I've been thinking about the proposed custom block models feature and it seems that it would be really REALLY unwieldy.
In standard CTM, there are four primary directions (n,s,e,w) and four secondary directions (1,2,3,4). In three dimensions, this would turn into six primary (n,s,e,w,y,d), twelve secondary (Ne,Nw,Ny,Nd,Se,Sw,Sy,Sd,Ey,Ed,Wy,Wd), and eight tertiary (1,2,3,4,5,6,7,8). So instead of 47 tiles, there would be over 2000! The listed ones aren't even all of them!
You may need to edit the textures manually, and check if they are correct. If not, you can fix them yourself if you know how, but if you can't, sorry man. Unless the makers of Sphax update it, no fix
I've been thinking about the proposed custom block models feature and it seems that it would be really REALLY unwieldy.
In standard CTM, there are four primary directions (n,s,e,w) and four secondary directions (1,2,3,4). In three dimensions, this would turn into six primary (n,s,e,w,y,d), twelve secondary (Ne,Nw,Ny,Nd,Se,Sw,Sy,Sd,Ey,Ed,Wy,Wd), and eight tertiary (1,2,3,4,5,6,7,8). So instead of 47 tiles, there would be over 2000! The listed ones aren't even all of them!
And now you realize why Minecraft is made of just blocks This kind of thing needs to be done procedurally, and differently for every type of tile.
You may need to edit the textures manually, and check if they are correct. If not, you can fix them yourself if you know how, but if you can't, sorry man. Unless the makers of Sphax update it, no fix
I could certainly edit the textures myself, but I'm sure they are not the problem. Sphax's textures are correct. Investigating further it seems that something goes wrong when I have both Forge and MCpatcher installed at the same time.
And now you realize why Minecraft is made of just blocks This kind of thing needs to be done procedurally, and differently for every type of tile.
I could certainly edit the textures myself, but I'm sure they are not the problem. Sphax's textures are correct. Investigating further it seems that something goes wrong when I have both Forge and MCpatcher installed at the same time.
Although taking out redundant models (rotations) brings the count down to 154, if my math is correct.
I could certainly edit the textures myself, but I'm sure they are not the problem. Sphax's textures are correct. Investigating further it seems that something goes wrong when I have both Forge and MCpatcher installed at the same time.
Re-installed Minecraft completely and applied MCpatcher and nothing else. With the vanilla textures everything looks fine, but Sphax's textures immediately get the static side grass color problem. So I added DokuCraft x64 just to try it and it's working fine!
I've looked through the textures in both packs and they are done in exactly the same way, with 'grass_side.png' containing the full side texture with dirt and the basic green grass, 'grass_side_overlay.png' only has the grassy part in grey and the dirt part transparent, and 'grass_top.png' is the grass top in grey.
I don't understand what could be causing Sphax's grass to misbehave like this. Are there any other files in there somewhere that might affect grass coloring with MCpatcher? Remember, Sphax works perfectly without MCpatcher...
Since installing MCPatcher I'm getting an issue where the side textures of grass blocks don't change color with biomes, and so do not match the top, which looks terrible. Googling only comes up with several years old discussions, suggesting one should disable Connected Textures if it's bothersome.
Surely there's been some fix for this by now?
It turns out there was an error in the texture pack I was using. Sphax PureBDCraft. It contains CTM textures for the sides of grass blocks which don't really work because MCPatcher will not render the grass side overlay on top of them, and so they will not get the biome coloring.
The simplest fix is to just disable Connected Textures in MCPatcher, but that's boring. The better way is to delete the file "assets\minecraft\mcpatcher\ctm\misc\grass_side.properties" inside the PureBDCraft resource pack. This will disable CTM for the grass sides but keep it enabled for everything else.
So you're saying that the Sphax has the texture for the BLOCK not the OVERLAY. If you can delete the dirt in the grass side block texture and rename the files etc. it could work. But if they don't render correctly nothing I can help with.
No, no, Sphax has the normal 'grass_side.png' and 'grass_side_overlay.png' so it works without any issues as long as you don't use the "Connected Textures" option in MCPatcher. What is causing the problem I described is that Sphax ALSO has several variations of 'grass_side.png' that are used with CTM, but MCPatcher will not render 'grass_side_overlay.png' on the grass block sides if there are CTM textures for it. It will only draw the base texture.
I don't know if this is a bug in MCPatcher or it there's a particular reason for not drawing the overlay.
For some reason MCpatcher doesnt recognize the latest version of liteloader, so profiles cant be made that include it. I dont know if its an MCpatcher thing or a liteloader thing, but I thought I should mention it.
can somebody tell me how i can fix the texture pack crash that would really be helpful
when ever i try to go to a texture pack minecraft just crashes can anybody help plz
Sounds like you are having memory issues. Have you set your java memory above the defaults? You pretty much have to in order to allow for the higher res textures.
Do we really still need the patcher after 1.5 added HD texture support?
Depends on which pack you're using. Many packs are created specifically with MCPatcher's mods in mind, and will look horrible without it. Some won't use MCPatcher at all, and some treat it as a "nice but not necessary" sort of thing.
My recommendation: If you want the most out of your resource pack use MCPatcher.
Khar actually hasn't been seen since July Bastikeks so for the moment I think it would be wise to stop making connected textures and just do random, unfortunately.
He moved in June so he may have had complications that are preventing him from getting on.
When he does return however I expect that the change to block states changeable models and minecraft supporting random textures may cause a longer than normal delay in an update. Connected textures might not even be possible anymore we will have to wait and see.
Connected textures might not even be possible anymore we will have to wait and see.
They should still be possible. I don't see how it could mess up CTM. The only thing that we (resource pack artist) would have to do is probably just redo the .properties files a little bit.
In fact, CTM could probably piggyback off of the vanilla code even more now. I can see metadata being replaced with "variant=" and faces referencing the element faces, but MC already has a nice model in place for CTM (think random models, fences, glass panes, etc).
In fact, CTM could probably piggyback off of the vanilla code even more now. I can see metadata being replaced with "variant=" and faces referencing the element faces, but MC already has a nice model in place for CTM (think random models, fences, glass panes, etc).
True it could piggyback off the vanilla code. But what I meant by changing the .properties files are just changing the "metadata=" with ""variant=".
In standard CTM, there are four primary directions (n,s,e,w) and four secondary directions (1,2,3,4). In three dimensions, this would turn into six primary (n,s,e,w,y,d), twelve secondary (Ne,Nw,Ny,Nd,Se,Sw,Sy,Sd,Ey,Ed,Wy,Wd), and eight tertiary (1,2,3,4,5,6,7,8). So instead of 47 tiles, there would be over 2000! The listed ones aren't even all of them!
Putting the CENDENT back in transcendent!
http://hypixel.net/threads/diax-resource-pack.199998/
And now you realize why Minecraft is made of just blocks
I could certainly edit the textures myself, but I'm sure they are not the problem. Sphax's textures are correct. Investigating further it seems that something goes wrong when I have both Forge and MCpatcher installed at the same time.
Although taking out redundant models (rotations) brings the count down to 154, if my math is correct.
Putting the CENDENT back in transcendent!
Re-installed Minecraft completely and applied MCpatcher and nothing else. With the vanilla textures everything looks fine, but Sphax's textures immediately get the static side grass color problem. So I added DokuCraft x64 just to try it and it's working fine!
I've looked through the textures in both packs and they are done in exactly the same way, with 'grass_side.png' containing the full side texture with dirt and the basic green grass, 'grass_side_overlay.png' only has the grassy part in grey and the dirt part transparent, and 'grass_top.png' is the grass top in grey.
I don't understand what could be causing Sphax's grass to misbehave like this. Are there any other files in there somewhere that might affect grass coloring with MCpatcher? Remember, Sphax works perfectly without MCpatcher...
http://hypixel.net/threads/diax-resource-pack.199998/
when ever i try to go to a texture pack minecraft just crashes can anybody help plz
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ModeratorNobody can help you... unless you post a crash log. Then maybe somebody can help you.
Here's my original post:
It turns out there was an error in the texture pack I was using. Sphax PureBDCraft. It contains CTM textures for the sides of grass blocks which don't really work because MCPatcher will not render the grass side overlay on top of them, and so they will not get the biome coloring.
The simplest fix is to just disable Connected Textures in MCPatcher, but that's boring. The better way is to delete the file "assets\minecraft\mcpatcher\ctm\misc\grass_side.properties" inside the PureBDCraft resource pack. This will disable CTM for the grass sides but keep it enabled for everything else.
http://hypixel.net/threads/diax-resource-pack.199998/
I don't know if this is a bug in MCPatcher or it there's a particular reason for not drawing the overlay.
Sounds like you are having memory issues. Have you set your java memory above the defaults? You pretty much have to in order to allow for the higher res textures.
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ModeratorDepends on which pack you're using. Many packs are created specifically with MCPatcher's mods in mind, and will look horrible without it. Some won't use MCPatcher at all, and some treat it as a "nice but not necessary" sort of thing.
My recommendation: If you want the most out of your resource pack use MCPatcher.
He moved in June so he may have had complications that are preventing him from getting on.
When he does return however I expect that the change to block states changeable models and minecraft supporting random textures may cause a longer than normal delay in an update. Connected textures might not even be possible anymore we will have to wait and see.
They should still be possible. I don't see how it could mess up CTM. The only thing that we (resource pack artist) would have to do is probably just redo the .properties files a little bit.
Putting the CENDENT back in transcendent!
True it could piggyback off the vanilla code. But what I meant by changing the .properties files are just changing the "metadata=" with ""variant=".