-water is now ok.
-underwater is now more or less ok. I always have some flickering/flashing of the default blue but I can live with that for now. I can also see, in deep waters, some kind of square patterns (big pixels), semi-transparent, in overprint in my vision... I don't really understand what is happening here.
-sky is now ok.
-lava drops are more or less ok.
-But I always don't know how to manage those inventory leaves. The fact is my spruce and birch are ok in the inventory (maybe because I have independent colormaps for them, but I doubt of this because I try to create independent colormaps for jungle/acacia/dark oak, and they're always displayed in default colors in the inventory... It's really annoying! Is it really impossible to fix that?
-and ok, for the lava overlay.
Thanks for your help kwerti!
The jungle, acacia, and dark oak leaves are colored using the vanilla foliage colormap, however, mcpatcher only takes oak leaf inventory color from this map (possibly a bug). You could try specifying color using the "color=" argument in the colormap properties file, but other than that I don't think there is a way.
Is Kahr on vacation? Just curious, he hasn't posted in over a month.
Maybe he is decoding all the secrets of the Minecraft Snapshots(a.k.a De-obfuscating Minecraft's source code without the help of MCP[Minecraft Coder Pack]). That's not an easy task to do. I honestly don't know how he does it so quick sometimes.
Is Kahr on vacation? Just curious, he hasn't posted in over a month.
I'm not too worried. He does this sort of thing from time to time where he doesn't post or even log in. Apparently he still reads the thread, though, which makes me wonder why he doesn't at least log in to reassure his loyal fans that he's alive and well.
And they say us artists are eccentric. Ah well. To each his own.
I have a question and i don't really know what mod i am looking for. it is about something like Random Mobs and CIT combined... err i am horrible at explaining things :(. but i just want to have a mob let's say a witherboss and if it has the name Blue Wither then it will end up with a different texture so using NBT Tags to determine the texture it uses. So what mod di i need to use and what is the method to do so.
i hope there is an answer or that someone could find it, or if it doesn't exist then i hope that more people will likemy idea and help put it in the mods.
This isn't possible just yet. It's a really commonly requested feature, though, so Kahr is most likely working on it for a future release. When it will be available, though, nobody can say.
A feature I would like to see in MCPatcher would be MCPatcher Capes. If you donate to MCPatcher, you get a special MCPatcher Cape. While this really serves no real benefit then users having a special cape. I would donate to MCPatcher for this. I use to always love the cape mods back then, but now I barely am interested in them, much less use them.
I don't know how other people think about this, but it's just a thought I had.
The Meaning of Life, the Universe, and Everything.
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thanks for the previous help, Markacashion. I got my cit, ctm & mob files working perfectly. I am still unable to get my custom skies working. I know where to put the folder, but it's not working. I am supposed to call my custom sky folder "sky", correct?
Edit: by the way, the cape for donation idea is really neat. I'd rock that.
"enchantmentIDs" works as an inclusive OR. This means that CIT is applied if any of the enchantments match. Using nbt-based rules may work, as all nbt-based properties have to match for CIT to apply
"enchantmentIDs" works as an inclusive OR. This means that CIT is applied if any of the enchantments match. Using nbt-based rules may work, as all nbt-based properties have to match for CIT to apply
Probably because it only reads the last line . Depending on what your enchantment textures are, you may be able to convert each into an enchantment overlay, but if you insist on using type=item, then there is no way to specify an overlay only when using multiple enchantments.
thanks for the previous help, Markacashion. I got my cit, ctm & mob files working perfectly. I am still unable to get my custom skies working. I know where to put the folder, but it's not working. I am supposed to call my custom sky folder "sky", correct?
Edit: by the way, the cape for donation idea is really neat. I'd rock that.
thanks for the previous help, Markacashion. I got my cit, ctm & mob files working perfectly. I am still unable to get my custom skies working. I know where to put the folder, but it's not working. I am supposed to call my custom sky folder "sky", correct?
Edit: by the way, the cape for donation idea is really neat. I'd rock that.
The skyboxes go in ~/sky/world0 for the overworld.
Probably because it only reads the last line . Depending on what your enchantment textures are, you may be able to convert each into an enchantment overlay, but if you insist on using type=item, then there is no way to specify an overlay only when using multiple enchantments.
so do the enchantment overlays work like the regular enchantment glint and move around like crazy? or are they still non-moving textures?
So you're trying to get it to only show that particular variant when it has all three of those enchantments? Am I understanding that correctly?
I don't really think it's possible. The reason is that CIT assumes that lists are always -or- operators. So what you have is saying "If the sword has fire aspect -or- sharpness -or- knockpack, then do this", which isn't what you want.
Likewise, the method that kewerti suggested won't work because CIT can presently only take one NBT-based rule at a time. I found this out the hard way when I was trying to make special enchanted books that do this very thing. In my case, I was trying to get it to recognize the idea of a book having multiple enchantments of any type at all.
Finally, if integer values accepted operators you could do some fancy stuff with that... but unfortunately the wiki says that they don't and enchantment IDs are (I'd assume) integers. So no luck there, unfortunately.
I'd sincerely like to be wrong about this since I have something similar I want to do, but I just don't think that CIT is quite powerful enough to handle this sort of thing yet. Hopefully Kahr will update it sometime in the future (please?), so we can get this sort of thing going.
So you're trying to get it to only show that particular variant when it has all three of those enchantments? Am I understanding that correctly?
I don't really think it's possible. The reason is that CIT assumes that lists are always -or- operators. So what you have is saying "If the sword has fire aspect -or- sharpness -or- knockpack, then do this", which isn't what you want.
Likewise, the method that kewerti suggested won't work because CIT can presently only take one NBT-based rule at a time. I found this out the hard way when I was trying to make special enchanted books that do this very thing. In my case, I was trying to get it to recognize the idea of a book having multiple enchantments of any type at all.
Finally, if integer values accepted operators you could do some fancy stuff with that... but unfortunately the wiki says that they don't and enchantment IDs are (I'd assume) integers. So no luck there, unfortunately.
I'd sincerely like to be wrong about this since I have something similar I want to do, but I just don't think that CIT is quite powerful enough to handle this sort of thing yet. Hopefully Kahr will update it sometime in the future (please?), so we can get this sort of thing going.
You are, sadly, right Alvoria. This is the probably the one time I wish you were wrong, but you're not wrong. There is no way to do what kewerti or diam_0nd is suggesting.
Likewise, the method that kewerti suggested won't work because CIT can presently only take one NBT-based rule at a time. I found this out the hard way when I was trying to make special enchanted books that do this very thing. In my case, I was trying to get it to recognize the idea of a book having multiple enchantments of any type at all.
I accept that it won't work, however, I was under the impression that CIT supported multiple nbt rules.
# (Optional) NBT-based rule. Use the replacement texture only when an NBT tag
# has a specific value. If multiple rules are provided, all of them must
# match. Use a utility like NBTExplorer to view the NBT tags for various
# items.
The properties file probably reads each "nbt.ench.*.id" as the same property, therefore only using the last one specified.
edit: Oh, and enchantment IDs are shorts, not integers (-32768 to 32767, or - XXXIIDCCLXVIII to XXXIIDCCLXVII)
The jungle, acacia, and dark oak leaves are colored using the vanilla foliage colormap, however, mcpatcher only takes oak leaf inventory color from this map (possibly a bug). You could try specifying color using the "color=" argument in the colormap properties file, but other than that I don't think there is a way.
Putting the CENDENT back in transcendent!
I sure hope it's a vacation.
Maybe he is decoding all the secrets of the Minecraft Snapshots(a.k.a De-obfuscating Minecraft's source code without the help of MCP[Minecraft Coder Pack]). That's not an easy task to do. I honestly don't know how he does it so quick sometimes.
And they say us artists are eccentric. Ah well. To each his own.
I don't know how other people think about this, but it's just a thought I had.
Edit: by the way, the cape for donation idea is really neat. I'd rock that.
type=item
texture=sharpness_fire_knockback_iron_sword.png
enchantmentIDs=16 19 20
items=minecraft:iron_sword
Plz help?
http://hypixel.net/threads/diax-resource-pack.199998/
"enchantmentIDs" works as an inclusive OR. This means that CIT is applied if any of the enchantments match. Using nbt-based rules may work, as all nbt-based properties have to match for CIT to apply
Putting the CENDENT back in transcendent!
So my new properties file will read:
?
EDIT: tried that, didn't work
http://hypixel.net/threads/diax-resource-pack.199998/
Probably because it only reads the last line . Depending on what your enchantment textures are, you may be able to convert each into an enchantment overlay, but if you insist on using type=item, then there is no way to specify an overlay only when using multiple enchantments.
Putting the CENDENT back in transcendent!
Yes you call it 'sky'. & I'm glad I can help.
The skyboxes go in ~/sky/world0 for the overworld.
Putting the CENDENT back in transcendent!
so do the enchantment overlays work like the regular enchantment glint and move around like crazy? or are they still non-moving textures?
http://hypixel.net/threads/diax-resource-pack.199998/
The info page nor the wiki specify how to do this...and this was my pathetic attempt at modification:
Didn't work...I have no clue...
http://hypixel.net/threads/diax-resource-pack.199998/
I don't really think it's possible. The reason is that CIT assumes that lists are always -or- operators. So what you have is saying "If the sword has fire aspect -or- sharpness -or- knockpack, then do this", which isn't what you want.
Likewise, the method that kewerti suggested won't work because CIT can presently only take one NBT-based rule at a time. I found this out the hard way when I was trying to make special enchanted books that do this very thing. In my case, I was trying to get it to recognize the idea of a book having multiple enchantments of any type at all.
Finally, if integer values accepted operators you could do some fancy stuff with that... but unfortunately the wiki says that they don't and enchantment IDs are (I'd assume) integers. So no luck there, unfortunately.
I'd sincerely like to be wrong about this since I have something similar I want to do, but I just don't think that CIT is quite powerful enough to handle this sort of thing yet. Hopefully Kahr will update it sometime in the future (please?), so we can get this sort of thing going.
You are, sadly, right Alvoria. This is the probably the one time I wish you were wrong, but you're not wrong. There is no way to do what kewerti or diam_0nd is suggesting.
BUT to specify how an enchantment overlay moves, you must specific these properties:
Everything about the Enchantment Overlay type of CIT(& everything about CIT), is explained here.
I accept that it won't work, however, I was under the impression that CIT supported multiple nbt rules.
The properties file probably reads each "nbt.ench.*.id" as the same property, therefore only using the last one specified.
edit: Oh, and enchantment IDs are shorts, not integers (-32768 to 32767, or -
XXXIIDCCLXVIII toXXXIIDCCLXVII)Putting the CENDENT back in transcendent!