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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)
So,
Now that it is confirmed that CIT cannot support multiple rules for NBT or Enchantments, do you think Kahr would implement this? Cause textures are textures, and unless I make a better one they don't get destroyed.
Ctm doesn't seem to work on liquids, except for on the bottom face of the block for some reason, indicating that McPatcher does to some extent support it for liquids, but it isn't working properly.
Is this due to a limitation of minecraft and a feature McPatcher will never have due to technical reasons, or just a feature that has been temporarially omitted? Or does it simply require certain new parameters in the .properties file to make it work properly?
I ask this, because i know for a fact that ctm used to be supported on liquids back in 1.5. In fact, i still have a working tester pack of it from back then.
Whelp, I am NOT making a billion files to pull off different combos for every weapon/tool. So I stuck to the basics, and began to make individual textures for my swords. Completed the wood ones, so I though, 'Now to implement them!' So i added the corresponding rules for my sharpness_sword.properties etc. etc. Entered the game. The wooden ones, (being first) didn't work, but my iron ones did. So, I separated the files and turned sharpness_sword.properties to sharpness_iron_sword.properties and sharpness_wood_sword.properties
Still didn't work. Is this intended or something?
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
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/
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Curse PremiumThe 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/
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ModeratorI 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!
Now that it is confirmed that CIT cannot support multiple rules for NBT or Enchantments, do you think Kahr would implement this? Cause textures are textures, and unless I make a better one they don't get destroyed.
http://hypixel.net/threads/diax-resource-pack.199998/
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ModeratorAh. Good to know. It doesn't really matter since shorts are also exact match only, unfortunately.
I hope so, but that's a question we'll have to ask him when and if he comes back to the forum. Hopefully that'll be soon.
It does support Multiple NBT Rules. It just may not support multiple versions of the same NBT rule.
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ModeratorFile 1:
File 2:
And so forth until all combinations have been accounted for.
And even then, this doesn't allow for additional enchantments to be added to the item unless they fall after the first three.
Not a good solution but it could work.
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Retired StaffIs this due to a limitation of minecraft and a feature McPatcher will never have due to technical reasons, or just a feature that has been temporarially omitted? Or does it simply require certain new parameters in the .properties file to make it work properly?
I ask this, because i know for a fact that ctm used to be supported on liquids back in 1.5. In fact, i still have a working tester pack of it from back then.
Still didn't work. Is this intended or something?
http://hypixel.net/threads/diax-resource-pack.199998/
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