Glad MCP could help you out... I think it's odd that the url did that same mess. I'm glad you might be able to use my pack as a test to help iron out some of those issues. I'm sure I'll give you another here after I get done with building Chromatose... When I get Complete & Total Mayhem resurrected... I'm sure I can find some way to build a pack that is so excessive in it's use of CTM that people will be crying as their computers fry... or die trying XD
Hell I was plotting on using the old Metadata when it was viable to push packs to their limit... now with the new method it's just a matter of a bit of experimentation much like before...
Is there any way to enable connected textures in the vanilla resource pack? If not, has anyone made a connected textures pack based on vanilla? (not faithful 32x32+ packs, etc.)
Is there any way to enable connected textures in the vanilla resource pack? If not, has anyone made a connected textures pack based on vanilla? (not faithful 32x32+ packs, etc.)
No, it's not possible without a resource pack since MCPatcher doesn't contain any texture files.
As for whether or not someone has made a pack that does this... yea, someone probably has. Good luck in finding it since it shouldn't be on the forum. Any such pack would use Mojang's textures as a base which isn't supposed to be allowed here due to copyright concerns and all that.
Although I'm probably misunderstanding your comment here and you might have figured the problem.
If I want to apply ctm to say a spruce slab, how do I refer to it if it doesn't have a unique name of it's own? And if it does have a unique name, I can't for the life of me find it at the moment. For example, how do I distinguish a spruce slab from a birch slab if we can't use meta numbers? I've looked at the wiki lists of new block names, but can't find specific names for things like wood plank slabs to distinguish them.
Any example ctm instructions for slabs (eg. like random sides) for use with a 1.8 MCPatcher would be very helpful and very gratefully received.
Having been away from editing things in my ctm folder for some months and coming back to a 1.8 world I'm obviously not grasping certain aspects.
Every time I launch my minecraft with Mcpatcher, It crashes. I have forge and my mods are: Optifine, Bettersprint, Player API, and damage indicators. Someone help me please ;-;
Every time I launch my minecraft with Mcpatcher, It crashes. I have forge and my mods are: Optifine, Bettersprint, Player API, and damage indicators. Someone help me please ;-;
Start by removing Optifine. It's really not compatible with MCPatcher anymore
.
If you need further assistance, try posting a crash log rather than just telling us it crashed. It'd be much better for us to be able to examine what happened rather than just guessing.
Although I'm probably misunderstanding your comment here and you might have figured the problem.
If I want to apply ctm to say a spruce slab, how do I refer to it if it doesn't have a unique name of it's own? And if it does have a unique name, I can't for the life of me find it at the moment. For example, how do I distinguish a spruce slab from a birch slab if we can't use meta numbers? I've looked at the wiki lists of new block names, but can't find specific names for things like wood plank slabs to distinguish them.
Any example ctm instructions for slabs (eg. like random sides) for use with a 1.8 MCPatcher would be very helpful and very gratefully received.
Having been away from editing things in my ctm folder for some months and coming back to a 1.8 world I'm obviously not grasping certain aspects.
Thanks, guys.
Try hitting F3 ingame. They added something in 1.8, so when you look at a block it tells you it's info. Spruce Slab would be wooden_slab:variant=spruce
Now...something I need help with...my colormaps aren't being read. They work perfectly in 1.7, but not now. Does palette.format=grid not work anymore?
Try hitting F3 ingame. They added something in 1.8, so when you look at a block it tells you it's info. Spruce Slab would be wooden_slab:variant=spruce
Now...something I need help with...my colormaps aren't being read. They work perfectly in 1.7, but not now. Does palette.format=grid not work anymore?
I also have one other noticeable problem which seems to have carried over from the early 1.8 snapshots into the current MCPatcher beta version for 1.8. Most of my random plants: flowers, tallgrass, etc, are still jumbled up, meaning the two cross-intersected textures don't match each other, or to put it another way, as you walk round the flower or grass it changes from one texture to another and back. Am I missing an instruction I should be using for keeping my random plant textures instep? Everything worked fine in 1.7
Other than the above, everything else (except my brain) seems to be working ok from what I've checked, although I'll go back and thoroughly check what effect my colormaps are having now.
I also have one other noticeable problem which seems to have carried over from the early 1.8 snapshots into the current MCPatcher beta version for 1.8. Most of my random plants: flowers, tallgrass, etc, are still jumbled up, meaning the two cross-intersected textures don't match each other, or to put it another way, as you walk round the flower or grass it changes from one texture to another and back. Am I missing an instruction I should be using for keeping my random plant textures instep? Everything worked fine in 1.7
Other than the above, everything else (except my brain) seems to be working ok from what I've checked, although I'll go back and thoroughly check what effect my colormaps are having now.
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Hey when I tried to use Mcpatcher fro 1.8, all of the mods were grayed out. I tried what was described in the post, and nothing happened. Is there anything I should do? When I mouse over them it says it cannot be installed because no classes are matched.
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I thought that only applied to the double plants...is it necessary to apply that to all random ctm plants now? I'll certainly give it a try in the meantime. Many thanks.
How do you name properties files when you have several of them for the same block? The only way I can find to get it to work is to still use the numeric value (block3.properties, block3a.properties, et cetera). Is there a way to get that to work using the block names?
Use the matchBlocks= (or matchTiles=) property within the file instead of relying on the filename. Then it doesn't matter what the file is called. You can also use the weight= property to specify priority instead of relying on the default sorting. Although tile-based matches are always checked before block-based ones.
I thought that only applied to the double plants...is it necessary to apply that to all random ctm plants now? I'll certainly give it a try in the meantime. Many thanks.
You may be mixing up two separate things here. symmetry=all means use the same random texture for all faces (n,s,e,w,u,d) of the same block. linked=true means use the same random seed for both parts of a multipart block so that the two halves are synchronized. The linked property is meaningful only for a handful of block types, double plants being one of them, while symmetry is more useful generally.
Before 1.8, "crossed square"-type models like flowers didn't really have faces as far as the game was concerned, so symmetry=all was automatic. I would recommend using the symmetry property explicitly now. It will fix your problem in 1.8 and won't affect the behavior in 1.7.
Try hitting F3 ingame. They added something in 1.8, so when you look at a block it tells you it's info. Spruce Slab would be wooden_slab:variant=spruce Now...something I need help with...my colormaps aren't being read. They work perfectly in 1.7, but not now. Does palette.format=grid not work anymore?
I hadn't noticed that, but it's possble there's a bug there. Could you turn Custom Colors logging to FINE (MCPatcher Options tab) once and see if it is applying the colormaps to the right blocks?
Posts keep breaking for me too, not all the time, but I'm getting used to things breaking down on me around the forums...I feel a lot less of a dunderhead now it's happened to you though! You should see what state my OP is in with all this formatting chaos...until I have time to gut it, I daren't even touch it. Last time I did, it exploded and there was no way back, even with the backup I always keep!
Kahr, everything is working well now with version 2 of the beta patcher from my perspective, the symmetry property worked a treat and I was able to intentionally leave some faces without symmetry for a little extra randomness. It's great to get all my plants back as normal and I do seem to remember conversations here about symmetry and the problem also of matching double plant tops and bottoms...so my own fault for not paying attention!
Many thanks for all your continued efforts on our part, the effect it has on my own world view and enjoyment of constructing stuff therein is vastly multiplied over a Minecraft without things like ctm, better skies, et al.
I hadn't noticed that, but it's possble there's a bug there. Could you turn Custom Colors logging to FINE (MCPatcher Options tab) once and see if it is applying the colormaps to the right blocks?
Okay, did it. Here's a sample of what I saw, using Grass for example
[Custom Colors] FINE: using TempHumidity{minecraft:mcpatcher/colormap/grass.png} for block minecraft:grass, default color ffffff
[Custom Colors] FINE: using TempHumidity{minecraft:textures/colormap/grass.png} for block minecraft:grass:snowy=false, default color 429415
[Custom Colors] FINE: using IntegerGrid{minecraft:mcpatcher/colormap/grass.png} for block minecraft:grass, default color 429415
Here's my colormap for grass, in case it helps:
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Curse PremiumGlad MCP could help you out... I think it's odd that the url did that same mess. I'm glad you might be able to use my pack as a test to help iron out some of those issues. I'm sure I'll give you another here after I get done with building Chromatose... When I get Complete & Total Mayhem resurrected... I'm sure I can find some way to build a pack that is so excessive in it's use of CTM that people will be crying as their computers fry... or die trying XD
Hell I was plotting on using the old Metadata when it was viable to push packs to their limit... now with the new method it's just a matter of a bit of experimentation much like before...
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ModeratorNo, it's not possible without a resource pack since MCPatcher doesn't contain any texture files.
As for whether or not someone has made a pack that does this... yea, someone probably has. Good luck in finding it since it shouldn't be on the forum. Any such pack would use Mojang's textures as a base which isn't supposed to be allowed here due to copyright concerns and all that.
The point is, make a connection models such as fence, cobblestone wall, variants based.
Trying to make a 3d model CTM Bookshelf.
Well, that's the example.
what is try, do on quartz columns with 3d model and connection.
Example[.
Attachment 1]
And the error for me (wrong for me)
[Attachment 2]
ok, is all.
Thank you for your attention.
I don't need an signature : P
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Curse Premiumloki, I'm interested in the same thing.
Although I'm probably misunderstanding your comment here and you might have figured the problem.
If I want to apply ctm to say a spruce slab, how do I refer to it if it doesn't have a unique name of it's own? And if it does have a unique name, I can't for the life of me find it at the moment. For example, how do I distinguish a spruce slab from a birch slab if we can't use meta numbers? I've looked at the wiki lists of new block names, but can't find specific names for things like wood plank slabs to distinguish them.
Any example ctm instructions for slabs (eg. like random sides) for use with a 1.8 MCPatcher would be very helpful and very gratefully received.
Having been away from editing things in my ctm folder for some months and coming back to a 1.8 world I'm obviously not grasping certain aspects.
Thanks, guys.
Had gone back to using the old launcher as CIT never seemed to work in the new launcher with Better Than Wolves
But works fine now
Thanks
edit having blood wood saplings or and bloodwood leaves in inventory makes Minecraft crash.
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ModeratorStart by removing Optifine. It's really not compatible with MCPatcher anymore
.
If you need further assistance, try posting a crash log rather than just telling us it crashed. It'd be much better for us to be able to examine what happened rather than just guessing.
*hugs* Thank you so much for this love Kahr
Try hitting F3 ingame. They added something in 1.8, so when you look at a block it tells you it's info. Spruce Slab would be wooden_slab:variant=spruce
Now...something I need help with...my colormaps aren't being read. They work perfectly in 1.7, but not now. Does palette.format=grid not work anymore?
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Curse PremiumAh! Many thanks...will try that.
******************************************************
I also have one other noticeable problem which seems to have carried over from the early 1.8 snapshots into the current MCPatcher beta version for 1.8. Most of my random plants: flowers, tallgrass, etc, are still jumbled up, meaning the two cross-intersected textures don't match each other, or to put it another way, as you walk round the flower or grass it changes from one texture to another and back. Am I missing an instruction I should be using for keeping my random plant textures instep? Everything worked fine in 1.7
Other than the above, everything else (except my brain) seems to be working ok from what I've checked, although I'll go back and thoroughly check what effect my colormaps are having now.
symmetry=all ?
Putting the CENDENT back in transcendent!
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Curse PremiumI thought that only applied to the double plants...is it necessary to apply that to all random ctm plants now? I'll certainly give it a try in the meantime. Many thanks.
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Curse PremiumAbsolutely spot on...works a treat! You're a genius!
Nice to know there's the possibility to have one block high plants without symmetry too. Many thanks again, kwerti.
Use the matchBlocks= (or matchTiles=) property within the file instead of relying on the filename. Then it doesn't matter what the file is called. You can also use the weight= property to specify priority instead of relying on the default sorting. Although tile-based matches are always checked before block-based ones.
Fixed!
You may be mixing up two separate things here. symmetry=all means use the same random texture for all faces (n,s,e,w,u,d) of the same block. linked=true means use the same random seed for both parts of a multipart block so that the two halves are synchronized. The linked property is meaningful only for a handful of block types, double plants being one of them, while symmetry is more useful generally.
Before 1.8, "crossed square"-type models like flowers didn't really have faces as far as the game was concerned, so symmetry=all was automatic. I would recommend using the symmetry property explicitly now. It will fix your problem in 1.8 and won't affect the behavior in 1.7.
I hadn't noticed that, but it's possble there's a bug there. Could you turn Custom Colors logging to FINE (MCPatcher Options tab) once and see if it is applying the colormaps to the right blocks?
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Curse PremiumKahr, everything is working well now with version 2 of the beta patcher from my perspective, the symmetry property worked a treat and I was able to intentionally leave some faces without symmetry for a little extra randomness. It's great to get all my plants back as normal and I do seem to remember conversations here about symmetry and the problem also of matching double plant tops and bottoms...so my own fault for not paying attention!
Many thanks for all your continued efforts on our part, the effect it has on my own world view and enjoyment of constructing stuff therein is vastly multiplied over a Minecraft without things like ctm, better skies, et al.
Okay, did it. Here's a sample of what I saw, using Grass for example
[Custom Colors] FINE: using TempHumidity{minecraft:mcpatcher/colormap/grass.png} for block minecraft:grass, default color ffffff
[Custom Colors] FINE: using TempHumidity{minecraft:textures/colormap/grass.png} for block minecraft:grass:snowy=false, default color 429415
[Custom Colors] FINE: using IntegerGrid{minecraft:mcpatcher/colormap/grass.png} for block minecraft:grass, default color 429415
Here's my colormap for grass, in case it helps: