I have Also Tried a Ton of Other Resource Packs and It Still Didnt Fix The Issue.
This Is The Wool That Connects In Some Places But Not Others.
And This Is Glass That Connects in Some Places But Not Others.
I Have Also had The Same Issue With Wool And Glass Where Is Dont Connect in Some Spots and in other Spots it Connects, I have Also Tried a Ton of Other Resource Packs and It Still Didnt Fix The Issue.
This Is The Wool That Connects In Some Places But Not Others.
And This Is Glass That Connects in Some Places But Not Others.
Are you running Minecraft 1.7.2 by any chance.
No amount of mcpatching will fix this issue as it's nothing to do with mcpatcher, this is the bug that keeps coming back and was fixed long ago but modded games run on older versions that still has the bug.
Check the bed texture to make sure. every other pack has the same problem because this is a Minecraft issue and has nothing to do with the Resource pack, this keeps popping up every now and again due to modded Minecraft using older releases of the game.
No amount of mcpatching will fix this issue as it's nothing to do with mcpatcher, this is the bug that keeps coming back and was fixed long ago but modded games run on older versions that still has the bug.
Check the bed texture to make sure. every other pack has the same problem because this is a Minecraft issue and has nothing to do with the Resource pack, this keeps popping up every now and again due to modded Minecraft using older releases of the game.
A quick test showed, that stained glass has still a weird ctmhandling. sometimes it gets applied and sometimes not. Vertical ctm seem to work, but when you apply for example a second propertiesfile to the same block (for top/bottom) it wont work (All CTM was tested in 1.7.4 with no problems):
I haven't been able to reproduce anything like this. Do you have sample files I could look at?
Are you using multiple render passes? That's never been supported in the inventory GUI. It's not an easy thing to fix unfortunately.
Nope, no render pass specified. What I'm specifically saying is CC not being applied to the blocks in the inventory, which I'm not sure why render passes would create an issue.
Here's a screenshot of it working fine in 14w05b with the exact same pack.
"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
Alright, I need some help. I'm trying to do a Vertical+Horizontal CTM for all faces, but for some reason it isn't doing the top and bottom faces. What am I doing wrong?
The Meaning of Life, the Universe, and Everything.
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in my texture pack i am making cit "degredation" for items but I don't know what to do/put for armor, i want the armor to look broken when it is at a certain damaged value,
ex. My texture pack is called "RPG" in this scenario, for a diamond sword i would make four files (rpgswd1.png;rpgswd1.properties;rpgswd2.png;rpgswd2.properties) so what would the armor files be called?
If anyone can help I would greatly appreciate.
The Meaning of Life, the Universe, and Everything.
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I'm trying to make a grid type colormap for vines
but regardless of where the vines are placed in the world
they are colored from a single pixel at: X (biome ID) = 1, Y (block height) = 64
they look especially awful in swamps,
Nope, no render pass specified. What I'm specifically saying is CC not being applied to the blocks in the inventory, which I'm not sure why render passes would create an issue.
Alright, I need some help. I'm trying to do a Vertical+Horizontal CTM for all faces, but for some reason it isn't doing the top and bottom faces. What am I doing wrong?
By design, vertical and horizontal CTM only apply to the side faces since there's no natural up/down or left/right in the xz-plane. Symmetric 8-way CTM should work, though admittedly it's not quite the same thing.
I'm trying to make a grid type colormap for vines
but regardless of where the vines are placed in the world
they are colored from a single pixel at: X (biome ID) = 1, Y (block height) = 64
they look especially awful in swamps,
Ok. made a screenshot first to compare 1.7.4 with the newest snapshot. No properties changed btw.
The thing which is very confusing, is that for example on block 95:12 vertical-ctm is applied and the top/bottom-properties (fixed-method) isnt. On the next block (95:5) everything is fine instead.
Yes, please PM me the files if you don't mind. Also could you do another test with 4.3.2-beta2 and 1.7.4? I'm curious if it's something I changed or something Mojang changed. I did change the way properties files are loaded so that they respect the order of multiple resource packs. The odd behavior you're seeing suggests the properties files are being applied in a different order. I didn't intend to affect the behavior of a single resource pack, but it's possible something broke there.
By design, vertical and horizontal CTM only apply to the side faces since there's no natural up/down or left/right in the xz-plane. Symmetric 8-way CTM should work, though admittedly it's not quite the same thing.
Hmmm... no, that's not what I want at all. Damn. I suppose I'd be willing to settle for just vertical, although I was hoping it wouldn't come to that.
I wonder if its possible to have a second properties file for the tops and bottoms. Is there any way to make top and bottom textures connect in a straight line?
A question about renderpass layers: how badly do they hit performance?
I had an idea...
I want to do a massive repeat ctm sheet for stone, 12x12 or so. 144 tiles... it's kind of a lot. Rather than adding 1008 more tiles in for all the ores and making my pack absolutely massive (well, more than it is already) i thought i might just do up properties files for the ores that direct it to use the same repeat ctm as the stone, then do some random ctm ores to apply over the top of that with renderpass 3.
Then i realized that it may be somewhat problematic... i have no idea how rendrpass layers effect performance. I mean, this layer would be using partial transparency. Ores aren't all too common in large amounts, but i don't want to make something that most people's GPUs couldn't handle.
How would this effect performance? Is this a terrible idea?
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Curse PremiumI'm hoping Mojang will do that, but if not, i'd very much appreciate it if MCPatcher handled it.
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Or is this being fixed? c:
CET - Custom Entities Textures...maybe???
But yes, I do hope, that either MojangAB or MCPatcher handles this.
It's this:
Allocate more memory to Minecraft. At least 550M should do. Also you might want to consider updating your java.
Putting the CENDENT back in transcendent!
The snapshot-breakage-to-patcher-update cycle is getting shorter, so here's another beta release. Notable changes since beta1:
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Retired StaffSuper awesome Kahr! I made a few block models and was thinking "wow, these add a new level of aesthetics nearly on-par with MCpatcher" and then, BOOM, now both! Truly a winning combination, better textures and better models.
I know some of you don't go into texture discussion, but If you want to figure out how to make block models, I made a tutorial to do so here. 14w06a brought the models in, but they were useless (too few models, no cube element) ..... 14w07a added cubes, more models, and a generally better format. I'm excited for Thursday! I'm hoping they add a ton of more models (as well as defined texture files), I know I'm gonna go full throttle and edit all of 'em they I can if they do, I've got quite a few ideas on making this game beautiful as it should.
No more "cull this" or "this uses a texture on each side, there's no face here!" (I'm looking at you, door)
EDIT: Found a bug, Kahr..... recolored CTM stained glass works fine in-world but not in the inventory:
"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
This Is The Wool That Connects In Some Places But Not Others.
And This Is Glass That Connects in Some Places But Not Others.
Are you running Minecraft 1.7.2 by any chance.
No amount of mcpatching will fix this issue as it's nothing to do with mcpatcher, this is the bug that keeps coming back and was fixed long ago but modded games run on older versions that still has the bug.
Check the bed texture to make sure. every other pack has the same problem because this is a Minecraft issue and has nothing to do with the Resource pack, this keeps popping up every now and again due to modded Minecraft using older releases of the game.
https://bugs.mojang.com/browse/MC-37106
Hope this helps.
http://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Java Minecraft
Yes i am Running on 1.7.2 and Ok ill Check.
Are you using multiple render passes? That's never been supported in the inventory GUI. It's not an easy thing to fix unfortunately.
I haven't been able to reproduce anything like this. Do you have sample files I could look at?
I'm not sure what you mean by blocks with no actual metadata. An example file would probably help here too.
Turns out to be a case where Forge and MCPatcher both modify the exact same piece of code, a very tricky bug to track down. Fixed for next release.
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Retired StaffNope, no render pass specified. What I'm specifically saying is CC not being applied to the blocks in the inventory, which I'm not sure why render passes would create an issue.
Here's a screenshot of it working fine in 14w05b with the exact same pack.
"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
Also check me out on:
WordPress, Etsy, and Spore.
ex. My texture pack is called "RPG" in this scenario, for a diamond sword i would make four files (rpgswd1.png;rpgswd1.properties;rpgswd2.png;rpgswd2.properties) so what would the armor files be called?
If anyone can help I would greatly appreciate.
but regardless of where the vines are placed in the world
they are colored from a single pixel at: X (biome ID) = 1, Y (block height) = 64
they look especially awful in swamps,
here are the details:
wanted colormap:
colormap for testing: (see green pixel)
assets\minecraft\mcpatcher\colormap\vine.properties file contents:
assets\minecraft\mcpatcher\color.properties file contents:
please try to fix
Gotcha. I have some ideas, I'll take a look.
By design, vertical and horizontal CTM only apply to the side faces since there's no natural up/down or left/right in the xz-plane. Symmetric 8-way CTM should work, though admittedly it's not quite the same thing.
Bug fixed.
Yes, please PM me the files if you don't mind. Also could you do another test with 4.3.2-beta2 and 1.7.4? I'm curious if it's something I changed or something Mojang changed. I did change the way properties files are loaded so that they respect the order of multiple resource packs. The odd behavior you're seeing suggests the properties files are being applied in a different order. I didn't intend to affect the behavior of a single resource pack, but it's possible something broke there.
Hmmm... no, that's not what I want at all. Damn. I suppose I'd be willing to settle for just vertical, although I was hoping it wouldn't come to that.
I wonder if its possible to have a second properties file for the tops and bottoms. Is there any way to make top and bottom textures connect in a straight line?
Also check me out on:
WordPress, Etsy, and Spore.
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Retired StaffI had an idea...
I want to do a massive repeat ctm sheet for stone, 12x12 or so. 144 tiles... it's kind of a lot. Rather than adding 1008 more tiles in for all the ores and making my pack absolutely massive (well, more than it is already) i thought i might just do up properties files for the ores that direct it to use the same repeat ctm as the stone, then do some random ctm ores to apply over the top of that with renderpass 3.
Then i realized that it may be somewhat problematic... i have no idea how rendrpass layers effect performance. I mean, this layer would be using partial transparency. Ores aren't all too common in large amounts, but i don't want to make something that most people's GPUs couldn't handle.
How would this effect performance? Is this a terrible idea?
I made a bug report but the Mekanism developer said it is a "MCPatcher issue": https://github.com/a...ism/issues/1077
I'm using the latest MCPatcher with 1.6.4 + Forge 965.
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