To do what you want to do, just make the add-on pack's .properties file names exactly the same, and in the exact same folder. When stacked properly (with the addon on top) its .properties file file will be seen by Minecraft, so it won't try to look at the same file from the regular pack; and as such won't use it at all.
Alternately, you can give the addon pack's .properties file a name that will come first alphabetically (brick1.properties) over the regular pack's (brick2.properties) so that MCPatcher will give priority to the addon pack's version. This makes it a little more fool-proof as far as the stacking order goes.
Does that answer your question?
Perfectly! I will use the second method. It is guaranteed to be more maintainable into the future. Thank you mate.
Rollback Post to RevisionRollBack
(koo-star-neek) The real numbers are countable and I CAN prove it. Cantor was wrong!
Sorry for the lack of updates recently. I've been in the process of moving, and with all the work that entails, there wasn't much time or energy left for Minecraft modding.
Based on a brief look at the recent snapshots, Mojang is still playing with the model.json stuff, the most likely reason for MCPatcher incompatibilities past 14w11. And there's talk of extending the system to items, so any work I did updating to 14w21b probably would have ended up getting tossed anyway. (Frankly, Mojang's characteristic inability to realistically scope anything is exactly why they have yet to produce a proper API after four years. But I digress.)
Anyway the computer I use for development is in storage, so it will likely be a few weeks still before I can fully catch up. Luckily there should still be a couple months before 1.8 is officially released.
YAY KAHR ISN'T DEAD!!!
But on a serious note, it glad to hear from you again Kahr.
I think, for the sake of helping your MCPatcher work load out, that you drop support for weekly snapshots 14w17a-14w21b.
But I have a question for you. If they will add support for Custom Item Models, will be able to have a Custom Item Model for CIT. Basically the item's model changes to match the CIT texture, & we can change the CIT model.(I suck at explaining ideas) I call this feature "Custom Item Models"(or CIM for short). I mean I think it should be possible, if it's possible to have Custom Block Models that change to match CTM(like I asked you before & you said it could be possible & that you plan to have such a feature added to MCPatcher).
I think for the "Connect Block Model"(CBM, for short) mod feature that you plan to add to MCPatcher, you have a folder in the /assets/minecraft/mcpatcher folder called /models (So the file structure be /assets/minecraft/mcpatcher/models), & that /models folder matches the normal Minecraft /models folder structure. (Ex.: /assets/minecraft/mcpatcher/blocks & /assets/minecraft/mcpatcher/blocks/meshes)
So in the CTM .properties file, if we have a property that works like this:
#Custom Block Model - (Optional)
#You can specify CTM to use a custom block model that matches the
#texture of the CTM texture.
#The CBM file structure will match the same way that that Minecraft
#handles their block models. See CBM for more infomation
#(Insert CBM information page or sample_CBM.json file)
#If not a file is not listed then it will use Minecraft's Block Models
customBlockModel=<list the CBM file here>
Then the listed CBM file will be pointing to the .json file in the /assets/minecraft/mcpatcher/blocks folder. So for example, I could have this:
The individual block models for the CBM mod is listed here, & the models that are listed in this .json file correspond to the actual CBM model files(the actual .json files that describes the CBM models & those .json files are in the assets/minecraft/mcpatcher/blocks/meshes folder).
The actual same thing can apply to the CIM, but in a kinda different way. ASSUMING Mojang implemented the custom item models the like this (/assets/minecraft/models/items/<individual item models .json files>), then the CIM models can be implemented like this:
Have the CIM models in the folder /assets/minecraft/mcpatcher/models/items/<CIM model .json files> & in each CIT file we can have a property like this:
#Custom Item Model - (Optional)
#You can specify CIT to use a custom item model to use for this CIT
#texture.
#The CIT file structure will match the same way that Minecraft handles
#their item models. See CIM for more information.
#(Insert CIM information page or sample_CIM.json file)
#If not a file is not listed then it will use Minecraft's Item Models
customItemModel=<list the CIM file here>
But the difference between CIM & CBM is that CIM can only be applied to CIT that has the CIT type of either Item or enchantment. (While CBM can work for any type of CTM method).
But the CIM will follow the same way that Minecraft implements their item models.
CIM & CBM basically follow the same structure layout that Minecraft's models follow, but the CIM & CBM file are just in a different folder (somewhere in the /assets/minecraft/mcpatcher folder).
That's my thoughts on how I think CIM & CBM should be implemented.
Hey, Does any one have a working Flows Hd Resource pack?
If any one does can you please link me the file because I have mc patcher everything works, I have installed another Hd texture it worked but every Flows Hd I have tried installing does not work for some reason.
Hey Guys,
I still hate default, and I want a new skybox, but I have no idea how to make it or how to use the templates and stuff. I'm fine with the daytime skybox, I just wanna change my night-time skybox. Also, I saw a pack that added....shooting stars....and wondered how to do that
I am getting something very strange. I have a light map in assets/minecraft/mcpatcher/lightmap. It has worked perfectly well in the past. Now, I have a version of 1.7.9 patched with 4.3.2_02 (the latest) and the lighting is flashing. Have I done something wrong?
Rollback Post to RevisionRollBack
(koo-star-neek) The real numbers are countable and I CAN prove it. Cantor was wrong!
I am getting something very strange. I have a light map in assets/minecraft/mcpatcher/lightmap. It has worked perfectly well in the past. Now, I have a version of 1.7.9 patched with 4.3.2_02 (the latest) and the lighting is flashing. Have I done something wrong?
What part is flashing? Is it the Block light (light coming from blocks like Torches, Glowstone, etc.) or is it the Skylight(light coming from the day & night time)?
Hey, Does any one have a working Flows Hd Resource pack?
If any one does can you please link me the file because I have mc patcher everything works, I have installed another Hd texture it worked but every Flows Hd I have tried installing does not work for some reason.
Thanks
Flow HD is out of date. Fettgondel, creator of Flow HD, hasn't been on since September 14, 2013. BUT you can still update it, download the 1.2.5 version of the pack, put it in the /texturepacks folder, & then open up MCPatcher. Now look at the top middle of the MCPatcher window & you should see "Convert Texture Pack". Click on that then click on "Convert 1.4 to 1.5..." & then select the Flow HD pack. Once it is done downloading, click on "Convert Texture Pack" again & then select "Convert 1.5 to 1.6..." & select the converted Flow HD pack. Once it's done converting you will be able to use the double converted Flow HD pack. Just put it in the /resourcepacks folder if it isn't already in there.
What part is flashing? Is it the Block light (light coming from blocks like Torches, Glowstone, etc.) or is it the Skylight(light coming from the day & night time)?
The whole environment appears to be cycling through colours regardless of night/day. torches, natural light. Here is a link to the pack.
Rollback Post to RevisionRollBack
(koo-star-neek) The real numbers are countable and I CAN prove it. Cantor was wrong!
You were dead on the money. I must have accidentally changed it. It is perfect now. Thank you very much.
BTW: Excellent work on JSLegacy! and your version is even better. Thank you for the hard work.
JimStoneCraft, you know kyctarniq is right. You do a great job at JSLegacy. I really love it. I made some textures for JSLegacy I wanted to give to you to see if you would add it to the pack, but it was on my old hard drive & i have lost the memory on that hard drive (well i can still get it BUT the Hard drive disk is slightly cracked on the inside & they need to use a special machine to access the memory which cost about $250-$500 & I dont have that type of money yet, but that's beside the point). I made some StoneBrick CTM (Fixed CTM) which make bricks look like how they would in real life.
I just takes the stone brick texture & fixes it to something like this:
It makes it look how Stone Bricks would be stacked in real life.
I never submit it to you because I knew some people would like it, while others won't (& then when I decided to submit it to you, my hard drive broke).
Not sure if it's been stated but what happened to "BetterGrass"? Been out of the MC game awhile and just getting back into it. Noticed it's missing and I kind of miss it.
Not sure if it's been stated but what happened to "BetterGrass"? Been out of the MC game awhile and just getting back into it. Noticed it's missing and I kind of miss it.
It's now part of Connected Textures. When you go to patch, click on the "Options" tab and scroll down. The option is called "Grass block sides (Better grass)". Make sure it's checked, and patch as normal.
It's now part of Connected Textures. When you go to patch, click on the "Options" tab and scroll down. The option is called "Grass block sides (Better grass)". Make sure it's checked, and patch as normal.
Aw shoot. Guess it's good I don't use many mods. Thank you and sorry for the silly quesiton. I forget, do I have to re-do it all or can i just patch without starting over?
Aw shoot. Guess it's good I don't use many mods. Thank you and sorry for the silly quesiton. I forget, do I have to re-do it all or can i just patch without starting over?
It works best if you delete your MCPatcher profile, but if you're patching over Forge and/or Liteloader you can start from the step previous to MCPatcher.
And don't worry, it wasn't a stupid question. Not many people even acknowledge that MCPatcher has options since they're in the patcher rather than in-game.
Yo Alvoria, congrats on finishing Mint Flavor!
Just asking, I'm trying to make random grass tops for my grass, but won't work
I put in the method as random, and did everything, but won't work
Hello, I read that we could "Customize the appearance of named items" with the CIT (which is the equivalent of CTM for block).
Does that means, if you name an item "Cobalt", I can choose to set it a Cobalt custom texture ?
I didn't get it in the small tutorial on bitbucket, can someone explain me how can I do this in the cit.proprieties ?
I'll be very grateful !
Thank you in advance.
Yes you can have a named item (lets say an iron ingot for example) & named it "Cobalt Ingot" & have it so that you can get a Cobalt Ingot as the texture.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumPerfectly! I will use the second method. It is guaranteed to be more maintainable into the future. Thank you mate.
YAY KAHR ISN'T DEAD!!!
But on a serious note, it glad to hear from you again Kahr.
For some reason the better glass and every thing else will work but when I try to install flows hd it wont pop up?
Thanks
I don't think the Version of the Minecraft Launcher will affect MCPatcher's ability to patch the mods into Minecraft. But I don't know for sure.
I think, for the sake of helping your MCPatcher work load out, that you drop support for weekly snapshots 14w17a-14w21b.
But I have a question for you. If they will add support for Custom Item Models, will be able to have a Custom Item Model for CIT. Basically the item's model changes to match the CIT texture, & we can change the CIT model.(I suck at explaining ideas) I call this feature "Custom Item Models"(or CIM for short). I mean I think it should be possible, if it's possible to have Custom Block Models that change to match CTM(like I asked you before & you said it could be possible & that you plan to have such a feature added to MCPatcher).
I think for the "Connect Block Model"(CBM, for short) mod feature that you plan to add to MCPatcher, you have a folder in the /assets/minecraft/mcpatcher folder called /models (So the file structure be /assets/minecraft/mcpatcher/models), & that /models folder matches the normal Minecraft /models folder structure. (Ex.: /assets/minecraft/mcpatcher/blocks & /assets/minecraft/mcpatcher/blocks/meshes)
So in the CTM .properties file, if we have a property that works like this:
Then the listed CBM file will be pointing to the .json file in the /assets/minecraft/mcpatcher/blocks folder. So for example, I could have this:
This will point the file /assets/minecraft/mcpatcher/models/block/bookshelfCTM.json & inside that .json file it will have this in it:
#/block/bookshelfCTM.json { "variants": { "0": { "model": "bookshelfCTM0" }, "1": { "model": "bookshelfCTM1"}, "2": { "model": "bookshelfCTM2" }, "3": { "model": "bookshelfCTM3" } } }The individual block models for the CBM mod is listed here, & the models that are listed in this .json file correspond to the actual CBM model files(the actual .json files that describes the CBM models & those .json files are in the assets/minecraft/mcpatcher/blocks/meshes folder).
The actual same thing can apply to the CIM, but in a kinda different way. ASSUMING Mojang implemented the custom item models the like this (/assets/minecraft/models/items/<individual item models .json files>), then the CIM models can be implemented like this:
Have the CIM models in the folder /assets/minecraft/mcpatcher/models/items/<CIM model .json files> & in each CIT file we can have a property like this:
But the difference between CIM & CBM is that CIM can only be applied to CIT that has the CIT type of either Item or enchantment. (While CBM can work for any type of CTM method).
But the CIM will follow the same way that Minecraft implements their item models.
CIM & CBM basically follow the same structure layout that Minecraft's models follow, but the CIM & CBM file are just in a different folder (somewhere in the /assets/minecraft/mcpatcher folder).
That's my thoughts on how I think CIM & CBM should be implemented.
If any one does can you please link me the file because I have mc patcher everything works, I have installed another Hd texture it worked but every Flows Hd I have tried installing does not work for some reason.
Thanks
I still hate default, and I want a new skybox, but I have no idea how to make it or how to use the templates and stuff. I'm fine with the daytime skybox, I just wanna change my night-time skybox. Also, I saw a pack that added....shooting stars....and wondered how to do that
http://hypixel.net/threads/diax-resource-pack.199998/
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumI am getting something very strange. I have a light map in assets/minecraft/mcpatcher/lightmap. It has worked perfectly well in the past. Now, I have a version of 1.7.9 patched with 4.3.2_02 (the latest) and the lighting is flashing. Have I done something wrong?
What part is flashing? Is it the Block light (light coming from blocks like Torches, Glowstone, etc.) or is it the Skylight(light coming from the day & night time)?
Flow HD is out of date. Fettgondel, creator of Flow HD, hasn't been on since September 14, 2013. BUT you can still update it, download the 1.2.5 version of the pack, put it in the /texturepacks folder, & then open up MCPatcher. Now look at the top middle of the MCPatcher window & you should see "Convert Texture Pack". Click on that then click on "Convert 1.4 to 1.5..." & then select the Flow HD pack. Once it is done downloading, click on "Convert Texture Pack" again & then select "Convert 1.5 to 1.6..." & select the converted Flow HD pack. Once it's done converting you will be able to use the double converted Flow HD pack. Just put it in the /resourcepacks folder if it isn't already in there.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumThe whole environment appears to be cycling through colours regardless of night/day. torches, natural light. Here is a link to the pack.
Your lightmap world0.png file is twice the size it needs to be, the wiki has some great information on how to make the file.
https://bitbucket.or.../wiki/Lightmaps
If you pixel resize the file down by 50% then it works fine.
Here's the 64px tall version example I made and use in the John Smith Legacy pack.
And the older 32px tall version.
http://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Java Minecraft
http://hypixel.net/threads/diax-resource-pack.199998/
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumYou were dead on the money. I must have accidentally changed it. It is perfect now. Thank you very much.
BTW: Excellent work on JSLegacy! and your version is even better. Thank you for the hard work.
JimStoneCraft, you know kyctarniq is right. You do a great job at JSLegacy. I really love it. I made some textures for JSLegacy I wanted to give to you to see if you would add it to the pack, but it was on my old hard drive & i have lost the memory on that hard drive (well i can still get it BUT the Hard drive disk is slightly cracked on the inside & they need to use a special machine to access the memory which cost about $250-$500 & I dont have that type of money yet, but that's beside the point). I made some StoneBrick CTM (Fixed CTM) which make bricks look like how they would in real life.
I just takes the stone brick texture & fixes it to something like this:
I never submit it to you because I knew some people would like it, while others won't (& then when I decided to submit it to you, my hard drive broke).
-
View User Profile
-
View Posts
-
Send Message
Moderator-
View User Profile
-
View Posts
-
Send Message
ModeratorAnd don't worry, it wasn't a stupid question. Not many people even acknowledge that MCPatcher has options since they're in the patcher rather than in-game.
Just asking, I'm trying to make random grass tops for my grass, but won't work
I put in the method as random, and did everything, but won't work
http://hypixel.net/threads/diax-resource-pack.199998/
Yes you can have a named item (lets say an iron ingot for example) & named it "Cobalt Ingot" & have it so that you can get a Cobalt Ingot as the texture.