I hate downloading stuff that tries to get me to download a ton of unrelationed programs. I remember when this used to be easy.
It is still easy if you don't download the malware that the adf.ly link tries to trick you into downloading. Remember to NEVER click the "Download Now" button because that's a scam. Use the Yellow "Skip Ad" button instead. If you can't figure out how to download it safely through the adf.ly link, use the "Alternate Download" link instead, which should take you directly to the real MCPatcher download.
And this, again, is why I think adf.ly should be banned on the forums. People keep getting tricked my malicious advertisements.
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?
Note that the < and > do not show, and only one of the weapons (iron or wood) are in at the same time.
They didn't work. But you made that tiny line change, and, HUZZAH! It works. Weird
Note that the < and > do not show, and only one of the weapons (iron or wood) are in at the same time.
They didn't work. But you made that tiny line change, and, HUZZAH! It works. Weird
I see your problem. You should have:
items=minecraft:wooden_sword
for your wooden swords. Easy mistake to make.
For reference, a list of block and item names strait from the Dinnerbone's mouth can be found Here. It's not quite up to date, but all of them can also be found in-game either through looking at a block with the Debug Menu Information HUD active, or having the block in your inventory and viewing it's info by pressing F3+H before opening the menu.
(Facepalm) I'm saying that when I had those files exactly the same, (except with iron or wooden) they didn't work. When markcashion told me to put the texture=<whatevs> line after the type=item it worked, while when I just changed the names in the original file didn't. So the iron reads this:
Im interested in the mipmap feature. Ive experimented with a few different settings but Im still unsure about what is best. Optifine doesnt support mipmaps in 1.6.4 but it used to automatically smooth distant textures no matter what but it seems MCpatcher handles mipmaps differently, it only seems to affect things like chests.
Im interested in the mipmap feature. Ive experimented with a few different settings but Im still unsure about what is best. Optifine doesnt support mipmaps in 1.6.4 but it used to automatically smooth distant textures no matter what but it seems MCpatcher handles mipmaps differently, it only seems to affect things like chests.
How MCPatcher & Optifine affect stuff like CTM, mipmaps & other texturing stuff act differently(to some degree). MCPatcher might act one way, while Optifine acts in a different way.
How they act differently regarding mipmaps, I don't know for sure as I never used the mipmap features for either of them.
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hopefully this will be my last stupid question regarding better skies...
apologetically I ask, as even before typing I know how dumb this question is:
what path should i be putting down in the source line for my .properties files? It seems like i've tried everything and nothing i'm doing works. I would assume that if the root file is /assets/, i should have the following:
hopefully this will be my last stupid question regarding better skies...
apologetically I ask, as even before typing I know how dumb this question is:
what path should i be putting down in the source line for my .properties files? It seems like i've tried everything and nothing i'm doing works. I would assume that if the root file is /assets/, i should have the following:
but it's not working. none of my properties files are calling their respective images.
If the texture is in the same folder as the .properties file (and it usually is for most of MCPatcher's mods... not sure about Better Skies), then you can use "source=./sky_sunflare.png"
The "./" is MCPatcher shorthand for "the folder that this properties file is in". If you're working out of a subfolder, it'd be something like "source=./sunflare/sky_sunflare.png".
Chill out. Unless you've got a degree in computer animation or something similar, it's not something that you'd be expected to know. You're not dumb, you're average.
But to answer your question, a mipmap is a smaller version of a texture used at a greater distance. Ever heard someone complain that a texture loses it's detail at a distance? Well Mipmapping is the way to do this intentionally by creating smaller, more optimized, versions of an image to be used at distances where detail in the main texture wouldn't be visible anyway. This reduced graphics load (in a good system, not always in Minecraft) as the processor isn't trying to make sense of a very large image being seen in a very small way (ie great distance) and having to process those large graphics in every frame.
Chill out. Unless you've got a degree in computer animation or something similar, it's not something that you'd be expected to know. You're not dumb, you're average.
If the texture is in the same folder as the .properties file (and it usually is for most of MCPatcher's mods... not sure about Better Skies), then you can use "source=./sky_sunflare.png"
The "./" is MCPatcher shorthand for "the folder that this properties file is in". If you're working out of a subfolder, it'd be something like "source=./sunflare/sky_sunflare.png".
I hope that helped you.
you have no idea how useful that will be for me. as usual, very much oboliged to you and others on this thread that have provided so much help to us plodders through the features.
oh and since i somehow forgot to mention, yes. that worked
I'm having a problem with getting mcpatcher to overwrite the default colormap for acacia leaves by coding the properties file that is in the blocks folder of the colormap folder.
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ModeratorAnd this, again, is why I think adf.ly should be banned on the forums. People keep getting tricked my malicious advertisements.
Hhhmmm, now thinking about it, that could work, yes.
That should work for Wooden Swords with any level of Sharpness on it.
But the only change that was made was that you put the right after ...I put it at the end...so why didn't mine work and your's did?
http://hypixel.net/threads/diax-resource-pack.199998/
Maybe you have multiple .properties files that match the same item. Use the 'weight=<integer>' property.
https://bitbucket.org/prupe/mcpatcher/raw/master/doc/cit_single.properties
Note that the < and > do not show, and only one of the weapons (iron or wood) are in at the same time.
They didn't work. But you made that tiny line change, and, HUZZAH! It works. Weird
http://hypixel.net/threads/diax-resource-pack.199998/
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Moderatorfor your wooden swords. Easy mistake to make.
For reference, a list of block and item names strait from the Dinnerbone's mouth can be found Here. It's not quite up to date, but all of them can also be found in-game either through looking at a block with the
Debug MenuInformation HUD active, or having the block in your inventory and viewing it's info by pressing F3+H before opening the menu.I hope that helps you.
and when those 2 were different, it worked
http://hypixel.net/threads/diax-resource-pack.199998/
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Curse PremiumHow MCPatcher & Optifine affect stuff like CTM, mipmaps & other texturing stuff act differently(to some degree). MCPatcher might act one way, while Optifine acts in a different way.
How they act differently regarding mipmaps, I don't know for sure as I never used the mipmap features for either of them.
apologetically I ask, as even before typing I know how dumb this question is:
what path should i be putting down in the source line for my .properties files? It seems like i've tried everything and nothing i'm doing works. I would assume that if the root file is /assets/, i should have the following:
source=/minecraft/mcpatcher/sky/world0/sky_sunflare.png
but it's not working. none of my properties files are calling their respective images.
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ModeratorThe "./" is MCPatcher shorthand for "the folder that this properties file is in". If you're working out of a subfolder, it'd be something like "source=./sunflare/sky_sunflare.png".
I hope that helped you.
What is a mipmap? DON'T YELL AT ME!
http://hypixel.net/threads/diax-resource-pack.199998/
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ModeratorBut to answer your question, a mipmap is a smaller version of a texture used at a greater distance. Ever heard someone complain that a texture loses it's detail at a distance? Well Mipmapping is the way to do this intentionally by creating smaller, more optimized, versions of an image to be used at distances where detail in the main texture wouldn't be visible anyway. This reduced graphics load (in a good system, not always in Minecraft) as the processor isn't trying to make sense of a very large image being seen in a very small way (ie great distance) and having to process those large graphics in every frame.
If that doesn't explain it to you, Wikipedia is your friend.
Like Alvoria said, you're not dumb. Heck, after seeing your question, I went to go look up mipmaps so I could answer your question.
But I guess Alvoria answered it before me.
Edit: Also Alvoria is right, Wikipedia is your friend.
you have no idea how useful that will be for me. as usual, very much oboliged to you and others on this thread that have provided so much help to us plodders through the features.
oh and since i somehow forgot to mention, yes. that worked