Is there any method by which to change the foliage color and sky color of a modded dimension? I have been working on fixing up a Sky dimension for a modpack I'm building, and am quite displeased with the plains-like foliage and sky colors it uses, so I've been attempting to work out how to add a purple-blue sky and golden foliage to it. Unfortunately, there's no straightforward way to do this that I've found. Can anyone sort this out, if it is even possible?
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How exactly did minecraft distinguish between leaves of different types at fast and fancy graphics back in the 1.5 days?
I did a repeat texture for all of my tree types that worked, as designed, only with fancy graphics. I recently added an overlay for snowy biomes that gives the effect of snow over the trees. The weird thing that I can't figure out is that now they only work for fast graphics and when I flip it over to fancy, I lose all functionality of my repeat leaves.
I'm assuming it's because fancy uses some sort of overlay to get the transparent leaves to work and that's breaking my function, but I'm not sure.
I have already tried having separate and identical files for leaves and leaves_opaque and that didn't help either.
There is indeed a way to turn off MCPatcher's handling of swamp grass and foliage, it's under MCPatcher's Options tab in the Custom Colors section. All you need to do is untick "swamp grass and foliage" in that section.
Is it possible to make a custom sky visible when using short view distance?
By using MCPatcher? No, there isn't a way to have the sky (or a Better Skies sky) visible using Short or Tiny Render Distance (or a Render Distance of 2-3 chunks)
By using MCPatcher? No, there isn't a way to have the sky (or a Better Skies sky) visible using Short or Tiny Render Distance (or a Render Distance of 2-3 chunks)
Thanks for replying is there any other way then? i've been searching for a while now and i didn't find anything.
fellow veteran texture pack makers. i have a issue does anyone know how to make the spider and spider eyes layers match with random mobs. The textures used to be synced up but after one of the major refracturing's the spider and spider eyes are in different folders.
i use biome specific spider skins and the base texture works but the eye texture is out of sync. this is my spider.properties
Hey, I've got a question. You know how CIT can add custom item textures based on the amount of damage or enchantment? Can I also apply custom textures to items that have the "TMI Unlimited" property that's you can get with TooManyItems?
Hey, I've got a question. You know how CIT can add custom item textures based on the amount of damage or enchantment? Can I also apply custom textures to items that have the "TMI Unlimited" property that's you can get with TooManyItems?
I'm not sure. That would depend on how it's actually stored in the data. I know that it used to be stored as a quantity or damage of -1, but if memory serves that got patched out ages ago. You'll have to use something like In-Game NBT Edit to figure it out.
Yes. Weight is definitely available. I make extensive use of it in my own pack. I'm not sure if any other MCPatcher mod uses NBT rules, to be honest, but I'm certain it's in CIT.
]Yes. Weight is definitely available. I make extensive use of it in my own pack. I'm not sure if any other MCPatcher mod uses NBT rules, to be honest, but I'm certain it's in CIT.
Er... no, I mean what are "weight" and "nbt."? As in, what do those tags actually mean? I've never heard of any Minecraft items having "weight".
Er... no, I mean what are "weight" and "nbt."? As in, what do those tags actually mean? I've never heard of any Minecraft items having "weight".
Oh derp. Sorry. This new forum background is so darn bright it's causing eye strain and making it difficult to read. I'm going to have to edit the CSS client-side just so that I can still come here.
But to answer your questions, weight is basically a way of answering the question "if both of these files could be used, which one do you want?" An example of this is if you have one file based on the enchantment, and another based on the items' name. If an item has both that particular name, and that particular enchantment, weight can determine which one is used. Otherwise, it would be alphabetically by file name... which is a bother. It's not 'weight' in terms of how heavy something is, but instead on how important something is. Different meaning of the same word.
NBT is the data stored in an item that determines some of its qualities like the enchantments it carries, what it's custom name is, etc. By using an NBT matching rule, you can have it so that items change their form based on those qualities. A common example is having it so that when you give a certain item a specific name, it changes its sprite accordingly. Virtually any quality that an item can have that can be modified can be used as a condition to change the item's sprite.
Oh derp. Sorry. This new forum background is so darn bright it's causing eye strain and making it difficult to read. I'm going to have to edit the CSS client-side just so that I can still come here.
But to answer your questions, weight is basically a way of answering the question "if both of these files could be used, which one do you want?" An example of this is if you have one file based on the enchantment, and another based on the items' name. If an item has both that particular name, and that particular enchantment, weight can determine which one is used. Otherwise, it would be alphabetically by file name... which is a bother. It's not 'weight' in terms of how heavy something is, but instead on how important something is. Different meaning of the same word.
Ah, gotcha. So not weight as in heaviness, but weight as in importance (and of the texture, not the item). I think I remember that property from... uh... one of the other things. CTM, maybe?
NBT is the data stored in an item that determines some of its qualities like the enchantments it carries, what it's custom name is, etc. By using an NBT matching rule, you can have it so that items change their form based on those qualities. A common example is having it so that when you give a certain item a specific name, it changes its sprite accordingly. Virtually any quality that an item can have that can be modified can be used as a condition to change the item's sprite.
Ah, gotcha. So not weight as in heaviness, but weight as in importance (and of the texture, not the item). I think I remember that property from... uh... one of the other things. CTM, maybe?
NBT is the game's way of tracking things. MCPatcher has shortcuts for some things, like the Enchantments attribute. So you can either use the Enchantments attribute, or use an NBT matching rule. Sometimes one is superior to the other, depending on what you're doing, which is why both are available.
On the other hand, this is not true for everything. For example MCPatcher has no unique attribute that I'm aware of for matching against a custom name given to an item on an anvil; or for an item that can deal different-than-normal amount of damage because a map maker created a custom sword using MCEdit. For those things, you need to use an NBT matching rule.
fellow veteran texture pack makers. i have a issue does anyone know how to make the spider and spider eyes layers match with random mobs. The textures used to be synced up but after one of the major refracturing's the spider and spider eyes are in different folders.
i use biome specific spider skins and the base texture works but the eye texture is out of sync. this is my spider.properties
so if anyone can tell me how to make the eyes and base texture go back in sync i would be most appreciative.
You may have an uneven amount of spider & spider eye textures. If you want the eye textures to match the same number skin, then you must have the same number of textures for both spider & spider eye textures.
Hey, I've got a question. You know how CIT can add custom item textures based on the amount of damage or enchantment? Can I also apply custom textures to items that have the "TMI Unlimited" property that's you can get with TooManyItems?
Also: What are "weight" and "nbt." in CIT?
When an item has the "TMI Unlimited"property in TMI, it does 2 things: 1) it gives the item a line of Lore that says "TMI Unlimited" & it gives a the item a Compound tag called "TooManyItems" & in that Compound tag there is a Byte tag called "Unlimited". When those 2 things are done, TMI treats the item as an Unlimited item.
So your .properties file for this to work will look something like this:
When an item has the "TMI Unlimited"property in TMI, it does 2 things: 1) it gives the item a line of Lore that says "TMI Unlimited" & it gives a the item a Compound tag called "TooManyItems" & in that Compound tag there is a Byte tag called "Unlimited". When those 2 things are done, TMI treats the item as an Unlimited item.
So your .properties file for this to work will look something like this:
figured out a need a separate config file for spider.properties spider_eyes.properties and cave_spider.properties. literally months of frustration and finally figured out the simplest thing. thank you for the suggestion anyways.
I'm unsure if I'm doing something wrong, or is MCPatcher is broken when it comes to certain aspects. In this particular case, there are two problems I'm having. Firstly, is the Grass Side Overlay, which displays as a missing texture (vanilla pink/black square) when attempting to use random CTM on it. The same thing happens when attempting to apply cit to paper, but only for the cit variants. Any help?
I've double-checked that the correct amount of tiles are present and all that, and even have several other CTMs functioning properly. Same with CIT, I've got plenty of them working properly, but a problem arises with paper. See below for my properties files:
CTM:
Grass Side Overlay.properties matchBlocks=2 method=random tiles=0-15
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Having issues with repeat method for mc 1.5.2...
I'm heavily using the repeat method all over the place and had a repeat pattern for all of my leaves. I recently decided to try to add a biome specific repeat pattern exclusive to all snowy biomes that made it appear that snow had piled up and was clinging to the leaves of all tree types. I'm boggling over the effects i'm getting and can't figure out why it's not happening correctly.
the repeats are working on all leaf types ONLY on fast graphics, and while fast is enabled, the non snowy, "regular" repeat textures are not working on any leaves except birch.
When fast graphics are enabled, the snowy biome specific repeats do not show up at all. I felt it was simply because I didn't have folders for the opaque versions of the leaves and added identical files appropriately, but it isn't fixing the problem..
this is what i've got in game:
FAST graphics ( alternate biome specific repeats visible in biome, outside biome, no leaf repeats working at all )
FANCY enabled ( repeat leaves working, but not biome specific )
here are two of the properties files i'm using: all of my files are just like this, except with relevant metadata and leaf types.
i have seperate files for all the opaque leaf types. that should cover the fast graphics, right? I have double checked the tile numbers and can't see anything i'm doing wrong. Please help.
I did a repeat texture for all of my tree types that worked, as designed, only with fancy graphics. I recently added an overlay for snowy biomes that gives the effect of snow over the trees. The weird thing that I can't figure out is that now they only work for fast graphics and when I flip it over to fancy, I lose all functionality of my repeat leaves.
I'm assuming it's because fancy uses some sort of overlay to get the transparent leaves to work and that's breaking my function, but I'm not sure.
I have already tried having separate and identical files for leaves and leaves_opaque and that didn't help either.
By using MCPatcher? No, there isn't a way to have the sky (or a Better Skies sky) visible using Short or Tiny Render Distance (or a Render Distance of 2-3 chunks)
Thanks for replying
i use biome specific spider skins and the base texture works but the eye texture is out of sync. this is my spider.properties
spider.properties
so if anyone can tell me how to make the eyes and base texture go back in sync i would be most appreciative.
Also: What are "weight" and "nbt." in CIT?
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ModeratorI'm not sure. That would depend on how it's actually stored in the data. I know that it used to be stored as a quantity or damage of -1, but if memory serves that got patched out ages ago. You'll have to use something like In-Game NBT Edit to figure it out.
Yes. Weight is definitely available. I make extensive use of it in my own pack.
Er... no, I mean what are "weight" and "nbt."? As in, what do those tags actually mean? I've never heard of any Minecraft items having "weight".
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ModeratorOh derp. Sorry. This new forum background is so darn bright it's causing eye strain and making it difficult to read.
But to answer your questions, weight is basically a way of answering the question "if both of these files could be used, which one do you want?" An example of this is if you have one file based on the enchantment, and another based on the items' name. If an item has both that particular name, and that particular enchantment, weight can determine which one is used. Otherwise, it would be alphabetically by file name... which is a bother. It's not 'weight' in terms of how heavy something is, but instead on how important something is. Different meaning of the same word.
NBT is the data stored in an item that determines some of its qualities like the enchantments it carries, what it's custom name is, etc. By using an NBT matching rule, you can have it so that items change their form based on those qualities. A common example is having it so that when you give a certain item a specific name, it changes its sprite accordingly. Virtually any quality that an item can have that can be modified can be used as a condition to change the item's sprite.
Does that explain things a little better?
Ah, gotcha. So not weight as in heaviness, but weight as in importance (and of the texture, not the item). I think I remember that property from... uh... one of the other things. CTM, maybe?
So NBT is.... redundant?
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ModeratorYes, CTM also uses the Weight attribute.
Yes and no. It depends on what you're doing.
NBT is the game's way of tracking things. MCPatcher has shortcuts for some things, like the Enchantments attribute. So you can either use the Enchantments attribute, or use an NBT matching rule. Sometimes one is superior to the other, depending on what you're doing, which is why both are available.
On the other hand, this is not true for everything. For example MCPatcher has no unique attribute that I'm aware of for matching against a custom name given to an item on an anvil; or for an item that can deal different-than-normal amount of damage because a map maker created a custom sword using MCEdit. For those things, you need to use an NBT matching rule.
You may have an uneven amount of spider & spider eye textures. If you want the eye textures to match the same number skin, then you must have the same number of textures for both spider & spider eye textures.
When an item has the "TMI Unlimited"property in TMI, it does 2 things: 1) it gives the item a line of Lore that says "TMI Unlimited" & it gives a the item a Compound tag called "TooManyItems" & in that Compound tag there is a Byte tag called "Unlimited". When those 2 things are done, TMI treats the item as an Unlimited item.
So your .properties file for this to work will look something like this:
Just the last 2 lines are what you need to have the item's CIT .properties file to determine if the Item is an TMI Unlimited item.
Awesome. Thanks.
You know, one of these days I have to actually use all these tricks I've been asking about
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Retired StaffI've double-checked that the correct amount of tiles are present and all that, and even have several other CTMs functioning properly. Same with CIT, I've got plenty of them working properly, but a problem arises with paper. See below for my properties files:
CTM:
matchBlocks=2
method=random
tiles=0-15
CIT:
matchItems=339                                matchItems=339
stackSize=2                                        stackSize=3-64
tile=0                                                     tile=1
I'm heavily using the repeat method all over the place and had a repeat pattern for all of my leaves. I recently decided to try to add a biome specific repeat pattern exclusive to all snowy biomes that made it appear that snow had piled up and was clinging to the leaves of all tree types. I'm boggling over the effects i'm getting and can't figure out why it's not happening correctly.
the repeats are working on all leaf types ONLY on fast graphics, and while fast is enabled, the non snowy, "regular" repeat textures are not working on any leaves except birch.
When fast graphics are enabled, the snowy biome specific repeats do not show up at all. I felt it was simply because I didn't have folders for the opaque versions of the leaves and added identical files appropriately, but it isn't fixing the problem..
this is what i've got in game:
FAST graphics ( alternate biome specific repeats visible in biome, outside biome, no leaf repeats working at all )
FANCY enabled ( repeat leaves working, but not biome specific )
here are two of the properties files i'm using: all of my files are just like this, except with relevant metadata and leaf types.
file: leaves_spruce.properties
block18a.properties
i have seperate files for all the opaque leaf types. that should cover the fast graphics, right? I have double checked the tile numbers and can't see anything i'm doing wrong. Please help.