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:
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.
try using the normal "/" and start from mcpatcher folder in matchTiles instead of using matchBlocks:
also you can add tile 3 to the tileslist, so that it will also appear sometimes
Still not working. Also: Tile 3 is already part of the tileset.
Just thought I'd ask this again, since it appears to have gotten lost in the deluge and rapidly approaching forgotten as well, and I'd really rather get it over with before putting it behind us. Then it can be lost and forgotten again.
Hello there. I want to ask, is it possible to patch a modpack from Feed The Beast with McPatcher ? I am using sphax and it has some cool random and ctm textures but if it is not patched I can't use it. Optifine doesn't work because 1-st - it crashes with the pack and 2-nd - It causes gliches.So yeah is it possible to patch ftb ? If not, is there another program that does that ? Thank you.
I made a small program that extracts the things mcpatcher adds to the jar and puts it in a new one in the form of a library. Right now, it can't tell if forge is installed, but it won't matter if you're just going to move the library into FTB. I may package it in a bit.
Not sure if it's important, but it wasn't just one face--it was the whole block. I even laid a wall of them out to double check the tiling of the texture, and all sides of it looked great. It glowed so beautifully!
Do you think it's possible for me to change it back to its lovely glowing state?
Yes, then it was definitely ambient occlusion, or rather, the lack of it (it's actually the "shade" property in the model file, not the actual "ambientOcclusion"). And no, there is no way currently to change glowstone back, not unless you want every other cube-model block to have the same lighting.
http://www.mediafire...ackager-1.0.jar
Just select your mcpatcher jar and it will do the rest. When it finishes, it will tell you where it put it. Usually in .minecraft/libraries/com/prupe/mcpatcher/version-mcversion/.
You should just need to put that in the instmods folder of ftb. I haven't tested it thoroughly, so you may need to change the extension to .zip. You also still need to add "-Dfml.ignorePatchDiscrepancies=true -Dfml.ignoreInvalidMinecraftCertificates=true" to your jvm arguments.
If you're on Mac/Linux, tell me if it finds your minecraft directory.
Edit: If you have issues where the library wasn't created, redownload. It was because I didn't create the directory before the file.
Edit 2: I don't think FTB supports instmods anymore, so you'll have to add it as a library. Copy .minecraft/libraries/com/prupe into ftb/libraries/com/. Then edit modpack.json in your modpack's mcdirectory to add mcpatcher to the libraries section. I suggest you learn how to write JSON. It's super easy. If it doesn't work, you did it wrong.
With the new 1.8 blocks, when i try to use multiple ctm methods per block, or off the output of another ctm method, it doesn't work.
For example, with smooth granite, i am trying to use vertical ctm, but make each vertical tile repeat horizontally, then have a seperate texture for the top/bottom faces. Only the base vertical ctm is working. It won't repeat, and it won't apply the face specific ctm.
I've done used this method for many other blocks without issue.
Is this a known issue? Or am i likely just doing something wrong in the .properties files?
OMG!!! Yes!!! You did it! ))) You finally fixed that mess with Forestry fluids))) I am so happy now... (removing Optifine to the trash can, where it belongs) Thank you! Thank you so much!
Did you use the repaker that killjoy provided ? If yes how did you do it so that it work, like what did you do?
Just have downloaded latest version of Mcpatcher, available at the main page. Just have runned it, upon forge 965 version. Playing MC 1.6.4, opsys - Win 7
All wuz simple)
OK, ftb doesn't support instmods for 1.6 packs, so you'll need to add mcpatcher as a library. The json is in your modpack game directory named either modpack.json or pack.json.
Kahr, I'm very glad you fixed the bug with Mekanism. But from mcpatcher-4.3.1_01 to mcpatcher-4.3.2, all glass and iron fence blocks of the resource pack I use (http://www.planetminecraft.com/texture_pack/aeon-1355543/) and a few others became completely invisible or renders white.
Reported earlier, renderPass 2 and 3 aren't currently working with Forge. Another instance where we both modify the exact same line of code and it requires some tricky merging on my part. Fixed for next release.
I know that this has probably been requested before (by me, perhaps), and there are still lots of bugs that people are reporting, but adding the ability to make custom skies biome-specific would be a god send.
The problem with that is keeping so many large skybox textures in memory at once in order to smoothly transition between them.
So it seems that the random mobs feature is selecting a random colour for my animals each time the chunk is loaded, not just the first time! Is this supposed to happen?
Ah, I've tried several times and never been able to nail this bug down since the SSP/SMP merge. In singleplayer it's supposed to save the skin used to the NBT data when it saves the chunk. And it worked perfectly in 1.2 and still mostly works now. But not always as you've noted.
For multiplayer, it's more complicated, but as long as the chunk stays loaded on the server it should get the same skin each time until it is rebooted. That's the best that can be done without patching the server code.
Well, maybe. If you're actively trying to patch 14w06b and CTM is grayed out, then it might not quite be compatible,
I probably broke compatibility with 14w06b when I updated to 14w08a. The custom block model code changed so much between the two versions (and again in 14w10, which I'm currently dealing with) that it no longer recognizes one of the classes. I'll see if there's an easy fix, but no promises.
Just thought I'd ask this again, since it appears to have gotten lost in the deluge and rapidly approaching forgotten as well, and I'd really rather get it over with before putting it behind us. Then it can be lost and forgotten again.
I made a small program that extracts the things mcpatcher adds to the jar and puts it in a new one in the form of a library. Right now, it can't tell if forge is installed, but it won't matter if you're just going to move the library into FTB. I may package it in a bit.
Interesting, but if I'm understanding this right, don't you still have to install Forge via MCPatcher and use that patched jar as input to your program for this to work? Otherwise none of Forge's base class changes will be in the library.
For example, with smooth granite, i am trying to use vertical ctm, but make each vertical tile repeat horizontally, then have a seperate texture for the top/bottom faces. Only the base vertical ctm is working. It won't repeat, and it won't apply the face specific ctm.
Quick question since block ids are being phased out entirely is it possible to specify renderpass with MatchBlocks or MatchTiles?
matchBlocks yes, matchTiles no. I would strongly recommend getting out of the habit of relying on naming your files block###.properties though. There's no telling when Mojang will remove the last vestiges of numerical IDs.
java.lang.ArrayIndexOutOfBoundsException: 12
at com.prupe.mcpatcher.cc.ColorizeBlock.setupBiomeSmoothing(ColorizeBlock.java:494)
at com.prupe.mcpatcher.cc.ColorizeBlock.setupBlockSmoothing(ColorizeBlock.java:470)
I think there is a bug here as that "connect=block" shouldn't be necessary. I'll look into it more.
More or less. By repeat horizontally i meant repeat ctm, but in a single block high multiple block wide horizontal pattern.
Also, just plain repeat ctm with "faces=top bottom" not relying on the output of another properties isn't working either.
All of my plank textures use all of these ctm methods together with no problem. I've never heard of "connect=block" before, but i'll give it a try and let you know what happens. Thanks
Edit: I just tried it. Unfortunately adding "connect=block" had no effect.
Reported earlier, renderPass 2 and 3 aren't currently working with Forge. Another instance where we both modify the exact same line of code and it requires some tricky merging on my part. Fixed for next release.
Great man! Looking forward to downloading the next release. Thank you!
When I open MCpatcher, connected textures is grayed out. The only options under the mods tab not grayed out are Extended HD, Better Skies, and Custom Item textures.How do I get MCpatcher to recognize the Conquest resource pack?
I really like the new 'heights= array of heights. Would it be possible to add a variable to give it some jitter so long as it's on the same block?
I've got a 5 toned stone with multiple layers to give it a strata effect, it looks alright now and I could use biomes to variate the strata too. I was just wondering if the variable could be done? Maybe have a 'jitterweight' to make a weight based setup as to what 'room' is available?
I dunno, I'm just thinking aloud. I'm still happy with the product.
Why is this mod pinned anyways?
There are loads of better mods out there than this..
Notice that it's in the resource packs section, rather than in the mods section. Rather than effecting gameplay in any way, this mod is more of a graphical expansion. It's a framework for texture packs to be built upon, allowing texture artists to do some incredible things, far beyond the single texture per block that vanilla minecraft allows.
With mcpatcher, minecraft can look absolutely amazing. Texture artists can be much more creative. For example, have you ever seen swamp flies in minecraft? In my texture pack, you'll occasionally come across flies hovering around in circles in a swamp. It doesn't sound like much, but it does a lot to create an atmosphere. I was able to retexture a bit of grass into a fly, animate it, and make it replace just a few random patches of grass, and only in swamps because of mcpatcher. But that's just one of an endless number of options it provides.
Texture artists are pretty much the only ones who will ever truly appreciate just how much this mod does. Texture pack users might give all the credit to the artists who made the pack using mcpatcher's features, but without mcpatcher, some of the most amazing packs out there would look horrible.
It may not do anything gameplay wise, but that doesn't mean it has no merit as a mod. It's pinned in the resource pack section because it deserves to be. Because without it, a lot of resource packs just won't live up to their potential. If a resource pack says it requires mcpatcher, you better be using mcpatcher.
But i seem to be doing a lot of rambling here, to answer your question in TL;DR fashion: Mcpatcher is pinned here because many resource packs require it to function properly.
Notice that it's in the resource packs section, rather than in the mods section. Rather than effecting gameplay in any way, this mod is more of a graphical expansion. It's a framework for texture packs to be built upon, allowing texture artists to do some amazing things, far beyond the single texture per block that vanilla minecraft allows.
With mcpatcher, minecraft can look absolutely amazing. Texture artists can be much more creative. For example, have you ever seen swamp flies in minecraft? In my texture pack, you'll occasionally come across flies hovering around in circles in a swamp. It doesn't sound like much, but it does a lot to create an atmosphere. I was able to retexture a bit of grass into a fly, animate it, and make it replace just a few random patches of grass, and only in swamps because of mcpatcher. But that's just one of an endless number of options it provides.
Texture artists are pretty much the only ones who will ever truly appreciate just how much this mod does. Texture pack users might give all the credit to the artists who made the pack using mcpatcher's features, but without mcpatcher, some of the most amazing packs out there would look horrible.
It may not do anything gameplay wise, but that doesn't mean it has no merit as a mod. It's pinned in the resource pack section because it deserves to be. Because without it, a lot of resource packs just won't live up to their potential. If a resource pack says it requires mcpatcher, you better be using mcpatcher.
But i seem to be doing a lot of rambling here, to answer your question in TL;DR fashion: Mcpatcher is pinned here because many resource packs require it to function properly.
Well said!
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Probably we are having some issues with glass rendering: http://www.minecraftforum.net/topic/1496369-14w08a-175-172-164-and-earlierupdate-227-mcpatcher-hd-fix-432/page__st__10160#entry29399883
EDIT:
My solution was downgrade MCPatcher a version back.
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Just thought I'd ask this again, since it appears to have gotten lost in the deluge and rapidly approaching forgotten as well, and I'd really rather get it over with before putting it behind us. Then it can be lost and forgotten again.
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Curse PremiumI made a small program that extracts the things mcpatcher adds to the jar and puts it in a new one in the form of a library. Right now, it can't tell if forge is installed, but it won't matter if you're just going to move the library into FTB. I may package it in a bit.
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Yes, then it was definitely ambient occlusion, or rather, the lack of it (it's actually the "shade" property in the model file, not the actual "ambientOcclusion"). And no, there is no way currently to change glowstone back, not unless you want every other cube-model block to have the same lighting.
Putting the CENDENT back in transcendent!
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Curse Premiumhttp://www.mediafire...ackager-1.0.jar
Just select your mcpatcher jar and it will do the rest. When it finishes, it will tell you where it put it. Usually in .minecraft/libraries/com/prupe/mcpatcher/version-mcversion/.
You should just need to put that in the instmods folder of ftb. I haven't tested it thoroughly, so you may need to change the extension to .zip. You also still need to add "-Dfml.ignorePatchDiscrepancies=true -Dfml.ignoreInvalidMinecraftCertificates=true" to your jvm arguments.
If you're on Mac/Linux, tell me if it finds your minecraft directory.
Edit: If you have issues where the library wasn't created, redownload. It was because I didn't create the directory before the file.
Edit 2: I don't think FTB supports instmods anymore, so you'll have to add it as a library. Copy .minecraft/libraries/com/prupe into ftb/libraries/com/. Then edit modpack.json in your modpack's mcdirectory to add mcpatcher to the libraries section. I suggest you learn how to write JSON. It's super easy. If it doesn't work, you did it wrong.
"libraries":[ { "name": "com.prupe:mcpatcher:<patcherversion>-mc<mcversion>" },I'm wanting to make another program to easilly edit the json in any version in the default and ftb launcher. Technic is more complex.
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Retired StaffWith the new 1.8 blocks, when i try to use multiple ctm methods per block, or off the output of another ctm method, it doesn't work.
For example, with smooth granite, i am trying to use vertical ctm, but make each vertical tile repeat horizontally, then have a seperate texture for the top/bottom faces. Only the base vertical ctm is working. It won't repeat, and it won't apply the face specific ctm.
I've done used this method for many other blocks without issue.
Is this a known issue? Or am i likely just doing something wrong in the .properties files?
Just have downloaded latest version of Mcpatcher, available at the main page. Just have runned it, upon forge 965 version. Playing MC 1.6.4, opsys - Win 7
All wuz simple)
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This is already fixed in 4.3.2.
Reported earlier, renderPass 2 and 3 aren't currently working with Forge. Another instance where we both modify the exact same line of code and it requires some tricky merging on my part. Fixed for next release.
The problem with that is keeping so many large skybox textures in memory at once in order to smoothly transition between them.
Good catch, switching from a pack with redstone.png to one without doesn't clear out the old colors. That bug's probably been there since 1.5. Fixed.
Ah, I've tried several times and never been able to nail this bug down since the SSP/SMP merge. In singleplayer it's supposed to save the skin used to the NBT data when it saves the chunk. And it worked perfectly in 1.2 and still mostly works now. But not always as you've noted.
For multiplayer, it's more complicated, but as long as the chunk stays loaded on the server it should get the same skin each time until it is rebooted. That's the best that can be done without patching the server code.
I probably broke compatibility with 14w06b when I updated to 14w08a. The custom block model code changed so much between the two versions (and again in 14w10, which I'm currently dealing with) that it no longer recognizes one of the classes. I'll see if there's an easy fix, but no promises.
Not going to spend a lot of time on these. As of 14w10, glass pane rendering is completely out of my hands, so these issues are basically moot.
Good god, why not use method=fixed?
The default method if you don't specify is "ctm", which is why it expects 47 tiles.
This is working for me (4.3.2 + 14w08a & 1.7.5):
Interesting, but if I'm understanding this right, don't you still have to install Forge via MCPatcher and use that patched jar as input to your program for this to work? Otherwise none of Forge's base class changes will be in the library.
Is this what you're trying to do?
I think there is a bug here as that "connect=block" shouldn't be necessary. I'll look into it more.
matchBlocks yes, matchTiles no. I would strongly recommend getting out of the habit of relying on naming your files block###.properties though. There's no telling when Mojang will remove the last vestiges of numerical IDs.
Fixed.
Fixed.
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Retired StaffMore or less. By repeat horizontally i meant repeat ctm, but in a single block high multiple block wide horizontal pattern.
Also, just plain repeat ctm with "faces=top bottom" not relying on the output of another properties isn't working either.
All of my plank textures use all of these ctm methods together with no problem. I've never heard of "connect=block" before, but i'll give it a try and let you know what happens. Thanks
Edit: I just tried it. Unfortunately adding "connect=block" had no effect.
Oh, so they have to all be in the same folder and not in sub-folders of that folder?
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Great man! Looking forward to downloading the next release. Thank you!
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Now where do I find this fixed version?
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Curse PremiumI've got a 5 toned stone with multiple layers to give it a strata effect, it looks alright now and I could use biomes to variate the strata too. I was just wondering if the variable could be done? Maybe have a 'jitterweight' to make a weight based setup as to what 'room' is available?
I dunno, I'm just thinking aloud. I'm still happy with the product.
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Retired StaffNotice that it's in the resource packs section, rather than in the mods section. Rather than effecting gameplay in any way, this mod is more of a graphical expansion. It's a framework for texture packs to be built upon, allowing texture artists to do some incredible things, far beyond the single texture per block that vanilla minecraft allows.
With mcpatcher, minecraft can look absolutely amazing. Texture artists can be much more creative. For example, have you ever seen swamp flies in minecraft? In my texture pack, you'll occasionally come across flies hovering around in circles in a swamp. It doesn't sound like much, but it does a lot to create an atmosphere. I was able to retexture a bit of grass into a fly, animate it, and make it replace just a few random patches of grass, and only in swamps because of mcpatcher. But that's just one of an endless number of options it provides.
Texture artists are pretty much the only ones who will ever truly appreciate just how much this mod does. Texture pack users might give all the credit to the artists who made the pack using mcpatcher's features, but without mcpatcher, some of the most amazing packs out there would look horrible.
It may not do anything gameplay wise, but that doesn't mean it has no merit as a mod. It's pinned in the resource pack section because it deserves to be. Because without it, a lot of resource packs just won't live up to their potential. If a resource pack says it requires mcpatcher, you better be using mcpatcher.
But i seem to be doing a lot of rambling here, to answer your question in TL;DR fashion: Mcpatcher is pinned here because many resource packs require it to function properly.
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Curse PremiumWell said!