So, after updating to 3.2i, my new stones render as regular stone. The andersite, diorite and granite. Not sure if this is a function of the partial release or if it is a resource pack that needs some additional work. (Les 1.8 patch for Misa's) Which setting should I mess with to try to confirm where the issue is?
So, after updating to 3.2i, my new stones render as regular stone. The andersite, diorite and granite. Not sure if this is a function of the partial release or if it is a resource pack that needs some additional work. (Les 1.8 patch for Misa's) Which setting should I mess with to try to confirm where the issue is?
Considering I'm not having any issue with my stones, I'm guessing that it's your pack. Anything that addresses stone in general will overwrite the new stones since they're variants of that block. To stop this, you'll need to specify exactly which variants you want to be effected in your config files.
May I also take a moment to reiterate the issue I'm having with 3.2i, and again ask for assistance:
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.
I disabled clouds and it went away. Still means it'd be due to fog/render distance?
I don't know why it went away when you disabled clouds, but it's definitely the fog. Because the skybox is a box, and the fog is a straight wall that moves parallel to your face, it makes that exact shape when you look at the corner. Not to mention it's the same color as fog. This happens to me as well. The more fog, the larger the triangle in the corner is.
I've noticed some problems with case-sensitivity (going back to earlier releases). In at least two cases I've borrowed stuff from packs that didn't work until I changed 'matchBlocks' to 'matchblocks'. Presumably it worked for the authors, and though I happen to be on a Mac, that doesn't suggest any explanation for the issue. I'm not sure what other keywords might be affected, if any, which makes troubleshooting a bit tedious - seems like it should all be case-insensitive.
Edit: Eventually I noticed the comment in a sample file saying "All property names are case-sensitive," so I went back to take another look. Despite that statement, at least "matchBlocks" is NOT entirely sensitive, and the results are different. In the case of Lithos Luminous, which uses vertical tiling for stained_glass, it works correctly if I use lowercase, which is supposedly wrong. But if I use mixed case like I'm supposed to, then it does something wrong for the faces (=sides) that are supposed to be affected - not entirely clear what, but it looks like it uses the top face (i.e. the standard non-ctm texture) of the last glass color, for the sides of all 16 colors. Weird.
I don't know if it's a MC Patcher issue, but it's happened after 1.8 and I thought I'd ask anyway. Clouds and items are missing/having their sides broken. Anyone that can inform me why this is? I'm not sure what 1.8 changed.
Thanks! And amazing how fast you got a pre-alpha 1.8 MC patcher out Kahr!
This looks like it's just 1.8. They changed how transparency works. What's happening, most likely, is that you have transparent pixels on the edge of your items and clouds that are below the threshold for total transparency. Double check on a 1.8 install that doesn't have MCPatcher, but I'm almost completely certain that this is a vanilla Minecraft issue.
Thanks for the fast response Alvoria. How do you do semi transparency in 1.8 then? How does it work now?
Not entirely sure on the specifics, but Minecraft will try to render partial transparency on items as opposed to just making anything that's partially transparent completely opaque like it used to. There's also a minimum threshold where anything more than a certain percentage (50%?) of transparency will just be completely transparent rather than it's actual value.
To fix the problem you're having, just clean up all of the partially transparent pixels on your image. Make sure every pixel is either 100% opaque, or 100% transparent.
Also, this is very off topic now so if you need further assistance try posting a thread in Resource Pack Help.
has this been updated to 1.8 yet?
if not that explains why every single option says "can not be applied"
Do you see "1.8" in the list of versions in the title?
There's an unfinished prototype of a 1.8 version in one of Kahr's posts two or three pages back if you want to test it. Just a warning, it's unfinished and still has a few bugs. Most things are working well, though, so it's serviceable for the time being.
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Actually, I found MCPatcher's latest "test" update rectifies the issues I've been having with framerate since 1.8 came to the party. I understand it has a lot to do with how the water is rendered, but the impact is astounding. Thanks a lot for your work, Kahr. MC's been nearly unplayable up 'til now.
along with the wanted images,
but it doesn't seem to do anything.
anyone have an idea why ?
EDIT:
also, it seems like slabs cannot have their "middle" face changed
meaning bottom slabs disregard "top" face setting and top slabs disregard "bottom"
maybe this & the reeds thing are related somehow ?
I'm sure it's simple, but I'm having issues trying to get the different stonebricks not to connect with each other with ctm (I want it to connect with itself and nothing else). It's been a while since I've messed with this stuff, so I apologize.
This also goes for wools/stones/prismarine blocks etc.
Can't access imgur right now, so the first two attachments show the different stones being seperated, and then connected (the border goes away).
The second is the smooth Diorite connecting with the normal stone.
And the third is when the bookcase is held in my hand, it doesn't show the correct top texture.
Here's what I have in the .properties file. I'm sure there's something wrong with it:
stonebrick_normal
method=ctm
matchTiles=stonebrick
tiles=0-46
faces=top bottom side
It could also be that I'm using a test version of the patcher, but I'm just trying to make sure I'm not missing anything.
If you are referring to the one Kahr released early,a few post back yes. I just assumed it was not working for me. I even went as far as updating Java and graphics card thinking this may help,but nothing I've tired has worked for me. Kahr did mention it may not even work on our computets,but according to this post it seems many people have had luck with it so iam assuming it's something I have done wrong,so ill sit patiently and wait for Kahr to finish it.
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bugs found so far in mcpatcher-3-2i:
(all double & triple checked not to be my own miss-written .properties files)
1.
when using repeat mode on sand/ red sand / dirt / more?
the top and bottom faces don't repeat properly and seem just random (other faces are fine).
the same applies to all faces of bedrock.
2.
when using a ctm mode for a prismarine texture (ex: prismarine_dark.properties)
it also connect to other variants of prismarine
this can be worked around by using "matchBlocks=minecraft:prismarine:variant=[variant]"
but it would be nice if the texture targeting will work properly
3.
using vertical (maybe other modes too) on a texture that is also used in custom model
causes strange offsets on the model's textures.
(encountered with reeds.properties and cactus_side.properties)
4.
(already mentioned somewhere in this thread) reeds are tinted even with a custom model w/o tint.
5.
random textures for double plants by "double_plant_fern_[half].properties" and "linked=true"
not only doesn't match between the halves but doesn't even match between the 4 faces of the same half.
using "matchBlocks=minecraft:double_plant:variant=[variant]:half=[half]" instead
produces the same results for the bottom half and is completely ignored for the upper half.
(tested on double ferns)
6.
(as I mentioned earlier) targeting specific faces of a model using "matchBlocks=minecraft:[name]" and "faces=[face]"
fails for faces that are not on the edge of the block
ex: custom reeds, top face of bottom slab / bottom face of upper slab.
more are likely coming soon when I get to colors / custom items ):
lightmaps / custom sky / random mobs works awesome though
bugs found so far in mcpatcher-3-2i:
(all double & triple checked not to be my own miss-written .properties files)
1.
when using repeat mode on sand/ red sand / dirt / more?
the top and bottom faces don't repeat properly and seem just random (other faces are fine).
the same applies to all faces of bedrock.
2.
when using a ctm mode for a prismarine texture (ex: prismarine_dark.properties)
it also connect to other variants of prismarine
this can be worked around by using "matchBlocks=minecraft:prismarine:variant=[variant]"
but it would be nice if the texture targeting will work properly
3.
using vertical (maybe other modes too) on a texture that is also used in custom model
causes strange offsets on the model's textures.
(encountered with reeds.properties and cactus_side.properties)
4.
(already mentioned somewhere in this thread) reeds are tinted even with a custom model w/o tint.
5.
random textures for double plants by "double_plant_fern_[half].properties" and "linked=true"
not only doesn't match between the halves but doesn't even match between the 4 faces of the same half.
using "matchBlocks=minecraft:double_plant:variant=[variant]:half=[half]" instead
produces the same results for the bottom half and is completely ignored for the upper half.
(tested on double ferns)
6.
(as I mentioned earlier) targeting specific faces of a model using "matchBlocks=minecraft:[name]" and "faces=[face]"
fails for faces that are not on the edge of the block
ex: custom reeds, top face of bottom slab / bottom face of upper slab.
more are likely coming soon when I get to colors / custom items ):
lightmaps / custom sky / random mobs works awesome though
Please READ Kahr`s spezifikation at page 553, MC Patcher is incomplete !
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ModeratorConsidering I'm not having any issue with my stones, I'm guessing that it's your pack. Anything that addresses stone in general will overwrite the new stones since they're variants of that block. To stop this, you'll need to specify exactly which variants you want to be effected in your config files.
May I also take a moment to reiterate the issue I'm having with 3.2i, and again ask for assistance:
I mean, they will probably find out about MCPatcher's existence if they do some snooping around the place....
http://hypixel.net/threads/diax-resource-pack.199998/
I disabled clouds and it went away. Still means it'd be due to fog/render distance?
I don't know why it went away when you disabled clouds, but it's definitely the fog. Because the skybox is a box, and the fog is a straight wall that moves parallel to your face, it makes that exact shape when you look at the corner. Not to mention it's the same color as fog. This happens to me as well. The more fog, the larger the triangle in the corner is.
Edit: Eventually I noticed the comment in a sample file saying "All property names are case-sensitive," so I went back to take another look. Despite that statement, at least "matchBlocks" is NOT entirely sensitive, and the results are different. In the case of Lithos Luminous, which uses vertical tiling for stained_glass, it works correctly if I use lowercase, which is supposedly wrong. But if I use mixed case like I'm supposed to, then it does something wrong for the faces (=sides) that are supposed to be affected - not entirely clear what, but it looks like it uses the top face (i.e. the standard non-ctm texture) of the last glass color, for the sides of all 16 colors. Weird.
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ModeratorThis looks like it's just 1.8. They changed how transparency works. What's happening, most likely, is that you have transparent pixels on the edge of your items and clouds that are below the threshold for total transparency. Double check on a 1.8 install that doesn't have MCPatcher, but I'm almost completely certain that this is a vanilla Minecraft issue.
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ModeratorNot entirely sure on the specifics, but Minecraft will try to render partial transparency on items as opposed to just making anything that's partially transparent completely opaque like it used to. There's also a minimum threshold where anything more than a certain percentage (50%?) of transparency will just be completely transparent rather than it's actual value.
To fix the problem you're having, just clean up all of the partially transparent pixels on your image. Make sure every pixel is either 100% opaque, or 100% transparent.
Also, this is very off topic now so if you need further assistance try posting a thread in Resource Pack Help.
if not that explains why every single option says "can not be applied"
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ModeratorDo you see "1.8" in the list of versions in the title?
There's an unfinished prototype of a 1.8 version in one of Kahr's posts two or three pages back if you want to test it. Just a warning, it's unfinished and still has a few bugs. Most things are working well, though, so it's serviceable for the time being.
i have a version of mclauncher which says 1.8 for some reason, i guess i will have to wait.
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Curse PremiumYes there is a partial-feature beta version. However, you don't need MCPatcher to run HD texture packs -- that hasn't been necessary for years.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
I've tried this reeds.properties file
matchBlocks=minecraft:reeds
faces=sides
method=vertical
tiles=0-3
along with the wanted images,
but it doesn't seem to do anything.
anyone have an idea why ?
EDIT:
also, it seems like slabs cannot have their "middle" face changed
meaning bottom slabs disregard "top" face setting and top slabs disregard "bottom"
maybe this & the reeds thing are related somehow ?
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ModeratorWell the rest of us are using the prototype that Kahr posted about two pages back so... maybe?
This also goes for wools/stones/prismarine blocks etc.
Can't access imgur right now, so the first two attachments show the different stones being seperated, and then connected (the border goes away).
The second is the smooth Diorite connecting with the normal stone.
And the third is when the bookcase is held in my hand, it doesn't show the correct top texture.
stonebrick_normal
method=ctm
matchTiles=stonebrick
tiles=0-46
faces=top bottom side
It could also be that I'm using a test version of the patcher, but I'm just trying to make sure I'm not missing anything.
(all double & triple checked not to be my own miss-written .properties files)
1.
when using repeat mode on sand/ red sand / dirt / more?
the top and bottom faces don't repeat properly and seem just random (other faces are fine).
the same applies to all faces of bedrock.
2.
when using a ctm mode for a prismarine texture (ex: prismarine_dark.properties)
it also connect to other variants of prismarine
this can be worked around by using "matchBlocks=minecraft:prismarine:variant=[variant]"
but it would be nice if the texture targeting will work properly
3.
using vertical (maybe other modes too) on a texture that is also used in custom model
causes strange offsets on the model's textures.
(encountered with reeds.properties and cactus_side.properties)
4.
(already mentioned somewhere in this thread) reeds are tinted even with a custom model w/o tint.
5.
random textures for double plants by "double_plant_fern_[half].properties" and "linked=true"
not only doesn't match between the halves but doesn't even match between the 4 faces of the same half.
using "matchBlocks=minecraft:double_plant:variant=[variant]:half=[half]" instead
produces the same results for the bottom half and is completely ignored for the upper half.
(tested on double ferns)
6.
(as I mentioned earlier) targeting specific faces of a model using "matchBlocks=minecraft:[name]" and "faces=[face]"
fails for faces that are not on the edge of the block
ex: custom reeds, top face of bottom slab / bottom face of upper slab.
more are likely coming soon when I get to colors / custom items ):
lightmaps / custom sky / random mobs works awesome though
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Curse PremiumPlease READ Kahr`s spezifikation at page 553, MC Patcher is incomplete !