I come back to the thread once again with two new issues.
For my vine texture, I have a 16*16 repeat sheet of cables. The textures uses renderpass 3. The vines normally repeat fine, but when they grow on the same block, the game only shows the first tile of the image over and over:
And my second issue is with logs. It is a 4*16 sheet of a beam. In the properties file I put all the metadata for the different orientations of the spruce log, and the end result was the texture being on all the logs, with random tiles missing at certain heights, along with the sideways log only repeating so much of the texture: (I apologise as the texture isn't seamless yet)
Not sure about the first issue, but with the second, are you certain you're not listing a tile in the properties that's not actually there for the game to find? I often have this issue when I number things. For instance, sometimes I'll have a total of 30 tiles and then set the property to tiles=0-30. It's a simple mistake to make. This will cause the listed (non-existent) tile to display as the default texture.
Not saying that this is what you're doing, but it's a possibility.
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I used to maintain the Minecraft Forums Mod List. However, life has stepped in the way of that. Perhaps later...
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.
Yeah, performance would definitely be a consideration there. Each stone block, of which there are many, would have to be rendered twice. I would measure your fps with and without it and maybe consider releasing it as a separate addon pack if it's too much.
---- Minecraft Crash Report ----
// Why did you do that?
Time: 22.02.14 03:19
Description: Rendering item
java.lang.ArrayIndexOutOfBoundsException: 60
at ajp.g(SourceFile:164)
at alj.f(SourceFile:613)
at bsa.a(SourceFile:1008)
at bru.a(SourceFile:110)
at bru.a(SourceFile:77)
at bru.a(SourceFile:150)
Well that was a strange bug. It was crashing in the chunk cache while rendering an anvil. Fixed for next release.
The "uv" direction is what the game uses when it asks for the block's texture, and also what CTM normally looks at. "facing" is more like where it is in the world. Pre-1.8 there was no distinction, and for non-cube blocks, the concept of "faces" is somewhat arbitrary to begin with. Since vertical CTM doesn't apply to the bottom face (and if it did it would look at the north-south or east-west neighbors, not up-down), it ends up using the default texture.
It's possible that changing the uv to match facing would fix the problem, but I don't want to force texture artists to edit a bunch of model definition files just to make CTM work. So my plan is to use both face values to try to reconstruct something that makes sense for CTM rules.
And my second issue is with logs. It is a 4*16 sheet of a beam. In the properties file I put all the metadata for the different orientations of the spruce log,
You don't actually need to do this. Just worry about the wood type (metadata 0-3) and lay out your textures as if they were in the up-down orientation. MCPatcher automatically handles the other orientations and remaps faces accordingly. This is true of stone and quartz pillars as well.
Yeah, performance would definitely be a consideration there. Each stone block, of which there are many, would have to be rendered twice. I would measure your fps with and without it and maybe consider releasing it as a separate addon pack if it's too much.
The stone would be rendered twice? I'm not sure i understand... i mean, i understand why the ores would because there are 2 layers, but why would the stone itself be rendered twice?
I'm currently using MCPatcher on 1.6.4 just for "Minecraft Forge" and "Connected Textures. But It seems like the fluids in Buildcraft tanks don't render the liquid when its connected to pipes with gates, nor do the gate icons appear (although they still function). Is there any work around for this. The moment I remove the "Connected Textures" function, the fluids and pipe icons appear correctly, so I'm guessing connected textures has to do with the Buildcraft rendering.
Glass: http://i.imgur.com/4iLbqmg.png This glass is red stained, but the CTM is the same for all the glass just diff colors and they all have same bug.
glass_red.properties
method=ctm
tiles=0-46
connect=block
Edit- I should also say that all the CTM was working before the 1.7 updates, and now regular clear glass looks the same as the colored glass.
Can I ask, will we ever be getting a version of MCpatcher that don't inject stuff into the .jar? I ask as it seems people are getting iffy about such things these days sense Mojang has stated thay don't want people to be injecting stuff directly into the .jar for the game. Many launchers like MMC5 wont even run the game if it detects any edits to the .jar file.
Like my pack is having support for FTB, but FTB wont run at all if you touch the .jar so nothing from MCpatcher can be used. Such is just highly frustrating.
Can I ask, will we ever be getting a version of MCpatcher that don't inject stuff into the .jar? I ask as it seems people are getting iffy about such things these days sense Mojang has stated thay don't want people to be injecting stuff directly into the .jar for the game. Many launchers like MMC5 wont even run the game if it detects any edits to the .jar file.
Like my pack is having support for FTB, but FTB wont run at all if you touch the .jar so nothing from MCpatcher can be used. Such is just highly frustrating.
Is it really that hard to make a tweaker that does on-launch injection?
The stone would be rendered twice? I'm not sure i understand... i mean, i understand why the ores would because there are 2 layers, but why would the stone itself be rendered twice?
is there a way that you can add a feature that makes the texture of baby mobs other then the normal ones?
When 1.8 settles down, I can start thinking about new features again. Right now every new feature is just more work the next time Mojang pulls the rug out from under everyone again.
I'm currently using MCPatcher on 1.6.4 just for "Minecraft Forge" and "Connected Textures. But It seems like the fluids in Buildcraft tanks don't render the liquid when its connected to pipes with gates, nor do the gate icons appear (although they still function). Is there any work around for this. The moment I remove the "Connected Textures" function, the fluids and pipe icons appear correctly, so I'm guessing connected textures has to do with the Buildcraft rendering.
I've fixed a number of forge-related bugs lately that were causing problems like this, so there's a good chance it will work in the next release.
Get a confusing issue with the custom compass/dial-animation.
I applied a custom compass (with more than 2 layers) to my pack which works fantastic. but when i put it in an itemframe, the custom animation disappears and the vanilla-compass is rendered instead.
Fixed for next release.
The outputFrames option should create a file called custom_<clock,compass>.png in the .minecraft folder. There is a problem where the red/blue channels are swapped, which I've already fixed, but that shouldn't prevent the file from being written altogether. If you have set a custom game directory in the launcher it may have ended up there, however.
Mojang has stated thay don't want people to be injecting stuff directly into the .jar for the game. Many launchers like MMC5 wont even run the game if it detects any edits to the .jar file.
Has Mojang actually stated this or are people just inferring it from something else?
The vanilla launcher does run modified jars, so I don't feel any obligation to go out of my way for a third-party launcher that doesn't.
When 1.8 settles down, I can start thinking about new features again. Right now every new feature is just more work the next time Mojang pulls the rug out from under everyone again.
I'm looking into it. I think it is being applied, but the order of application is indeterminate if they have the same filename.
This should be fixed in 4.3.2-beta2. Could you confirm?
xc is EntitySkeleton and xq is EntityPlayer. I'd say it's MC-38077. Is your server running the MobDisguise plugin mentioned in the comments?
I've fixed a number of forge-related bugs lately that were causing problems like this, so there's a good chance it will work in the next release.
Fixed for next release.
The outputFrames option should create a file called custom_<clock,compass>.png in the .minecraft folder. There is a problem where the red/blue channels are swapped, which I've already fixed, but that shouldn't prevent the file from being written altogether. If you have set a custom game directory in the launcher it may have ended up there, however.
Has Mojang actually stated this or are people just inferring it from something else?
The vanilla launcher does run modified jars, so I don't feel any obligation to go out of my way for a third-party launcher that doesn't.
I don't mean to be a bother but I believe you missed my post at the top of this page, regarding a CTM bug.
on rather or not mods that edit the base.jar are even legal at all. Thats why a lot of clients and such are stopping the support for edited.jar files.
Not that I'm against not modifying the jar, but mcpatcher doesn't actually redistribute any Minecraft classes. It gets complicated when you want to include this in modpacks.
Alright, I'm trying to do the thing where I randomize each tile of the horizontal connected texture bookshelves. I'm starting with the non-connected bookshelf (tile 3.png of the horizontal CTM texture). I've got the base textures for the horizontal CTM in "assets\minecraft\mcpatcher\ctm\bookshelf" and inside that folder is another folder called "single" where the randomized tiles for tile 3 are kept. There are two randomized tiles so far, 0.png and 1.png. The properties file for that randomization is also in the "~\ctm\bookshelf\single" folder, and is titled "single.properties". The properties reads thusly:
How soon can we expect support for 1.7.5?
When i try to patch it for 1.7.5 the Random Creatures, Connected Textures, Custom Colors, and Better Glass modules are greyed out
connected texture for sugar canes works on patched 1.7.4 but not on a patched 14w07a
[edit]
more bugs:
1. ferns are colored by the vanilla colormap instead of the specified one.
2. random textures for double plants are ignored
both things again works fine on patched 1.7.4 but not on a patched 14w07a
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Retired StaffNot sure about the first issue, but with the second, are you certain you're not listing a tile in the properties that's not actually there for the game to find? I often have this issue when I number things. For instance, sometimes I'll have a total of 30 tiles and then set the property to tiles=0-30. It's a simple mistake to make. This will cause the listed (non-existent) tile to display as the default texture.
Not saying that this is what you're doing, but it's a possibility.
Currently, no, but I'll see what I can do.
Yeah, performance would definitely be a consideration there. Each stone block, of which there are many, would have to be rendered twice. I would measure your fps with and without it and maybe consider releasing it as a separate addon pack if it's too much.
Well that was a strange bug. It was crashing in the chunk cache while rendering an anvil. Fixed for next release.
Turns out to be the same bug that Mr_Oyster_Meister reported with Thermal Expansion. Glad I was finally able to track that one down.
Tentatively fixed. Read on if you want the gory details of this tricky problem.
The root cause of this is in the model definition file sugarcane.json:
{ "type": "plane", "from": [ 0, 0, 8 ], "to": [ 16, 16, 8 ], "uv": [ 0, 0, 16, 16, "down" ], "facing": "south", "tint": true, "rotation": [ 0, 45, 0 ], "cull": false },The "uv" direction is what the game uses when it asks for the block's texture, and also what CTM normally looks at. "facing" is more like where it is in the world. Pre-1.8 there was no distinction, and for non-cube blocks, the concept of "faces" is somewhat arbitrary to begin with. Since vertical CTM doesn't apply to the bottom face (and if it did it would look at the north-south or east-west neighbors, not up-down), it ends up using the default texture.
It's possible that changing the uv to match facing would fix the problem, but I don't want to force texture artists to edit a bunch of model definition files just to make CTM work. So my plan is to use both face values to try to reconstruct something that makes sense for CTM rules.
Both fixed.
You don't actually need to do this. Just worry about the wood type (metadata 0-3) and lay out your textures as if they were in the up-down orientation. MCPatcher automatically handles the other orientations and remaps faces accordingly. This is true of stone and quartz pillars as well.
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Retired StaffThe stone would be rendered twice? I'm not sure i understand... i mean, i understand why the ores would because there are 2 layers, but why would the stone itself be rendered twice?
is there a way that you can add a feature that makes the texture of baby mobs other then the normal ones?
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Iron bars: http://i.imgur.com/ObIhgPW.png Iron bars are a vertical CTM:
block101.properties
Glass: http://i.imgur.com/4iLbqmg.png This glass is red stained, but the CTM is the same for all the glass just diff colors and they all have same bug.
glass_red.properties
Edit- I should also say that all the CTM was working before the 1.7 updates, and now regular clear glass looks the same as the colored glass.
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Retired StaffLike my pack is having support for FTB, but FTB wont run at all if you touch the .jar so nothing from MCpatcher can be used. Such is just highly frustrating.
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Curse PremiumIs it really that hard to make a tweaker that does on-launch injection?
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
You're right. I misread.
When 1.8 settles down, I can start thinking about new features again. Right now every new feature is just more work the next time Mojang pulls the rug out from under everyone again.
I'm looking into it. I think it is being applied, but the order of application is indeterminate if they have the same filename.
This should be fixed in 4.3.2-beta2. Could you confirm?
xc is EntitySkeleton and xq is EntityPlayer. I'd say it's MC-38077. Is your server running the MobDisguise plugin mentioned in the comments?
I've fixed a number of forge-related bugs lately that were causing problems like this, so there's a good chance it will work in the next release.
Fixed for next release.
The outputFrames option should create a file called custom_<clock,compass>.png in the .minecraft folder. There is a problem where the red/blue channels are swapped, which I've already fixed, but that shouldn't prevent the file from being written altogether. If you have set a custom game directory in the launcher it may have ended up there, however.
Has Mojang actually stated this or are people just inferring it from something else?
The vanilla launcher does run modified jars, so I don't feel any obligation to go out of my way for a third-party launcher that doesn't.
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I don't mean to be a bother but I believe you missed my post at the top of this page, regarding a CTM bug.
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Retired Staffhttps://account.mojang.com/documents/minecraft_eula
It kinda has been said by mojang.
It's also been a large debate really...
http://www.minecraftforum.net/topic/1629910-many-minecraft-mods-illegally-redistribute-mojang-assets/
on rather or not mods that edit the base.jar are even legal at all. Thats why a lot of clients and such are stopping the support for edited.jar files.
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Curse PremiumNot that I'm against not modifying the jar, but mcpatcher doesn't actually redistribute any Minecraft classes. It gets complicated when you want to include this in modpacks.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
For some reason, all instances of tile 3 are still showing as just the base horizontal CTM texture with no randomization. What am I doing wrong?
Also, in case its relevant, tile 3.png (the base texture) is animated.
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Issue: Iron bars only show one side of a texture, when combining blocks of iron bars they become invis all but outside bar.(can get ss if helps)
When turning off connected textures the issue is corrected
mcpatcher 4.3.1_01
forge 1.7.2-10.120.1024
ropes+ 1.7.2
Spiffy-skins 1.7.2
voxelmap 1.7.2
BDcraft texture pack 1.7
When i try to patch it for 1.7.5 the Random Creatures, Connected Textures, Custom Colors, and Better Glass modules are greyed out
Still not working.
Also: Tile 3 is already part of the tileset.
Also check me out on:
WordPress, Etsy, and Spore.