I recently tried to install MCpatcher to fix some textures on my Johnsmith TP and this error came up:
I am running OSX 10.6.8 on my Desktop Mac.
I am running the latest Minecraft launcher.
I have tried researching this problem but all the posts that I find are irrelevant to my problem...!
I HAVE tried to select the location - as this error says - but it comes up with with same error again after I select the Minecraft folder.
Sorry to ask, but help is much appreciated - thanks.
Edit: I tried to use the latest version of MCpatcher, and also tried some older ones. (I tried mcpatcher-2.1.0_02.jar and a few others)
You are basically saying that you want the 3 skin to appear in the biomes listed, but it doesn't list any way for the other textures to appear.
You're right, MCPatcher does already make it random, IF no .properties file is listed for it. If there is a .properties file that is listed for the mob, then you must have it list all textures you want to use. So because the only list texture is the 3.png texture, MCPatcher is thinking you are only wanting to use that texture(even though you list it to be used in the biomes listed). If you want to use all 3 textures & have the 3rd texture be used in the listed biomes, then you need to do something like this:
#The Default and the Random Zombie texture
skins.1=1-2
#The Cold Biome Zombie
skins.2=3
biomes.1=Taiga,FrozenOcean,FrozenRiver,IcePlains,IceMountains,TaigaHills,ColdBeach,ColdTaiga,ColdTaigaHills,MegaTaiga,MegaTaigaHills,TaigaM,IcePlainsSpikes
Tried this, does not work. No clue what to do, maybe I can't read or do things right...Maybe it would help if i put in the whole thing...
Hey everyone, just wondering if you could help me out with a little bit of a problem I've been having with my MCpatcher CIT textures for armor. It appears that it doesn't seem to be workings despite multiple attempts changing the .properties file regarding the texture. Is CIT of that type not quite finished yet or am I just doing something wrong?
Here is the .properties file that I am using to attempt to retexture armor-
Tried this, does not work. No clue what to do, maybe I can't read or do things right...Maybe it would help if i put in the whole thing...
I saw a mistake I made with the code I gave you.
#The Default and the Random Zombie texture
skins.1=1-2
#The Cold Biome Zombie
skins.2=3
biomes.2=Taiga,FrozenOcean,FrozenRiver,IcePlains,IceMountains,TaigaHills,ColdBeach,ColdTaiga,ColdTaigaHills,MegaTaiga,MegaTaigaHills,TaigaM,IcePlainsSpikes
Hey everyone, just wondering if you could help me out with a little bit of a problem I've been having with my MCpatcher CIT textures for armor. It appears that it doesn't seem to be workings despite multiple attempts changing the .properties file regarding the texture. Is CIT of that type not quite finished yet or am I just doing something wrong?
Here is the .properties file that I am using to attempt to retexture armor-
I can provide more if more is needed to help. Thanks for reading,
-XLR
(Sorry for telling you to put your question here. I told you so if I give the wrong answer, people can tell me wrong.)
But if you are trying to have the texture appear when you rename it in an Anvil, you don't need to have the Reset Formatting code (§r) in there. You then ONLY need this for the 'nbt.display.Name=' line.
nbt.display.Name=Russian
If you are wanting the texture to show, only when you are using the Reset formatting code then you can have this:
nbt.display.Name=§rRussian
If you want it to have the texture display when you have anything with the Reset formatting code and starts with Russian, then you need to do this:
nbt.display.Name=pattern:§rRussian *
By looking at your .properties file, I am thinking you are trying to do the 3rd option. Because right now, your .properties file is working just fine, BUT it will ONLY work if you have the armor named EXACTLY '§rRussian *'. Which I'm assuming is not what you want.
(Sorry for telling you to put your question here. I told you so if I give the wrong answer, people can tell me wrong.)
But if you are trying to have the texture appear when you rename it in an Anvil, you don't need to have the Reset Formatting code (§r) in there. You then ONLY need this for the 'nbt.display.Name=' line.
nbt.display.Name=Russian
If you are wanting the texture to show, only when you are using the Reset formatting code then you can have this:
nbt.display.Name=§rRussian
If you want it to have the texture display when you have anything with the Reset formatting code and starts with Russian, then you need to do this:
nbt.display.Name=pattern:§rRussian *
By looking at your .properties file, I am thinking you are trying to do the 3rd option. Because right now, your .properties file is working just fine, BUT it will ONLY work if you have the armor named EXACTLY '§rRussian *'. Which I'm assuming is not what you want.
I would like to have the '§rRussian *' as part of the armor. I've tried what you suggested and it still didn't seem to work. Could it possibly be the list of items I selected or a code error?
I would like to have the '§rRussian *' as part of the armor. I've tried what you suggested and it still didn't seem to work. Could it possibly be the list of items I selected or a code error?
I don't understand what you mean by having '§rRussian *' as part of the armor name. Do mean have the texture ONLY appear when the armor is named '§rRussian *'? OR do you mean when it has the Reset code & Starts with Russian (ex.: '§rRussian Vest' or '§rRussian Armor')?
I also saw a problem that I missed when I first saw your .properties file.
You had this:
#The Default and the Random Zombie texture
skins.1=1-2
#The Cold Biome Zombie
skins.2=3
biomes.2=Taiga,FrozenOcean,FrozenRiver,IcePlains,IceMountains,TaigaHills,ColdBeach,ColdTaiga,ColdTaigaHills,MegaTaiga,MegaTaigaHills,TaigaM,IcePlainsSpikes
That should work.
hehe, yeah, tried it, still don't work. They spawn everywhere! Like deserts, and swamps and that stuff! HELP MEH
hehe, yeah, tried it, still don't work. They spawn everywhere! Like deserts, and swamps and that stuff! HELP MEH
Are you using MCPatcher, or Optifine?
If you're using Optifine, you don't have biome control. You need MCPatcher for biome-specific stuff.
If you are using MCPatcher, I think there needs to be a space between the comma an the next word in the biomes list... and also the biome-specific ones should be in the 1 position and the generic in the last position. I think. Not pro at this, but that's what I recall from when I did my villagers.
Okay, I've got another thing I need help with. I've got a single CTM texture applied to the top and bottom faces of the gray stained glass block. It replaces the top and bottom faces of the gray stained glass block exactly the way I want it to, but it has also replaced the texture for the gray stained glass pane, even though its assigned only to the top and bottom faces and the glass pane doesn't have top and bottom faces (on account of being a pane). I don't want it on the gray stained glass pane at all, just the top and bottom faces of the gray stained glass block.
If you're using Optifine, you don't have biome control. You need MCPatcher for biome-specific stuff.
If you are using MCPatcher, I think there needs to be a space between the comma an the next word in the biomes list... and also the biome-specific ones should be in the 1 position and the generic in the last position. I think. Not pro at this, but that's what I recall from when I did my villagers.
Yeah, I use MCPatcher, i'll see if the spaces work
EDIT: I TRIED SPACES I THINK THIS PROGRAM HATES ME
Note: Skin 13 is a copy of Skin 1 since when I made these files MCPatcher wasn't properly respecting the default skin as being number 1. Not sure if this has been fixed, and I haven't had the time to revisit it.
Note: Skin 13 is a copy of Skin 1 since when I made these files MCPatcher wasn't properly respecting the default skin as being number 1. Not sure if this has been fixed, and I haven't had the time to revisit it.
@Alvoria & diam_0nd, According to the MCPatcher Wiki for Random Mobs, it says this:
biomes.<n>=<biome list>
List of biomes, separated by commas, where this rule applies. See Minecraft wiki for a list. A mob's spawn point (single player) or where it is first seen by the client (multiplayer) determines its biome.
But if Alvoria has it working for him, it's worth a shot for you diam_0nd.
@Alvoria, I think MCPatcher now recognizes the default skin as being number 1, but I don't know for sure.
Okay, I've got another thing I need help with. I've got a single CTM texture applied to the top and bottom faces of the gray stained glass block. It replaces the top and bottom faces of the gray stained glass block exactly the way I want it to, but it has also replaced the texture for the gray stained glass pane, even though its assigned only to the top and bottom faces and the glass pane doesn't have top and bottom faces (on account of being a pane). I don't want it on the gray stained glass pane at all, just the top and bottom faces of the gray stained glass block.
Maybe have your .properties file point to just the Gray Stained Glass block & not the 'glass_gray' texture, OR you can keep your .properties file the same & just create another .properties file for the Gray Stained Glass Pane block.
I (think) MCPatcher is thinking your trying to replace the 'glass_gray' texture for your '1' texture. This MIGHT be a bug with MCPatcher.
@Alvoria & diam_0nd, According to the MCPatcher Wiki for Random Mobs, it says this:
But if Alvoria has it working for him, it's worth a shot for you diam_0nd.
When I made mine it was based on the example properties file that Kahr had in the Information for Texture Pack Authors section; so it was pre-wiki. And yea, it works for me (try my pack if you don't believe me), so I think the wiki needs an edit.
When I made mine it was based on the example properties file that Kahr had in the Information for Texture Pack Authors section; so it was pre-wiki. And yea, it works for me (try my pack if you don't believe me), so I think the wiki needs an edit.
I didn't say it didn't work. I have tried & used your pack (not recently though) & I know it works, I was just stating what the wiki said.
I'm not sure if this has been reported, but I've found a definite bug.
With Java 6, MCPatcher ignores any patcher mods in the "mcpatcher-mods" directory. It's not a very commonly-used feature, but "MCDisableWheel-0.3", a mod that I use to prevent accidentally scrolling with my Apple Magic Mouse in Minecraft, relies on it.
As soon as I switch to Java 7, MCPatcher seems to locate patcher mods in the "mcpatcher-mods" directory properly again.
My workaround is to temporarily upgrade to Java 7 every time I run MCPatcher, which isn't too often. It's annoying though. As Google Chrome user, I'm locked to using Java 6 because Java 7 is only compiled in 64-bit, and Chrome is compiled in only 32-bit.
"Google Chrome user"? You mean you have a Chromebook and/or using a computer with ChromeOS, OR do you mean you have the Google Chrome browser in 32-bit, but your using Windows, Mac, or Linux as your Operating System?
If you are using a Chromebook &/or a ChromeOS computer, then I'm surprise your even playing Minecraft (here is why).
If you are using a computer with a Windows, Mac, or Linux operating system, then you can get the 64-bit of Google Chrome & Java 7 (unless you have a 32-bit computer).
Okay, I've got another thing I need help with. I've got a single CTM texture applied to the top and bottom faces of the gray stained glass block. It replaces the top and bottom faces of the gray stained glass block exactly the way I want it to, but it has also replaced the texture for the gray stained glass pane, even though its assigned only to the top and bottom faces and the glass pane doesn't have top and bottom faces (on account of being a pane). I don't want it on the gray stained glass pane at all, just the top and bottom faces of the gray stained glass block.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumMCPatcher doesn't have version-specific downloads. The latest release (on the first page of this topic) will work for for 1.7.2, or whatever version.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
I am running OSX 10.6.8 on my Desktop Mac.
I am running the latest Minecraft launcher.
I have tried researching this problem but all the posts that I find are irrelevant to my problem...!
I HAVE tried to select the location - as this error says - but it comes up with with same error again after I select the Minecraft folder.
Sorry to ask, but help is much appreciated - thanks.
Edit: I tried to use the latest version of MCpatcher, and also tried some older ones. (I tried mcpatcher-2.1.0_02.jar and a few others)
-

Tried this, does not work. No clue what to do, maybe I can't read or do things right...Maybe it would help if i put in the whole thing...
http://hypixel.net/threads/diax-resource-pack.199998/
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumHere is the .properties file that I am using to attempt to retexture armor-
I can provide more if more is needed to help. Thanks for reading,
-XLR
I saw a mistake I made with the code I gave you.
That should work.
(Sorry for telling you to put your question here. I told you so if I give the wrong answer, people can tell me wrong.)
But if you are trying to have the texture appear when you rename it in an Anvil, you don't need to have the Reset Formatting code (§r) in there. You then ONLY need this for the 'nbt.display.Name=' line.
If you are wanting the texture to show, only when you are using the Reset formatting code then you can have this:
If you want it to have the texture display when you have anything with the Reset formatting code and starts with Russian, then you need to do this:
By looking at your .properties file, I am thinking you are trying to do the 3rd option. Because right now, your .properties file is working just fine, BUT it will ONLY work if you have the armor named EXACTLY '§rRussian *'. Which I'm assuming is not what you want.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumI would like to have the '§rRussian *' as part of the armor. I've tried what you suggested and it still didn't seem to work. Could it possibly be the list of items I selected or a code error?
I don't understand what you mean by having '§rRussian *' as part of the armor name. Do mean have the texture ONLY appear when the armor is named '§rRussian *'? OR do you mean when it has the Reset code & Starts with Russian (ex.: '§rRussian Vest' or '§rRussian Armor')?
I also saw a problem that I missed when I first saw your .properties file.
You had this:
BUT it's suppose to be this:
The last lines MIGHT be the problem.
hehe, yeah, tried it, still don't work. They spawn everywhere! Like deserts, and swamps and that stuff! HELP MEH
http://hypixel.net/threads/diax-resource-pack.199998/
-
View User Profile
-
View Posts
-
Send Message
ModeratorIf you're using Optifine, you don't have biome control. You need MCPatcher for biome-specific stuff.
If you are using MCPatcher, I think there needs to be a space between the comma an the next word in the biomes list... and also the biome-specific ones should be in the 1 position and the generic in the last position. I think. Not pro at this, but that's what I recall from when I did my villagers.
Here's my properties file:
Also check me out on:
WordPress, Etsy, and Spore.
Yeah, I use MCPatcher, i'll see if the spaces work
EDIT: I TRIED SPACES I THINK THIS PROGRAM HATES ME
http://hypixel.net/threads/diax-resource-pack.199998/
-
View User Profile
-
View Posts
-
Send Message
ModeratorHere's a working file from my biome-dependant villager skins. Hopefully you can look it over and figure out what you're doing wrong.
@Alvoria & diam_0nd, According to the MCPatcher Wiki for Random Mobs, it says this:
But if Alvoria has it working for him, it's worth a shot for you diam_0nd.
@Alvoria, I think MCPatcher now recognizes the default skin as being number 1, but I don't know for sure.
Maybe have your .properties file point to just the Gray Stained Glass block & not the 'glass_gray' texture, OR you can keep your .properties file the same & just create another .properties file for the Gray Stained Glass Pane block.
I (think) MCPatcher is thinking your trying to replace the 'glass_gray' texture for your '1' texture. This MIGHT be a bug with MCPatcher.
-
View User Profile
-
View Posts
-
Send Message
ModeratorI'll have to try it out sometime. Depending on if there's a new Snapshot tomorrow I might do it then. I'll report back whether it does or doesn't.
I didn't say it didn't work. I have tried & used your pack (not recently though) & I know it works, I was just stating what the wiki said.
Ok, sadly I'm been so busy recently, that I barely have time to get the forums.
"Google Chrome user"? You mean you have a Chromebook and/or using a computer with ChromeOS, OR do you mean you have the Google Chrome browser in 32-bit, but your using Windows, Mac, or Linux as your Operating System?
If you are using a Chromebook &/or a ChromeOS computer, then I'm surprise your even playing Minecraft (here is why).
If you are using a computer with a Windows, Mac, or Linux operating system, then you can get the 64-bit of Google Chrome & Java 7 (unless you have a 32-bit computer).
That...should work. Is this in the snapshot? If so, it seems that matchTiles is not being applied properly, matching faces regardless of tiles.
Putting the CENDENT back in transcendent!