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.
You don't do it in the cit.properties file. You create a separate .properties file within the /cit/ folder (or a sub-folder of your choice) and put the relevant attribute lines into that one. That's probably where you were going wrong, but if you have any more specific questions feel free to ask.
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
Can you post your .properties file so I can see what you've done? If possible a mini-pack containing only the relevant CTM so I can easily test it will help me out tremendously. It's hard to know what you did wrong if I can't see what you've done.
Hi Guys, I have another one of those questions that is not easy to answer.
I am texturing hardened clay to be a pipe. I am using CTM method to do this and it is working fine except for one small detail. The texture of block 0 is the end of the pipe. This is perfect and works for any configuration except the single block which is all pipe ends. Is there a way for the single block, and only a single block, to replace the sides with the pipe side texture? I know, I am dreaming right.
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k, folder is called grass and the file is grass.properties
method=random
tiles=0-5
I'm not an expert, but it seems that the file doesn't know what to address. Pretty sure the name alone doesn't automatically tell it to affect a certain block anymore.
Try adding "blocks=minecraft:grass" or "blocks=grass" to that config file. That should let it know what to apply the CTM too. You might also need to specify a particular face if you just want it to be the top grass, for example.
As I said, I'm not the best with CTM so I hope that helps you.
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Has anyone been able to get CTM to work with Forge mods? I'm still struggling to get it to work with any of my own mods, so if someone could post an example properties file for any Forge-mod blocks that would be helpful.
Has anyone been able to get CTM to work with Forge mods? I'm still struggling to get it to work with any of my own mods, so if someone could post an example properties file for any Forge-mod blocks that would be helpful.
No, it doesn't work. All of the Forge mods that have CTM do so through their own systems, not MCPatcher's. I'm hoping this will change in the future, but the people in charge of Forge don't care about resource packs so this is unlikely to change unless Kahr adds some code to 'hack' Forge into allowing it. Sufficed to say, not very probable.
I've just started updating my private resourcepack but I've noticed that some of the properties are applying to blocks they shouldn't. After looking into it a bit I found that when I use "matchTiles" the property doesn't follow the metadata rule. It just applies to all variants of that block.
Secondly I'd like to make a suggestion/request. Currently ctm changes the texture of the block but their breaking particles still use the original texture. Do you think you could change it so they use the ctm texture as well?
Edit:
In MCP it would just be a change in the EntityDiggingFX class.
k, folder is called grass and the file is grass.properties
method=random
tiles=0-5
I'm not an expert, but it seems that the file doesn't know what to address. Pretty sure the name alone doesn't automatically tell it to affect a certain block anymore.
Try adding "blocks=minecraft:grass" or "blocks=grass" to that config file. That should let it know what to apply the CTM too. You might also need to specify a particular face if you just want it to be the top grass, for example.
As I said, I'm not the best with CTM so I hope that helps you.
I think the property you're looking for is "matchBlocks=grass".
I think the property you're looking for is "matchBlocks=grass".
Actually, it isn't. That attribute is outdated in the current versions, and I don't even think it'll be used starting in 1.8. Best not to use it where possible.
Actually, it isn't. That attribute is outdated in the current versions, and I don't even think it'll be used starting in 1.8. Best not to use it where possible.
Oh, I haven't heard of this. The sample properties file and it still uses the old method and there's nothing in the op that says he added "blocks" as an option.
Oh, I haven't heard of this. The sample properties file and it still uses the old method and there's nothing in the op that says he added "blocks" as an option.
Check the "About .properties files" section on the wiki. It's been updated with the changes, even though the samples haven't been yet.
No, it doesn't work. All of the Forge mods that have CTM do so through their own systems, not MCPatcher's. I'm hoping this will change in the future, but the people in charge of Forge don't care about resource packs so this is unlikely to change unless Kahr adds some code to 'hack' Forge into allowing it. Sufficed to say, not very probable.
Aw, that's a real shame to hear, because prior to 1.7.2 it was possible to use CTM with forge blocks. It worked when blocks still had IDs, but I guess it won't under the new system...
Well thank you for saving me the hassle of continuing to try. I thought it would work since there is documentation for getting MCPatcher to work with Forge in the MCPatcher wiki, but if you think it doesn't work anymore I'll defer to your better judgement.
I'm trying to apply my new corse dirt texture to the previously unnamed non-grass-growing dirt in 1.7. This doesn't do anything. Am i making a stupid error or what's going on?
Aw, that's a real shame to hear, because prior to 1.7.2 it was possible to use CTM with forge blocks. It worked when blocks still had IDs, but I guess it won't under the new system...
Well thank you for saving me the hassle of continuing to try. I thought it would work since there is documentation for getting MCPatcher to work with Forge in the MCPatcher wiki, but if you think it doesn't work anymore I'll defer to your better judgement.
Interesting. I was under the impression that this was broken in 1.6.x and hadn't worked since.
Don't give up hope yet! There's a possibility I'm wrong about this. Believe me, I'd love to be since I suddenly have a few really good ideas for CTM-ing mod blocks. I'll have to give it a try at some point and see what I find out. Won't be today, though.
Interesting. I was under the impression that this was broken in 1.6.x and hadn't worked since.
Don't give up hope yet! There's a possibility I'm wrong about this. Believe me, I'd love to be since I suddenly have a few really good ideas for CTM-ing mod blocks. I'll have to give it a try at some point and see what I find out. Won't be today, though.
That would be awesome. I'll work with you any way I can to see if we can't figure something out!
how do i convert a 1.7 resource pack to a 1.6 texture pack?
By doing absolutely nothing.
Any pack that works for 1.7 should also work for 1.6 just fine. Maybe one or two things that might need to be tweaked, but it'll function just fine in every technical respect.
I've made a set of full CTM for hardened and stained hardened clay. It makes them look drier towards the edges. I want all types of hardened clay to connect, which I can achieve using connect=material, but this makes it also connect with other types of stone. I tried the following without luck:
Is there a way to get all the hardened clay types (stained and not) to connect, but not with anything else?
I'm also struggling to get the new block name instead of ID changes working how I want. For example if I try and apply CTM rules to hardened clay I should be able to have a file called anything with the following inside:
Yet it still didn't work. So I've ended up naming the file hardened_clay.properties which then works, but I was under the impression you didn't have to name the block in the .properties file name. Am I doing something wrong?
You still need to use "matchBlocks" I believe. "blocks" is only for biome color maps.
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ModeratorThanks!
Can you post your .properties file so I can see what you've done? If possible a mini-pack containing only the relevant CTM so I can easily test it will help me out tremendously. It's hard to know what you did wrong if I can't see what you've done.
http://hypixel.net/threads/diax-resource-pack.199998/
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Curse PremiumI am texturing hardened clay to be a pipe. I am using CTM method to do this and it is working fine except for one small detail. The texture of block 0 is the end of the pipe. This is perfect and works for any configuration except the single block which is all pipe ends. Is there a way for the single block, and only a single block, to replace the sides with the pipe side texture? I know, I am dreaming right.
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ModeratorTry adding "blocks=minecraft:grass" or "blocks=grass" to that config file. That should let it know what to apply the CTM too. You might also need to specify a particular face if you just want it to be the top grass, for example.
As I said, I'm not the best with CTM so I hope that helps you.
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ModeratorSecondly I'd like to make a suggestion/request. Currently ctm changes the texture of the block but their breaking particles still use the original texture. Do you think you could change it so they use the ctm texture as well?
Edit:
In MCP it would just be a change in the EntityDiggingFX class.
In the contructor this:
Would become this:
CTMUtils.start(); this.setParticleIcon(CTMUtils.getTile(new RenderBlocks(), par14Block, 0, par15, Tessellator.instance)); CTMUtils.finish();But that's based on what I had in 1.6. I don't know if MCPatcher has changed since then.
:End Edit
I think the property you're looking for is "matchBlocks=grass".
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ModeratorOh, I haven't heard of this. The sample properties file and it still uses the old method and there's nothing in the op that says he added "blocks" as an option.
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ModeratorI see. Thank you. The metadata property seems to be outdated as well.
Aw, that's a real shame to hear, because prior to 1.7.2 it was possible to use CTM with forge blocks. It worked when blocks still had IDs, but I guess it won't under the new system...
Well thank you for saving me the hassle of continuing to try. I thought it would work since there is documentation for getting MCPatcher to work with Forge in the MCPatcher wiki, but if you think it doesn't work anymore I'll defer to your better judgement.
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Curse PremiumEDIT: I guess my regular dirt properties file was overriding it. Made that one more specific, and it works.
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ModeratorDon't give up hope yet! There's a possibility I'm wrong about this. Believe me, I'd love to be since I suddenly have a few really good ideas for CTM-ing mod blocks.
That would be awesome. I'll work with you any way I can to see if we can't figure something out!
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ModeratorAny pack that works for 1.7 should also work for 1.6 just fine. Maybe one or two things that might need to be tweaked, but it'll function just fine in every technical respect.
Is the name of any texture file different from 1.6 to 1.7.9? For example, "redstone_block" to "block_redstone".
You still need to use "matchBlocks" I believe. "blocks" is only for biome color maps.
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