Certainly, a feature which could specify at what times a particular frame should last would be useful. Or maybe connected item frame items...
I can't believe a request hasn't already been put in for a MC time specific way of starting or stopping an animation...it probably already has! If it hasn't and it's possible, it would be an amazingly useful facility to have for animated paintings, blocks or items. eg: glowing eyes appearing only at night in random leaf blocks, neon sign paintings flickering into life at twilight, machines stop/starting at certain times of the day, magical weapons kind of coming to life at night, animated flowers closing at night, etc, etc.
Lots of you must have seen 13thMurders neat little animated flies in his swamp biome in Broken Anachronism...imagine things like that coming out at specific times.
All of these things would only need a start and duration instruction, or option to have multiple start and duration times. However all of this might just be pipe dreams as I have no knowledge of whether it would be possible or easy to do and I understand kahr already has his hands very full with all the changes Mojang keep introducing...still...t'would be nice!
Or is all this already possible by just having the right tick duration? I can't quite get my head round it! Being able to specify a start time seems to me to be a more precise way of making something happen, when you want it to happen, even when an entity like a painting has already been placed and you've restarted a saved world.
One of my mc patch enabled packs is causing me to crash on a server when I use mc patch. No idea why. Can you take a look at this error log and try to shed some light on the subject?
---- Minecraft Crash Report ----
// Uh... Did I do that?
Time: 3/17/14 12:05 AM
Description: Unexpected error
java.lang.NullPointerException: Unexpected error
at bml.k(SourceFile:2413)
at bml.b(SourceFile:196)
at bmn.a(SourceFile:163)
at bmz.a(SourceFile:1282)
at bms.a(SourceFile:958)
at bms.b(SourceFile:814)
at azl.ah(SourceFile:784)
at azl.f(SourceFile:711)
at net.minecraft.client.main.Main.main(SourceFile:148)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at bml.k(SourceFile:2413)
at bml.b(SourceFile:196)
at bmn.a(SourceFile:163)
at bmz.a(SourceFile:1282)
at bms.a(SourceFile:958)
-- System Details --
Details:
Minecraft Version: 1.7.5
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 157033856 bytes (149 MB) / 235274240 bytes (224 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
Launched Version: 1.7.5-mcpatcher
LWJGL: 2.9.1
OpenGL: AMD Radeon HD 7570M GL version 4.2.11411 Compatibility Profile Context, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Packs: [Riverwood (Beta v0.5).zip]
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: On (16)
So...no one knows why one specific texture pack with CTM would cause a crash when using a mc patch copy of 1.7.5 on a server, when other packs with CTM content don't cause a crash?
I'm trying to apply random ctm to my redstone wire, yet am having no luck. I am only using the overlay texture, not the base wire texture, if it matters, since in my pack they're steam pipes which shouldn't be glowing ever.
Anyway, when i try to use ctm with it, it doesn't seem to be working and nothing i've tried gets it to work. Does ctm not apply to redstone wire, or is there a special way i need to do it?
If it's not possible, then is it possible (maybe not entirely mcpatcher related beyond this point) is it possible to exploit vanilla minecraft or even patched minecraft into randomizing it through .mcmeta files? The thought i had was that if it were possible to make all my random frames into an animation, set the frame time of the animation to some rediculously high number so they'd never actually animate, then force the animations of each tile out of sync with each other (that's the important bit) it would effectively be the same as random ctm more or less.
The Meaning of Life, the Universe, and Everything.
Join Date:
11/18/2011
Posts:
46
Member Details
Hey guys, I've been trying to figure this out for a few hours now. I'm trying to get my custom compass working. When I do finally get the compass to actually appear and work correctly, it's been downsized from x128 to x16 and looks like crap. Is there some setting I'm missing somewhere that tells it to use the original file size?
Does anyone know if it is even possible to apply ctm to redstone wire?
I'm kind of guessing not 13th, as it's similar to the horse markings overlay and as far as I know kahr hasn't made horses capable of being randammobbed as a result. I'm only guessing though, but I would have thought if it had been possible, it would have been in common use by now. Never tried it myself so far.
By the way, that new redstone pipe looks very awesome and even more so if you could randomize it!
Hey guys. For whatever reason the better grass isn't working for me. I'm using the latest version of mcpatcher with the correct corresponding version of minecraft. I went to options and checked the box for better grass. Does anyone know what's going on?
I'm trying to apply random ctm to my redstone wire, yet am having no luck. I am only using the overlay texture, not the base wire texture, if it matters, since in my pack they're steam pipes which shouldn't be glowing ever.
Anyway, when i try to use ctm with it, it doesn't seem to be working and nothing i've tried gets it to work. Does ctm not apply to redstone wire, or is there a special way i need to do it?
If it's not possible, then is it possible (maybe not entirely mcpatcher related beyond this point) is it possible to exploit vanilla minecraft or even patched minecraft into randomizing it through .mcmeta files? The thought i had was that if it were possible to make all my random frames into an animation, set the frame time of the animation to some rediculously high number so they'd never actually animate, then force the animations of each tile out of sync with each other (that's the important bit) it would effectively be the same as random ctm more or less.
While it COULD (haven't tried it yet) work. It MAY cause some lag. I know if you make an animation with many frames, it will cause lag. But whether or not this is the same if you have an animation with a few frames & a high frame time, I don't know, I haven't tested it.
I wish so hard MCP could enable connected textures and all the other bells and whistles on snapshots!
Usually MCPatcher works on the latest snapshots. MCPatcher (if I'm correct) changes parts of the Minecraft code (like a mod), but if that code is changed, MCPatcher has to be recoded to use the new code change(again, like a mod). MCPatcher is also sometimes recoded to include new features &/or bug fixes too.
Now that being said, Kahr has to constantly recode MCPatcher so it can use the latest version of the Minecraft code. For instance, if Kahr made & added a new feature to MCPatcher that is called "Connect Block Models" (or CBM for short), he would have to code it first, then bug fix it, & when Minecraft changes it 3D Block Modeling code, Kahr has to recode the CBM feature so it can, use the new version of the 3D Block Modeling code.
So with all the new code changes being done in the 1.8 snapshots, I think that he (Kahr) has his work cut out for him.
BUT still I wish MCPatcher could work with the new snapshots too.
While it COULD (haven't tried it yet) work. It MAY cause some lag. I know if you make an animation with many frames, it will cause lag. But whether or not this is the same if you have an animation with a few frames & a high frame time, I don't know, I haven't tested it.
Here's my properties file, and the files within the folder:
For instance, if Kahr made & added a new feature to MCPatcher that is called "Connect Block Models" (or CBM for short)
Kahr, I am wondering if a feature like the "Connect Block Models" is possible? It would basically be like CTM, but for the new custom models feature in vanilla Minecraft.
Block Models would change based on the blocks, tiles, &/or models, that's around it. This seems it would be a hard task to create, both for you & resource pack artist.
While I would like to see something like this in MCPatcher, I was wandering if such a feature could be possible? I'm not asking for you to create it, but if a feature like what I described above is possible?
Speaking of 3D Block Models & CTM, I have found a possible way to create a Fixed-method CTM Block.
It would basically be the same as creating 6 different textures for all 6 faces of a block & creating .properties files for all the textures just for 1 block.
I found out how to change all 6 faces of a block, with each face having a different texture, by only using 1 texture.
It would require that you create a .json file for the block that you want to texture, & either by hand or using BDCraft's new Cubik program, create a UV map for all the faces of the block.
It would work something like this:
The first way would be something like this:
Layout 1 would work if Minecraft can allow block textures to be 48x48(for a 16x16 block), whether or not it does already, I don't know nor have I tested it.
The second way would be something like this:
Layout 2 will work because Minecraft already accepts 64x64 texture sizes(for a 16x16 block).
Note: A, B, C, D, E, & F are the different sides of the block.
You just use the 1 texture file that has all the face textures & create a UV map so you can tell Minecraft to use a certain part of the image for a certain side of the block. (Example: Have Minecraft use the A box for the North side of a block).
So basically, you can have 1 texture file that has all 6 sides of a block & 1 .json model file for the block, instead of 6 texture files & 6 .properties files for the block.
Here's my properties file, and the files within the folder:
~image snip~
It should be working, I do not know why it's not working. I'll try & see what I can do, & see if I can come out with anything.
Edit: I think found a bug by using the new launcher(4.3.2), it does some weird stuff with "matchTiles=" rules for some reason(tested with 1.7.2 & 1.7.5), but the old launcher(4.3.1_01) doesn't(tested with 1.7.2).
Ex.: Beacons(their center texture) don't work, End portal frames don't connect unless they are exactly the same(they only connect if they are placed facing the same direction & whether or not they have a eye of ender in them or not). If you use the "matchTiles=" rule or name the .properties file the name of the texture you want to change (ex.: endframe_side.properties) it will some times work, but other times not.
But still in both versions of the launcher, I wasn't able to get the random Redstone Dust Line Overlay to work
Kahr, I am wondering if a feature like the "Connect Block Models" is possible? It would basically be like CTM, but for the new custom models feature in vanilla Minecraft.
It is possible, and I'd like to do something eventually, but it will have to wait until Mojang stabilizes the the model json format. I know it's frustrating that we have custom models, but the mapping from blocks and metadata values to models is still hardcoded.
Edit: I think found a bug by using the new launcher(4.3.2), it does some weird stuff with "matchTiles=" rules for some reason(tested with 1.7.2 & 1.7.5), but the old launcher(4.3.1_01) doesn't(tested with 1.7.2).
Ex.: Beacons(their center texture) don't work, End portal frames don't connect unless they are exactly the same(they only connect if they are placed facing the same direction & whether or not they have a eye of ender in them or not). If you use the "matchTiles=" rule or name the .properties file the name of the texture you want to change (ex.: endframe_side.properties) it will some times work, but other times not.
It is possible, and I'd like to do something eventually, but it will have to wait until Mojang stabilizes the the model json format. I know it's frustrating that we have custom models, but the mapping from blocks and metadata values to models is still hardcoded.
Could you try these again in 4.3.2_01?
Not sure if it's relevant to what you were replying to (maybe it is, since he was replying to me though), but i've just tried random ctm on redstone again with 4.3.2_01, and it's still not working. However, the issue i mentioned a while back about some of the snapshot blocks not allowing for ctm working off of other ctm outputs seems to have been resolved
I think the custom compass resizes to the size of the normal compass. Just make the vanillaversion bigger
Thanks, that does seem to be the case. The feature still seems a bit too finicky though, so I just made a new compass by hand. Looks better than having mcpatcher compress it as much as it apparently does.
Glad Khar was able to update us for the newest snapshot, was missing my CTM, etc
It is possible, and I'd like to do something eventually, but it will have to wait until Mojang stabilizes the the model json format. I know it's frustrating that we have custom models, but the mapping from blocks and metadata values to models is still hardcoded.
That would great to see. I know obviously we would have to wait for Mojang to make a final version of the model json format, but still can't wait to see that.
Thanks, that does seem to be the case. The feature still seems a bit too finicky though, so I just made a new compass by hand. Looks better than having mcpatcher compress it as much as it apparently does.
Glad Khar was able to update us for the newest snapshot, was missing my CTM, etc
You can also do this: Converting your custom dial animation to vanilla format
outputFrames=<number of animation frames>
Put this in your config once & then after it makes it, take it out of your config. More info here
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumI can't believe a request hasn't already been put in for a MC time specific way of starting or stopping an animation...it probably already has! If it hasn't and it's possible, it would be an amazingly useful facility to have for animated paintings, blocks or items. eg: glowing eyes appearing only at night in random leaf blocks, neon sign paintings flickering into life at twilight, machines stop/starting at certain times of the day, magical weapons kind of coming to life at night, animated flowers closing at night, etc, etc.
Lots of you must have seen 13thMurders neat little animated flies in his swamp biome in Broken Anachronism...imagine things like that coming out at specific times.
All of these things would only need a start and duration instruction, or option to have multiple start and duration times. However all of this might just be pipe dreams as I have no knowledge of whether it would be possible or easy to do and I understand kahr already has his hands very full with all the changes Mojang keep introducing...still...t'would be nice!
Or is all this already possible by just having the right tick duration? I can't quite get my head round it! Being able to specify a start time seems to me to be a more precise way of making something happen, when you want it to happen, even when an entity like a painting has already been placed and you've restarted a saved world.
-
View User Profile
-
View Posts
-
Send Message
Retired StaffSo...no one knows why one specific texture pack with CTM would cause a crash when using a mc patch copy of 1.7.5 on a server, when other packs with CTM content don't cause a crash?
Both are GREAT IDEAS, but one that I want is connect item frames & connected item frame items!!! I would love that.
-
View User Profile
-
View Posts
-
Send Message
Retired StaffAnyway, when i try to use ctm with it, it doesn't seem to be working and nothing i've tried gets it to work. Does ctm not apply to redstone wire, or is there a special way i need to do it?
If it's not possible, then is it possible (maybe not entirely mcpatcher related beyond this point) is it possible to exploit vanilla minecraft or even patched minecraft into randomizing it through .mcmeta files? The thought i had was that if it were possible to make all my random frames into an animation, set the frame time of the animation to some rediculously high number so they'd never actually animate, then force the animations of each tile out of sync with each other (that's the important bit) it would effectively be the same as random ctm more or less.
-
View User Profile
-
View Posts
-
Send Message
Retired Staff-
View User Profile
-
View Posts
-
Send Message
Curse PremiumI'm kind of guessing not 13th, as it's similar to the horse markings overlay and as far as I know kahr hasn't made horses capable of being randammobbed as a result. I'm only guessing though, but I would have thought if it had been possible, it would have been in common use by now. Never tried it myself so far.
By the way, that new redstone pipe looks very awesome and even more so if you could randomize it!
What does your .properties file look like?
While it COULD (haven't tried it yet) work. It MAY cause some lag. I know if you make an animation with many frames, it will cause lag. But whether or not this is the same if you have an animation with a few frames & a high frame time, I don't know, I haven't tested it.
Usually MCPatcher works on the latest snapshots. MCPatcher (if I'm correct) changes parts of the Minecraft code (like a mod), but if that code is changed, MCPatcher has to be recoded to use the new code change(again, like a mod). MCPatcher is also sometimes recoded to include new features &/or bug fixes too.
Now that being said, Kahr has to constantly recode MCPatcher so it can use the latest version of the Minecraft code. For instance, if Kahr made & added a new feature to MCPatcher that is called "Connect Block Models" (or CBM for short), he would have to code it first, then bug fix it, & when Minecraft changes it 3D Block Modeling code, Kahr has to recode the CBM feature so it can, use the new version of the 3D Block Modeling code.
So with all the new code changes being done in the 1.8 snapshots, I think that he (Kahr) has his work cut out for him.
BUT still I wish MCPatcher could work with the new snapshots too.
-
View User Profile
-
View Posts
-
Send Message
Retired StaffHere's my properties file, and the files within the folder:
Kahr, I am wondering if a feature like the "Connect Block Models" is possible? It would basically be like CTM, but for the new custom models feature in vanilla Minecraft.
Block Models would change based on the blocks, tiles, &/or models, that's around it. This seems it would be a hard task to create, both for you & resource pack artist.
While I would like to see something like this in MCPatcher, I was wandering if such a feature could be possible? I'm not asking for you to create it, but if a feature like what I described above is possible?
Speaking of 3D Block Models & CTM, I have found a possible way to create a Fixed-method CTM Block.
It would basically be the same as creating 6 different textures for all 6 faces of a block & creating .properties files for all the textures just for 1 block.
I found out how to change all 6 faces of a block, with each face having a different texture, by only using 1 texture.
It would require that you create a .json file for the block that you want to texture, & either by hand or using BDCraft's new Cubik program, create a UV map for all the faces of the block.
It would work something like this:
The first way would be something like this:
The second way would be something like this:
Note: A, B, C, D, E, & F are the different sides of the block.
So basically, you can have 1 texture file that has all 6 sides of a block & 1 .json model file for the block, instead of 6 texture files & 6 .properties files for the block.
It should be working, I do not know why it's not working. I'll try & see what I can do, & see if I can come out with anything.
Edit: I think found a bug by using the new launcher(4.3.2), it does some weird stuff with "matchTiles=" rules for some reason(tested with 1.7.2 & 1.7.5), but the old launcher(4.3.1_01) doesn't(tested with 1.7.2).
Ex.: Beacons(their center texture) don't work, End portal frames don't connect unless they are exactly the same(they only connect if they are placed facing the same direction & whether or not they have a eye of ender in them or not). If you use the "matchTiles=" rule or name the .properties file the name of the texture you want to change (ex.: endframe_side.properties) it will some times work, but other times not.
But still in both versions of the launcher, I wasn't able to get the random Redstone Dust Line Overlay to work
Also, these are the default colors for Endermite spawn eggs:
It is possible, and I'd like to do something eventually, but it will have to wait until Mojang stabilizes the the model json format. I know it's frustrating that we have custom models, but the mapping from blocks and metadata values to models is still hardcoded.
Could you try these again in 4.3.2_01?
-
View User Profile
-
View Posts
-
Send Message
Retired StaffNot sure if it's relevant to what you were replying to (maybe it is, since he was replying to me though), but i've just tried random ctm on redstone again with 4.3.2_01, and it's still not working. However, the issue i mentioned a while back about some of the snapshot blocks not allowing for ctm working off of other ctm outputs seems to have been resolved
Thanks, that does seem to be the case. The feature still seems a bit too finicky though, so I just made a new compass by hand. Looks better than having mcpatcher compress it as much as it apparently does.
Glad Khar was able to update us for the newest snapshot, was missing my CTM, etc
That would great to see. I know obviously we would have to wait for Mojang to make a final version of the model json format, but still can't wait to see that.
I have tried & they work, like 13th said, Redstone overlay doesnt work, but still everything else I was having problems in are fixed. Thanks!!!
You can also do this:
Converting your custom dial animation to vanilla format
Put this in your config once & then after it makes it, take it out of your config.
More info here
Yeah I did that as well, unfortunately it yields the same compressed image. There may be settings that reduce the problem, but I'm not sure.