I've been having a few difficulties recently, that the side grass isn't the correct colour for the biome that it is in.
The other issue is that named ctm items are not showing the right texture, it just displays the normal, unnamed texture. Though named bows and named armour, enchantments and stacked items are showing the correct texture.
If anyone knows how to fix these, it would be much appreciated. Thanks in advance!
I've been having a few difficulties recently, that the side grass isn't the correct colour for the biome that it is in.
The other issue is that named ctm items are not showing the right texture, it just displays the normal, unnamed texture. Though named bows and named armour, enchantments and stacked items are showing the correct texture.
If anyone knows how to fix these, it would be much appreciated. Thanks in advance!
I don't know what's causing the grass thing (are you sure you're playing with Fancy graphics on?), but I can help you with the CIT. Try this:
I just tried that too and it doesn't work either.. I have no idea what is causing this issue, the way it was setup before worked fine until now. Thank you for the help though.
I just noticed. It's "texture" not "source"!
Full list:
I just tried that too and it doesn't work either.. I have no idea what is causing this issue, the way it was setup before worked fine until now. Thank you for the help though.
Now that's interesting. I'm using almost the exact same file and it works perfectly.
I think you need to re-patch your game.
Either that or another file is causing a conflict with it. Try removing all of your CIT and re-adding them one at a time to see if there's an issue with something conflicting.
I don't know if it's good or bad that barely comment on this thread, unlike before where they use to comment a lot on here(usually for help).
I mean it's good because don't have problems, or are patiently waiting for Kahr to fix there problem.
But it could be bad because people MIGHT not be using MCPatcher anymore & instead are using Optifine(I don't know why though) or just plain Vanilla.
Well I can see why people use Optifine, since a lot of people who play minecraft don't have a pc that can run it too well, and optifine certainly helps increase fps, I used it until I got my gaming pc. The reason I think mcpatcher is better is down to the fact mcpatcher has cit, which I love xD if only I could get it too work xD other things like ctm work better too though.
I tried repatching the game and it still doesn't work T.T it's not a huge issue anyway, the rest of cit features work just fine. And I'm sure it will start working at some point anyway ^^
Looky what I did. I can make this loadable by LiteLoader and Forge. It don't show up in the Forge modlist, but at least it won't complain that there's a binary discrepancy.
Same problem with my pack too, both the grass side overlays and top texture use random CTM, but the biome color is only applied to the top texture, the grass side overlay uses the default green texture for fast graphics, even on fancy graphics settings.
I went ahead and updated my repackager. It can now detect if forge or fml was installed. It also adds the ability to load it using Forge or LiteLoader. Just place the generated file in the mods folder. It will place it in mods/<mcversion> automatically. This also works with FTB and Technic. You still need to patch manually and patch with forge if you're using Forge.
I'm wandering how packs that used unused block metadata will be affect with the new 1.8 Block States. If you use a metadata value that doesn't have a specific block assigned to it(ex.: minecraft:redstone_block 1) it will show the Value No Texture texture(the one with Pink & Black Boxes). So will there (some how) be a way to use old unuse metadata without it showing up on the No Texture texture. I think 1.8 will hurt texture pack artist (but maybe also help, if the texture pack artist is going to use the new Block Models feature).
I'm wandering how packs that used unused block metadata will be affect with the new 1.8 Block States. If you use a metadata value that doesn't have a specific block assigned to it(ex.: minecraft:redstone_block 1) it will show the Value No Texture texture(the one with Pink & Black Boxes). So will there (some how) be a way to use old unuse metadata without it showing up on the No Texture texture. I think 1.8 will hurt texture pack artist (but maybe also help, if the texture pack artist is going to use the new Block Models feature).
Assuming they're using the fixed method, this feature is mostly implemented. You just need to edit the model.json. If they're using any other methods, they will need to specify the texture defined in the model. Hopefully, we'll have the ability to define blocks later on.
Assuming they're using the fixed method, this feature is mostly implemented. You just need to edit the model.json. If they're using any other methods, they will need to specify the texture defined in the model. Hopefully, we'll have the ability to define blocks later on.
I mean for example, I can, in 1.7.5, use metadata on bookshelves so that the bookshelf matches the different types of wood in Minecraft. So I can create Spruce Bookshelves, Acacia Booksheves, etc., but in the 1.8 snapshots, I can't do this because 'minecraft:bookshelf' has no variants, so when I try to make the bookshelf have a certain metadata, it just changes to the Valve No Texture texture. You can't do this with block models(expect for the normal bookshelf).
But I also doubt you'll be able to define blocks, with Resource Packs. When the Plugin API finally comes out(if it ever does), we will be able to do it with plugins, but not with Resource Packs.
I mean for example, I can, in 1.7.5, use metadata on bookshelves so that the bookshelf matches the different types of wood in Minecraft. So I can create Spruce Bookshelves, Acacia Booksheves, etc., but in the 1.8 snapshots, I can't do this because 'minecraft:bookshelf' has no variants, so when I try to make the bookshelf have a certain metadata, it just changes to the Valve No Texture texture. You can't do this with block models(expect for the normal bookshelf).
But I also doubt you'll be able to define blocks, with Resource Packs. When the Plugin API finally comes out(if it ever does), we will be able to do it with plugins, but not with Resource Packs.
Odd, I could of swore a Mojangsta said they we wouldn't be able to have plugins in Resource pack... odd. Oh well, I guess that changed
No, this was the original intention. It's just going to be a while before it gets to that point. It's not available now, but this massive rewrite is pretty much entirely to facilitate this concept.
I believe that CIT does not support numeric IDs.
Putting the CENDENT back in transcendent!
Instead of "matchItems" try "items". MatchItems may not be a correct argument. Any other errors should show up in the dev console.
Putting the CENDENT back in transcendent!
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ModeratorIncidentally CTM doesn't work on items at all. it's CIT that works on items.
I hope that helps you.
I just noticed. It's "texture" not "source"!
Full list:
Putting the CENDENT back in transcendent!
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ModeratorI think you need to re-patch your game.
Either that or another file is causing a conflict with it. Try removing all of your CIT and re-adding them one at a time to see if there's an issue with something conflicting.
I mean it's good because don't have problems, or are patiently waiting for Kahr to fix there problem.
But it could be bad because people MIGHT not be using MCPatcher anymore & instead are using Optifine(I don't know why though) or just plain Vanilla.
specs> mc 1.7.9. >supported texturepack> Mcpatcher 4.2.2
thats it;
Please update your MCPatcher to the latest version(4.3.2_02). Version 4.2.2 is an outdated version
try this:
You didn't list what type of CIT you wanted to apply.
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Do you have a custom biome colormap???
For CIT problem: Odd, what version of MCPatcher?
Ok, then that does sound like a problem.
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Curse Premiumhttp://www.mediafire.com/download/ezky2wjbrj1hpse/MCPatcher-Repackager-1.1.jar
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Curse PremiumAssuming they're using the fixed method, this feature is mostly implemented. You just need to edit the model.json. If they're using any other methods, they will need to specify the texture defined in the model. Hopefully, we'll have the ability to define blocks later on.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
I mean for example, I can, in 1.7.5, use metadata on bookshelves so that the bookshelf matches the different types of wood in Minecraft. So I can create Spruce Bookshelves, Acacia Booksheves, etc., but in the 1.8 snapshots, I can't do this because 'minecraft:bookshelf' has no variants, so when I try to make the bookshelf have a certain metadata, it just changes to the Valve No Texture texture. You can't do this with block models(expect for the normal bookshelf).
But I also doubt you'll be able to define blocks, with Resource Packs. When the Plugin API finally comes out(if it ever does), we will be able to do it with plugins, but not with Resource Packs.
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Curse PremiumPlugins/Mods will be in the form of resource packs. http://redd.it/p3orv
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
Odd, I could of swore a Mojangsta said they we wouldn't be able to have plugins in Resource pack... odd. Oh well, I guess that changed
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