Ah cheers. The new wiki confused me as it mentions "blocks=" and "textures=". I suspect it's not currently possible to have both hardened clay and stained clay connected and not with anything else as they have separate block IDs. I hit another problem which I suspect is me missing something obvious again. What is wrong with the following:
Thank you for the help so far kwerti. I have yet another problem.
I have two folders "bookshelf_connect" and "bookshelf_random". The first contains the files to make bookshelves connect horizontally and the second contains the files to make bookshelves have random textures. The idea is that anyone using my pack which likes one of these features, but not the other, can easily delete the folder they don't like. I can't get this working.
The current .properties files.
(There are also .properties files for the left, right, and middle sections)
The above works fine when both folders are included. If you delete the "bookshelf_connect" folder it obviously stops randomising as the second .properties file doesn't target the default texture (it targets "3.png" from "bookshelf_connect").
I tried adding the following that would run after all the others and randomise any remaining default bookshelf textures.
It randomises, but stops the textures from being connected. It's as if "matchTiles=bookshelf" is in fact matching the block if that texture was present originally even if previous rules have changed it. I don't understand why this is happening. I even tried having one .properties file that targets both "3.png" and the default bookshelf texture.
I hope I'm explaining myself well enough.
I believe that matchTiles will overwrite matchBlocks in a conflict. Try adding "weight=1" to the horizontal CTM. (The resolution order is weight -> matchTiles -> matchBlocks -> file name). Right now, two properties files are targeting the same textures, so matchTiles is winning.
I also personally like to use matchBlocks and weight whenever possible. I would use this for the random fallback:
He is working on the recent 1.8 snapshots, BUT he has been moving lately, so he has been busy. Everyone has a life, so you just have to wait, he will be done soon.
So, having thoroughly searched this site and googled everywhere I can think of and trying to read through some 400+ pages of information and code language I don't understand I just have a question:
Can I use mcpatcher to have the seamless glass I see in so many resource packs with the default 1.7.9 MC? Or do I have to download/make a custom pack just to get that? If so could someone point me to a good tutorial that's actually up to date? Also if this is in the wrong thread please let me know.
So, having thoroughly searched this site and googled everywhere I can think of and trying to read through some 400+ pages of information and code language I don't understand I just have a question:
Can I use mcpatcher to have the seamless glass I see in so many resource packs with the default 1.7.9 MC? Or do I have to download/make a custom pack just to get that? If so could someone point me to a good tutorial that's actually up to date? Also if this is in the wrong thread please let me know.
I just want my glass to blend together
MCPatcher isn't like Optifine. If you want to use CTM (or any of MCPatcher's features) you need to have a Resource Pack that has the CTM (or other MCPatcher features) in it. If you use MCPatcher, but you're not using a Resource Pack, then nothing will change for you.
Also MCPatcher isn't updated to 1.7.9, BUT Kahr is working on updating MCPatcher, he is just in the middle of moving & stuff like that.
Okay. Thank you, seriously. That's literally all I've been trying to find out. I hadn't even heard of optifine or "CTM" till I started researching how the glass thing was supposed to work and from what I can tell MCP is the way to go, if only for continued updating. As to the update, it should still work with 1.7.9 right? Or was that too big of an update content wise to hope for compatibility? Thus far I haven't seen any issues but like I said I'm running vanilla right now
Okay. Thank you, seriously. That's literally all I've been trying to find out. I hadn't even heard of optifine or "CTM" till I started researching how the glass thing was supposed to work and from what I can tell MCP is the way to go, if only for continued updating. As to the update, it should still work with 1.7.9 right? Or was that too big of an update content wise to hope for compatibility? Thus far I haven't seen any issues but like I said I'm running vanilla right now
I'm mostly moved in now and have my computer back together again. So here's a quick update to 4.3.2_03 for compatibility with 1.7.10. I haven't even looked at any of the recent snapshots yet, so don't expect it to work post-14w11b.
I've noticed that glass panes seem to be rendering incorrectly.
Notice how the "glass_pane_top.png" is only rendering on the top/bottom, but not the sides? That screenshot is from a patched v1.7.9 using the default textures (no .properties files). Is there anything I can do to fix this?
Nope, that's completely correct in 1.7. There is also no good way to change this as CTM only applies itself to the "pane" not the edges. 1.8 will change the mapping however to be more like it was in 1.6. (Speaking of 1.8, MC-50344 relates to issues with the texture mapping in question). There's really nothing to do but wait until 1.8.
I see the issues... because your planks are set up as 'matchTiles' (the default when you just use the filename) it results in overriding matchBlocks with the fence. In order for you to achieve this proper, you'll have to use matchBlocks=whatever number or string for oak blocks, and whatever correlating metadata for it also...
Hope that helps Vattic.
Unfortunately the only way to have the rewrite to fences is to have a separate folder for a matchBlocks override for each so your users can just copy and paste... it bites yes but I think that's about the only way you'd be able to achieve it proper.
Hey everyone, I come here to ask one question because I've been hooked on CIT's ability to replace textures depending on the item's name. Can the same maybe be done with blocks? It would be the best thing ever.
Blocks don't store their names once placed into the world, so this isn't possible unfortunately.
I apologise for double posting, but I have another issue. Can anyone guide me through animating a 2x2 repeat texture? I'm pretty sure I've done it right but I can't get it to work.
~Spoiler Snip~
If you want to animate a texture for a block &/or item, you can still use Minecraft's MCMETA animation method. So just animate the 4 textures, that are being used for your Repeat CTM, the same way you would animate a normal Vanilla block texture.
Yes, but how? Create the .MCMETA file in mcpatcher/anim, or mcpatcher/ctm?
In the ctm folder. Just as with any other vanilla animation, think of the animation as being no different than a single tile. The game makes no distinction between 0.png as a single tile, or 0.png as an animation... provided it has a proper 0.png.mcmeta file accompanying it of course.
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matchTiles is relative to /textures/blocks by default; you should not need to specify the full path. I have tested this code and it works:
Putting the CENDENT back in transcendent!
I believe that matchTiles will overwrite matchBlocks in a conflict. Try adding "weight=1" to the horizontal CTM. (The resolution order is weight -> matchTiles -> matchBlocks -> file name). Right now, two properties files are targeting the same textures, so matchTiles is winning.
I also personally like to use matchBlocks and weight whenever possible. I would use this for the random fallback:
Putting the CENDENT back in transcendent!
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Curse PremiumKahr's MCPatcher support is much quicker than anything else i'm aware of for MC.
He supports the snapshots except for the more recent few, i.e. up to 14w11b.
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Curse PremiumHe is working on the recent 1.8 snapshots, BUT he has been moving lately, so he has been busy. Everyone has a life, so you just have to wait, he will be done soon.
welp this is an inactive account generally rip
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Curse PremiumI made a tool that will repackage mcpatcher so it's easily loadable by forge, Liteloader, or as a library.
https://github.com/killjoy1221/MCPatcher-Repackager
Download's under releases.
Mods I work on and maintain:
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Can I use mcpatcher to have the seamless glass I see in so many resource packs with the default 1.7.9 MC? Or do I have to download/make a custom pack just to get that? If so could someone point me to a good tutorial that's actually up to date? Also if this is in the wrong thread please let me know.
I just want my glass to blend together
MCPatcher isn't like Optifine. If you want to use CTM (or any of MCPatcher's features) you need to have a Resource Pack that has the CTM (or other MCPatcher features) in it. If you use MCPatcher, but you're not using a Resource Pack, then nothing will change for you.
Also MCPatcher isn't updated to 1.7.9, BUT Kahr is working on updating MCPatcher, he is just in the middle of moving & stuff like that.
Okay. Thank you, seriously. That's literally all I've been trying to find out. I hadn't even heard of optifine or "CTM" till I started researching how the glass thing was supposed to work and from what I can tell MCP is the way to go, if only for continued updating. As to the update, it should still work with 1.7.9 right? Or was that too big of an update content wise to hope for compatibility? Thus far I haven't seen any issues but like I said I'm running vanilla right now
MCPatcher works perfectly with 1.7.9 and 14w11b.
Putting the CENDENT back in transcendent!
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ModeratorNope, that's completely correct in 1.7. There is also no good way to change this as CTM only applies itself to the "pane" not the edges. 1.8 will change the mapping however to be more like it was in 1.6. (Speaking of 1.8, MC-50344 relates to issues with the texture mapping in question). There's really nothing to do but wait until 1.8.
Putting the CENDENT back in transcendent!
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Curse PremiumHope that helps Vattic.
Unfortunately the only way to have the rewrite to fences is to have a separate folder for a matchBlocks override for each so your users can just copy and paste... it bites yes but I think that's about the only way you'd be able to achieve it proper.
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ModeratorSorry.
If you want to animate a texture for a block &/or item, you can still use Minecraft's MCMETA animation method. So just animate the 4 textures, that are being used for your Repeat CTM, the same way you would animate a normal Vanilla block texture.
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