Sorry if this issue has been brought up already, but it seems that both the custom fog and sky colors are no longer working as expected. I've created these comparison screenshots the illustrate the issue. Both screenshots were taken with the same texture pack version and the same settings, the only difference is the game version.
2nd what is the way that you are setting up your custom fog & sky colors??? Mine's work fine:
I use the vanilla method as well, with the fog0.png and sky0.png biome triangles. The fog colors appear to work when the map is still in the process of loading, but shortly afterwards, the default fog color fades in on top and takes over completely. The sky colors don't seem to work at all.
i keep having this issue with my mac oz x (version 10.5.8) where when i try to open mcpatcher i get this message: The Java JAR file "mcpatcher-4.3.2_02.jar"
could not be launched.
Check the Console for possible error messages
Please help me! It's really bothering me. and i can't open Mcpatcher AT ALL
i keep having this issue with my mac oz x (version 10.5.8) where when i try to open mcpatcher i get this message: The Java JAR file "mcpatcher-4.3.2_02.jar"
could not be launched.
Check the Console for possible error messages
Please help me! It's really bothering me. and i can't open Mcpatcher AT ALL
Would there be any way you could add a handle to the ctm code so that entities that use applied textures can connect to each other and the native texture material? Just something that mod authors can latch onto to say, "hey, when you're looking up the blocks to apply to, look over here too."
I'm specifically looking at the carpenter's blocks mod, which has generic blocks in unique shapes that can take textures from other blocks, and the chiseled blocks in terrafirmacraft, that do more or less the same thing. I imagine that the various microblock mods would also benefit.
In the case of terrrafirmacraft, the texture information is stored in the nbt data for the chiseled block entity. I'm not sure if the other mods use the same system.
Vertical CTM's on WEB based blocks (id30) is still not working. I tried matchBlocks:30 and even matchBlocks:minecraft:web but no matter what i do, it is just not working. Is there any chance to get this fixed? It was broken in previous version, and in this too.
I don't think it actually works for that type of block. I know I tried to do an animated repeat for tall grass, and it just spat out the first texture over and over. The only method that seems to work is random.
Good call, that seems to solve half of the problem -- the stone now properly connects to the carpenter's blocks textures. The carpenter's block textures still don't use CTM though, so they won't look that great when you use a bunch of them. They just grab the base texture.
Still, it looks a ton better. +1
So... does the tileIDs= method still work now that we no longer have a terrain.png? If so, what is the format now?
Edit: It appears that it does not. And matchTiles= stone.png doesn't seem to either
It does. It work perfectly until 4.3.2_01 and _02. Using vertical CTM's on cros block is pretty common btw. Ropes, icicles, chains..there are many way's how to use it.
Good call, that seems to solve half of the problem -- the stone now properly connects to the carpenter's blocks textures. The carpenter's block textures still don't use CTM though, so they won't look that great when you use a bunch of them. They just grab the base texture.Still, it looks a ton better. +1 So... does the tileIDs= method still work now that we no longer have a terrain.png? If so, what is the format now?Edit: It appears that it does not. And matchTiles= stone.png doesn't seem to either
So after some experimentation, I've found that my matchTiles isn't working. I've tried a bunch of different path conventions, but none seem to want to match stone. Is anyone getting matchTiles to work, and if so, how?
Edit: Bah, got matchTiles working, but it still doesn't apply the CTM to the carpenter's blocks It seems to me that if connect=tile works, this should work too...
Vertical CTM's on WEB based blocks (id30) is still not working. I tried matchBlocks:30 and even matchBlocks:minecraft:web but no matter what i do, it is just not working. Is there any chance to get this fixed? It was broken in previous version, and in this too.
So after some experimentation, I've found that my matchTiles isn't working. I've tried a bunch of different path conventions, but none seem to want to match stone. Is anyone getting matchTiles to work, and if so, how?
Edit: Bah, got matchTiles working, but it still doesn't apply the CTM to the carpenter's blocks It seems to me that if connect=tile works, this should work too...
So after some experimentation, I've found that my matchTiles isn't working. I've tried a bunch of different path conventions, but none seem to want to match stone. Is anyone getting matchTiles to work, and if so, how?
Edit: Bah, got matchTiles working, but it still doesn't apply the CTM to the carpenter's blocks It seems to me that if connect=tile works, this should work too...
I seem to be having trouble with the McPatcher. I patch it, but better grass doesn't work and Randommobs doesn't work. Randommobs creates horribly mixed up textures of the zombies in the pack I'm making. I set the textures up right, but no matter how many times I try it doesn't work. Can someone tell me how to fix this? I'm making a dungeon for my server and need randommobs to work for it.
I did matchTiles=stone.png. But it worked for all real stone, just not for the carpenter's blocks. I even changed the name of the file from block1 to stoneCTM to make sure it was the matchTiles and not the file name working. No luck.
First off, HUGE FAN of your work Wayuki, & love your texture pack.
2nd what is the way that you are setting up your custom fog & sky colors??? Mine's work fine:
I use the vanilla method as well, with the fog0.png and sky0.png biome triangles. The fog colors appear to work when the map is still in the process of loading, but shortly afterwards, the default fog color fades in on top and takes over completely. The sky colors don't seem to work at all.
The Java JAR file "mcpatcher-4.3.2_02.jar"
could not be launched.
Check the Console for possible error messages
Please help me! It's really bothering me. and i can't open Mcpatcher AT ALL
Try to open the .exe file version of MCPatcher
I'm specifically looking at the carpenter's blocks mod, which has generic blocks in unique shapes that can take textures from other blocks, and the chiseled blocks in terrafirmacraft, that do more or less the same thing. I imagine that the various microblock mods would also benefit.
In the case of terrrafirmacraft, the texture information is stored in the nbt data for the chiseled block entity. I'm not sure if the other mods use the same system.
Edited for clarity
There is no current way to do this with CTM at the moment.
Oh... that's why I suggested it... I've edited the post to make it more clear that it's a suggestion. Thanks for pointing out the ambiguity.
I don't think it actually works for that type of block. I know I tried to do an animated repeat for tall grass, and it just spat out the first texture over and over. The only method that seems to work is random.
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Curse PremiumTry using connect=tile.
Good call, that seems to solve half of the problem -- the stone now properly connects to the carpenter's blocks textures. The carpenter's block textures still don't use CTM though, so they won't look that great when you use a bunch of them. They just grab the base texture.
Still, it looks a ton better. +1
So... does the tileIDs= method still work now that we no longer have a terrain.png? If so, what is the format now?
Edit: It appears that it does not. And matchTiles= stone.png doesn't seem to either
I stand corrected, +1
So after some experimentation, I've found that my matchTiles isn't working. I've tried a bunch of different path conventions, but none seem to want to match stone. Is anyone getting matchTiles to work, and if so, how?Edit: Bah, got matchTiles working, but it still doesn't apply the CTM to the carpenter's blocks
hmm... try matchTiles= web.png
...... wut......?I've been having this same problem with the forge installer...
You need to specify the full path to the .png.
Putting the CENDENT back in transcendent!
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Curse PremiumAre you putting
matchTiles=stone
I did matchTiles=stone.png. But it worked for all real stone, just not for the carpenter's blocks. I even changed the name of the file from block1 to stoneCTM to make sure it was the matchTiles and not the file name working. No luck.
I'll try it, but since it was recognizing the stone, I don't think it will work.
So, something like: "C:\Users\Benjamin Allen\AppData\Roaming\.minecraft\resourcepacks\Template\assets\minecraft\textures\blocks\stone.png"?
I thought I'd read that you need to use the relative path...