Oh my, I've been crying about that for days now as well.. how'd you fix it? I tried following said guide but it made no difference :(.
Thanks!
I could post a guide if it would help people. It's not a complex process, but it does mean knowing a couple things. Here's a point-form guide:
1. Create a rectangle with 1% transparency/alpha (whatever your program calls it, I use Inkscape)
2. Place it under all of your leaf layer, right at the very bottom
Check the color value of the transparent layer/object: Minecraft will increase the alpha to 100% (removing the transparent effect) when graphics are set to "Fast". This means if it's 1% red, it's going to turn out red in Fast graphics and clash with your leaves. Ironic since it's hard to (but not impossible) to change leaf colors in most cases.
The trick is technically clever but unnecessarily complex. I hope this help you. ^^
The Meaning of Life, the Universe, and Everything.
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Member Details
Playability is a big concern when you use "HD" packs of most kinds. I'm finding vanilla to have a pretty miserable framerate in densely populated areas, which means promotional videos have to wait until Optifine and MCPatcher are updated. Keep up the awesome work on MCPatcher! It's essential!
About Minecraft texture pack and HD Texture pack.
First thing to know
Packs are not more full backward compatible between release since 1.5.2.
Backward compatibility no more garanteed.
Why all these problemes ?
-After 1.5.2 block texture have split into single tiles.
-Mojang has started with renaming the tiles and made lot of error and change between releases.
-Mojang don't gave detailed infos about there change. And if community wasn't there to do there job, we never had HD texture or mods.
-There are 2 teams using enhanced HD options MCpatcher and Optifine. Some artistes make support for both , some only for one. Not evrything is working same way in both team ,
this means things may work or not.
-Last problemes is 3D with Minecraft 1.8 it is not compatible with 3D in snapshot.
-Mohang has starded to use 3D block who makes displaying blocks false and with white spots on some blocks.
-Put Midmap to zero in video option if glass do not display right.
-For info flags are working in HD. I have done it.
Fixing texture pack between release is lot of work, this is why a lot of hd packs not fully HD or blocks are not changed.
Little hint how to update or make new pack.
-Make a copy of minecraft release for which you want and extract the jar of the client.
-Extract a ressource pack who is made for the release you want to make your pack.
Replace ../asset folder with /asset from client jar. You will have an original minecraft 16x16 pack.
-Now copy your own texture over the original texture. All textures who are still 16X16 are the textures you need to update.
-For CTM and enhanced HD just wait until mods are updated... maybe 2015 if Searge is quick to update MCP and not playing other games
For 3D i think its better to make an extra pack , add the texture for your models.
Do not make 3D with all block, it can dramaticaly slow down the game.
You will be able to do lot of this without mod with the the new 3D but not all block have same behaviour.
Transparence and rotation are not possible for all blocks.
You can use more texture or other texture than in pack for the 3D
You can use random textures .
I've been busily working on MCPatcher. Normally I try to have something ready on or soon after Mojang's releases, but this update is particularly difficult. Progress is happening, but I can't make any promises or offer an ETA yet, so please be patient.
Here's the current (Sep 2) status:
Custom animations, font sizing, analog compass/watch - Done.
Random Mobs - Done.
Better Skies - Done.
Custom Colors - Mostly done. A few odds and ends like armor dyes remain. (Someone actually went through the trouble of rewriting that piece of code and still didn't bother to make the RGB values customizable in vanilla.)
CTM - About 40% done. Some basic CTM features can be now done in vanilla with custom models, so I'm still working through what needs to be done here. A lot of special cases I had in place for things like doors, beds, and rotated logs will have to be completely rethought for 1.8.
Side grass texture (Better Grass) - Not started.
Extra render passes (Better Glass) - Not started, may not even be possible anymore.
CIT - Not started.
<snip>
Hi Kahr, hope you're doing well. I was wondering if a partial release is possible, maybe as a beta? With the new resource pack features in vanilla, the only thing my personal RP is missing right now is Better Skies and Random Mobs. The only part of CTM I ever needed was random textures; I personally don't like the look of Better Grass, and never saw a need to support Better Glass or CIT in my pack, so from my perspective you've already completed MCPatcher.
It's been a while, but I want to do a preview release. Trust me when I say it's very incomplete. Major features are still not implemented and what is there has many, many edge cases still to be dealt with. No testing has been done except on my own computer and it may not even work for you. But you can play around with it if you want.
First thing you'll notice is the Mods list is shorter. Custom Textures and Models (CTM, get it?) is intended to cover Connected Textures, Custom Item Textures, and the custom colormaps feature of Custom Colors. All of those things depend (or will depend in the case of CIT which isn't working yet) heavily on Mojang's model system in 1.8 so it was easier for me to combine them. I may break the features up again later, but for now this is what you'll see.
Featurewise, not much visible progress since my last post, as I was stuck on a severe performance problem for several days. Some change Mojang introduced in 1.8-pre2 interacted badly with custom colormaps and caused the game to stutter and slow to single digits if they were enabled. It was only yesterday that I was able to track the problem down.
tl;dr Download MCPatcher 3-2i, so complex it has imaginary parts! exejar
My memory is a bit fuzzy on this, did they offer to hire you? Or did they ask to implement MCpatcher, or to buy it?
For the record, I've never had any contact with anyone at Mojang. As far as I know, they are completely unaware of MCPatcher's existence, or still think its only purpose is to hi-res enable packs on old versions of the game.
I'm getting a crash when custom colors is enabled. It refers to particles, but happens even with the custom particle color option disabled and no texture packs loaded:
Description: Exception while adding particle
java.lang.NoClassDefFoundError: com/prupe/mcpatcher/cc/ColorizeBlock
at chh.<init>(SourceFile:22)
---snip---
-- Particle being added --
Details:
ID: 30
Parameters: [[email protected]
Position: -408.16,112.82,635.41 - World: (-409,112,635), Chunk: (at 7,7,11 in -26,39; contains blocks -416,0,624 to -401,255,639), Region: (-1,1; contains chunks -32,32 to -1,63, blocks -512,0,512 to -1,255,1023)
Stacktrace:
at ckn.a(SourceFile:2121)
It's been a while, but I want to do a preview release. Trust me when I say it's very incomplete. Major features are still not implemented and what is there has many, many edge cases still to be dealt with. No testing has been done except on my own computer and it may not even work for you. But you can play around with it if you want.
First thing you'll notice is the Mods list is shorter. Custom Textures and Models (CTM, get it?) is intended to cover Connected Textures, Custom Item Textures, and the custom colormaps feature of Custom Colors. All of those things depend (or will depend in the case of CIT which isn't working yet) heavily on Mojang's model system in 1.8 so it was easier for me to combine them. I may break the features up again later, but for now this is what you'll see.
Featurewise, not much visible progress since my last post, as I was stuck on a severe performance problem for several days. Some change Mojang introduced in 1.8-pre2 interacted badly with custom colormaps and caused the game to stutter and slow to single digits if they were enabled. It was only yesterday that I was able to track the problem down.
It seems that standard CTM always applies to all six faces regardless of specification, and connect type is currently ignored, defaulting to block. matchTiles also uses connect=block. I realize that this will likely be added when more model compatibility is added.
As well, custom colormaps no longer appear on the item form of blocks, nor does CTM affect items. I realize that CIT has not been added, so this is likely known.
Strangely enough, fixed CTM works in the Nether, but not in the End.
Oh, and there seems to be a massive memory leak somewhere.
---- Minecraft Crash Report ----
// Ouch. That hurt
Time: 9/15/14 4:19 PM
Description: Exception in server tick loop
java.lang.OutOfMemoryError: Java heap space
at fl.a(SourceFile:28)
at fn.a(SourceFile:380)
at fn.a(SourceFile:48)
at fv.a(SourceFile:50)
at fn.a(SourceFile:380)
at fn.a(SourceFile:48)
at fn.a(SourceFile:380)
at fn.a(SourceFile:48)
at fz.a(SourceFile:106)
at fz.a(SourceFile:71)
at fz.a(SourceFile:67)
at bfy.a(SourceFile:77)
at qs.e(SourceFile:129)
at qs.c(SourceFile:81)
at net.minecraft.server.MinecraftServer.k(SourceFile:315)
at cyk.a(SourceFile:111)
at cyk.i(SourceFile:127)
at net.minecraft.server.MinecraftServer.run(SourceFile:417)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.8
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 64632 bytes (0 MB) / 1060372480 bytes (1011 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
Profiler Position: N/A (disabled)
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Very likely; Jar signature invalidated
As a end user dummy, not knowing squat about code I tried out 3.2i and I must say THANK YOU! Glass is super transparent, as in it's not really visible. I'll take that over the regular. Most important of all, water in Misa's pack is blue again, not white! And the font's look good again. This is on a Mac if that matters at all for your bug checkoff list.
The one thing I thought odd was, all my carpets went white. Don't know if it's a bug, an incomplete bit of code, or what. But it's a small price to pay at this point in time. If they're still white in the end release I'll try to replace them and see what happens, but for now the glass, water and fonts being fixed make me very, very happy. Thanks Kahr!
edit: seems carpets must be in the incomplete coloring you referenced. If I break a blue (now white) carpet, the fragments show blue but the carpet remains white. Eh, a small price in the grand scheme of things. I'm still a happy camper that I have the properly colored water.
OK, so I'm testing the latest MCPatcher (the 1.8 prototype) and I can't for the life of me get double-tall grass and ferns to look right. Here's my .properties file:
No matter what I put in the "blocks" section it won't color the top half of the double-tall grass and ferns. In the versions posted above, you'll notice I even have "half=upper" specified in what should be redundant entries to try to correct this... yet it seems to be entirely disregarded in favor of the vanilla color map.
Thanks in advance for any help rendered.
Also, custom Redstone color just outright doesn't work. Kahr, I'm not sure if this was something that's been added yet or not (you didn't say which custom colors features are still missing), but if it was supposed to be in the 'working' category... it isn't. Otherwise, just disregard this as me being an anxious little artist type person.
Everything else that's supposed to work seems to be working, though.
Anyone know why I might be having issues with Better Skies in 1.7.10? Not rendering custom skies or clouds, as if I don't have my file patched w/MCPatcher.
Edit: It's been a while since I've used MCPatcher but holy crap. The custom horizon distance feature is just way too good. I used MCPatcher so much in 1.4/1.5, not sure if this feature was around. I'd probably forgotten what MC was like when the moon/sun weren't right in your face because it's been so long since I've played.
I feel hardly anyone comments on this. Thanks a lot for its existence, Kahr. It's an insane improvement that really makes the game feel larger in atmosphere.
I made a long winded post in Misa's thread so I will keep this one short...:P
Kahr your program is genius and I hope you realize exactly how many people rely on your work to complete their minecraft experience. I mean really... a lot.
As I said in Misa's thread I hope the new people at microsoft have a look around and realize the importance of your work and put you on the payroll....
K I figured out it was the texture pack I was using but now I have a new issue.
I'm getting that black triangle rendering issue with custom skies in 128x128 texture packs. Can't find any information on how to fix this/what exactly causes it. Images below:
It kind of stays in one position on your screen but warps and rotates itself based on where you're looking at in the sky. It's probably located at a seam in one of the nighttime sky textures, if that makes any sense.
I want to say this has to do with increasing the horizon position value in mcpatcher but I'm not so sure. This only happens with 128x128 packs' night skies. I haven't tried tons of them but I do have a few and it hasn't happened with any of my 32/64x packs' skies. Anyone know how I might be able to solve the issue?
Edit: Turning off clouds in the options, which weren't rendering properly at all, solved the issue. Not sure if it's even mcpatcher related but I'm glad I figured out what was going on. Sorry for the spammy posts!
Thanks very much for the preview, brightened my day after the MS news. Not clear what should/not be working yet, but as I see it, sheep colors and mycelium particle colors have no effect, and there's a nasty bug with wolf collars:
[00:08:47] [Client thread/ERROR]: Couldn't render entity
java.lang.ArrayIndexOutOfBoundsException: 3 <== index varies, small positive values
at csz.a(SourceFile:27) ~[1.8-mcpatcher.jar:?]
at csz.a(SourceFile:10) ~[1.8-mcpatcher.jar:?]
at cqv.a(SourceFile:411) ~[1.8-mcpatcher.jar:?]
Sky looks good, I'm getting blinking eyes from the 'anim' folder, biome water/foliage/grass seemed to be fine. Connected block textures seem to be mostly fine, though glass panes have extra stuff, which may be a soartex issue.
Are you considering doing something with banner colors? Sure would be nice to match my wools (and sheep once those are working).
Got the prototype 1.8 mcpatcher thing. Seems to be working great, though the only mod I'm using is random mobs, as the resource pack I'm working on only uses that for the moment.
The extreme changes to various block models I have are still okay and everything looks in order. Though I'm still being careful and keeping backups of my work in progress resource pack.
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Curse PremiumI could post a guide if it would help people. It's not a complex process, but it does mean knowing a couple things. Here's a point-form guide:
1. Create a rectangle with 1% transparency/alpha (whatever your program calls it, I use Inkscape)
2. Place it under all of your leaf layer, right at the very bottom
Check the color value of the transparent layer/object: Minecraft will increase the alpha to 100% (removing the transparent effect) when graphics are set to "Fast". This means if it's 1% red, it's going to turn out red in Fast graphics and clash with your leaves. Ironic since it's hard to (but not impossible) to change leaf colors in most cases.
The trick is technically clever but unnecessarily complex. I hope this help you. ^^
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Curse PremiumFirst thing to know
Packs are not more full backward compatible between release since 1.5.2.
Backward compatibility no more garanteed.
Why all these problemes ?
-After 1.5.2 block texture have split into single tiles.
-Mojang has started with renaming the tiles and made lot of error and change between releases.
-Mojang don't gave detailed infos about there change. And if community wasn't there to do there job, we never had HD texture or mods.
-There are 2 teams using enhanced HD options MCpatcher and Optifine. Some artistes make support for both , some only for one. Not evrything is working same way in both team ,
this means things may work or not.
-Last problemes is 3D with Minecraft 1.8 it is not compatible with 3D in snapshot.
-Mohang has starded to use 3D block who makes displaying blocks false and with white spots on some blocks.
-Put Midmap to zero in video option if glass do not display right.
-For info flags are working in HD. I have done it.
Fixing texture pack between release is lot of work, this is why a lot of hd packs not fully HD or blocks are not changed.
Little hint how to update or make new pack.
-Make a copy of minecraft release for which you want and extract the jar of the client.
-Extract a ressource pack who is made for the release you want to make your pack.
Replace ../asset folder with /asset from client jar. You will have an original minecraft 16x16 pack.
-Now copy your own texture over the original texture. All textures who are still 16X16 are the textures you need to update.
-For CTM and enhanced HD just wait until mods are updated... maybe 2015 if Searge is quick to update MCP and not playing other games
For 3D i think its better to make an extra pack , add the texture for your models.
Do not make 3D with all block, it can dramaticaly slow down the game.
You will be able to do lot of this without mod with the the new 3D but not all block have same behaviour.
Transparence and rotation are not possible for all blocks.
You can use more texture or other texture than in pack for the 3D
You can use random textures .
My 3D pack is comming soon.
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Curse Premium<snip>
Hi Kahr, hope you're doing well. I was wondering if a partial release is possible, maybe as a beta? With the new resource pack features in vanilla, the only thing my personal RP is missing right now is Better Skies and Random Mobs. The only part of CTM I ever needed was random textures; I personally don't like the look of Better Grass, and never saw a need to support Better Glass or CIT in my pack, so from my perspective you've already completed MCPatcher.
Damn you virus!!!
First thing you'll notice is the Mods list is shorter. Custom Textures and Models (CTM, get it?) is intended to cover Connected Textures, Custom Item Textures, and the custom colormaps feature of Custom Colors. All of those things depend (or will depend in the case of CIT which isn't working yet) heavily on Mojang's model system in 1.8 so it was easier for me to combine them. I may break the features up again later, but for now this is what you'll see.
Featurewise, not much visible progress since my last post, as I was stuck on a severe performance problem for several days. Some change Mojang introduced in 1.8-pre2 interacted badly with custom colormaps and caused the game to stutter and slow to single digits if they were enabled. It was only yesterday that I was able to track the problem down.
tl;dr Download MCPatcher 3-2i, so complex it has imaginary parts! exe jar
For the record, I've never had any contact with anyone at Mojang. As far as I know, they are completely unaware of MCPatcher's existence, or still think its only purpose is to hi-res enable packs on old versions of the game.
That isn't my site or my program posted there. It's some other utility with the same name.
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Curse PremiumI testet it out and font, random mobs with its animations , skybox work fine for me , only birch- and pineleaves are gray as default in the txt pack,
jungle,acacia and oak leaves are ok!
Description: Exception while adding particle
java.lang.NoClassDefFoundError: com/prupe/mcpatcher/cc/ColorizeBlock
at chh.<init>(SourceFile:22)
---snip---
-- Particle being added --
Details:
ID: 30
Parameters: [[email protected]
Position: -408.16,112.82,635.41 - World: (-409,112,635), Chunk: (at 7,7,11 in -26,39; contains blocks -416,0,624 to -401,255,639), Region: (-1,1; contains chunks -32,32 to -1,63, blocks -512,0,512 to -1,255,1023)
Stacktrace:
at ckn.a(SourceFile:2121)
Full report here
It seems that standard CTM always applies to all six faces regardless of specification, and connect type is currently ignored, defaulting to block. matchTiles also uses connect=block. I realize that this will likely be added when more model compatibility is added.
As well, custom colormaps no longer appear on the item form of blocks, nor does CTM affect items. I realize that CIT has not been added, so this is likely known.
Strangely enough, fixed CTM works in the Nether, but not in the End.
Oh, and there seems to be a massive memory leak somewhere.
Putting the CENDENT back in transcendent!
The one thing I thought odd was, all my carpets went white. Don't know if it's a bug, an incomplete bit of code, or what. But it's a small price to pay at this point in time. If they're still white in the end release I'll try to replace them and see what happens, but for now the glass, water and fonts being fixed make me very, very happy. Thanks Kahr!
edit: seems carpets must be in the incomplete coloring you referenced. If I break a blue (now white) carpet, the fragments show blue but the carpet remains white. Eh, a small price in the grand scheme of things. I'm still a happy camper that I have the properly colored water.
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ModeratorNo matter what I put in the "blocks" section it won't color the top half of the double-tall grass and ferns. In the versions posted above, you'll notice I even have "half=upper" specified in what should be redundant entries to try to correct this... yet it seems to be entirely disregarded in favor of the vanilla color map.
Thanks in advance for any help rendered.
Also, custom Redstone color just outright doesn't work. Kahr, I'm not sure if this was something that's been added yet or not (you didn't say which custom colors features are still missing), but if it was supposed to be in the 'working' category... it isn't.
Everything else that's supposed to work seems to be working, though.
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Curse PremiumEdit: It's been a while since I've used MCPatcher but holy crap. The custom horizon distance feature is just way too good. I used MCPatcher so much in 1.4/1.5, not sure if this feature was around. I'd probably forgotten what MC was like when the moon/sun weren't right in your face because it's been so long since I've played.
I feel hardly anyone comments on this. Thanks a lot for its existence, Kahr. It's an insane improvement that really makes the game feel larger in atmosphere.
Kahr your program is genius and I hope you realize exactly how many people rely on your work to complete their minecraft experience. I mean really... a lot.
As I said in Misa's thread I hope the new people at microsoft have a look around and realize the importance of your work and put you on the payroll....
Maybe even with a signing bonus for work donated
I'm getting that black triangle rendering issue with custom skies in 128x128 texture packs. Can't find any information on how to fix this/what exactly causes it. Images below:
It kind of stays in one position on your screen but warps and rotates itself based on where you're looking at in the sky. It's probably located at a seam in one of the nighttime sky textures, if that makes any sense.
I want to say this has to do with increasing the horizon position value in mcpatcher but I'm not so sure. This only happens with 128x128 packs' night skies. I haven't tried tons of them but I do have a few and it hasn't happened with any of my 32/64x packs' skies. Anyone know how I might be able to solve the issue?
Edit: Turning off clouds in the options, which weren't rendering properly at all, solved the issue. Not sure if it's even mcpatcher related but I'm glad I figured out what was going on. Sorry for the spammy posts!
[00:08:47] [Client thread/ERROR]: Couldn't render entity
java.lang.ArrayIndexOutOfBoundsException: 3 <== index varies, small positive values
at csz.a(SourceFile:27) ~[1.8-mcpatcher.jar:?]
at csz.a(SourceFile:10) ~[1.8-mcpatcher.jar:?]
at cqv.a(SourceFile:411) ~[1.8-mcpatcher.jar:?]
Sky looks good, I'm getting blinking eyes from the 'anim' folder, biome water/foliage/grass seemed to be fine. Connected block textures seem to be mostly fine, though glass panes have extra stuff, which may be a soartex issue.
Are you considering doing something with banner colors? Sure would be nice to match my wools (and sheep once those are working).
The extreme changes to various block models I have are still okay and everything looks in order. Though I'm still being careful and keeping backups of my work in progress resource pack.
I believe this is actually due to fog, increasing your render distance will solve this problem.