I'm trying to make a custom texture for an item enchanted with 2 specific enchantmentIDs. I want the texture to apply if and only if:
the item has respiration 1 or higher (enchantmentID 5, enchantment level 1-)
AND
the item has protection 3 exactly (enchantmentID 0, enchantment level 3)
Is this possible? If not, could there be an implemented functionality of parenthesis or specify one enchanment and level per line
ie:
enchantment=5,1-
enchantment=0,3
where enchantment=<enchantmentID>,<optional enchantmentLevels>
it would maintain the same functionality of doing x enchants at the same level, but also add more freedom
It would also help if for armor there was a "blend" or "layer" option for textures. For armor with a certain enchantment, i simply want to overlay a texture of mostly transparency on top of the current texture. IE, my custom helmet with respiration 5 would overlay a simple snorkel on the front-hat slot of an armor texture page, but not replace the current armor texture for that item either. It simply adds in the snorkel ontop of the other armor texture.
Check how you've done your CTM. If you just specified "Stone" for a file, it will apply to all types of stone including the new stones and their smooth variants.
I'm not making a pack, just a simple user. The stones were showing properly in preview 2 and 5.0.0, but broke again in 5.0.0.01 Pulling the add-on packs and having just Misa's, playing for a bit, and then going back in and adding XDoodlebugs and Les's add-on packs back in allowed it to show properly. I have no idea why it's acting like this...
I found an answer to my question about multiple enchant and level constraints. It is possible to constrain a texture only if an item has x specific enchants, each enchant at z specific levels. But it's cumbersome and i think knowing that it works this way can help make a method in the src for easier use.
Using nbt tags, i can constrain a texture to work if and only if the item has let's say protection 2, respiration 3, and unbreaking 3. The texture will not active if the item does not have all 3 enchantments, and if it does have all 3 enchantments, they must also be the same level. It would look like this:
nbt.ench.0.id=0 (protection)
nbt.ench.0.lvl=2 (of level 2)
nbt.ench.1.id=5 (respiration)
nbt.ench.1.lvl=3 (of level 3)
nbt.ench.2.id=34 (unbreaking)
nbt.ench.2.lvl=3 (of level 3)
This example, however, will only work if the first enchantment is prot 2, the second is resp 3, and the third is unbr 3. If they are arranged differently, it will fail. In essence, you'd have to make separate .properties files for each combination. That is, n! amount of .properties files, where n is the maximum amount of enchantments that item can hold. For example, a vanilla diamond chestplate can only hold 3 enchants(?), therefore i'd only have to make 6 .properties files with each possible combination. A vanilla diamond helmet can hold 4, making the need for 24 .properties files, and 5 would take 125. This is very very cumbersome and nobody will honestly do any passed 4 enchant possibilities. For now, i'll write a java program that makes all the .properties files of each combination with UI asking for max enchant amounts + which enchants. However, i think you guys should add a new function such as "enchantmentSpecific=<ID,Level><ID,Level>..." that is interpreted as any combination selected enchantments in any n! list of enchants, where n = maximum number of enchantments a single item can hold, which makes the method have one-size-fit-all capabilities.
EDIT: If anyone is interested, here's the program I created that creates all the possible .properties files for a combination of enchants: http://puu.sh/cFZVw/8ecc9f0753.zip
Unzip and view readme to use.
It only works for 5 different enchantments and enchant level up to 5. Can be modified if the demand desires it.
I will remove the link if Kahr isn't comfortable with a utility for MCPatcher being up (it's free!).
I think you should type: matchBlocks=minecraft:sand:variant=sand
thanks for the feed back. apparently what i had was working i was just using to small of a sample size to see the variants. using it the way you said is cleaning formatting thought
I'm making a resource pack and I have a problem with the Better Glass feature. I'm trying to make the backface of glass visible (with connected textures). However, this is the best I could achieve:
The properties file for glass is like this: matchBlocks=glass method=ctm tiles=0-46 renderPass=2
Am I making something wrong? I would appreciate any kind of help
Sorry friend, but that's impossible. It also happens with my CTM.
I'll Try to explain it, since I don't understand the java codes for the game. But,
Since the glass block have a logic as all of the other blocks also have to show the transparency it has, and show other blocks after it, as it is completely programmed to be transparent in the opposite, it won't show the textures at it's side.
after a long break of Minecraft (over 1 Year) i yesterday returned.
I always prefer to play with the Ovo's Rustic Redemption Texture Pack. But when i try to patch my Minecraft with the MCPatcher i don't get the option for "connected textures". Is this a texturepack related problem? Or are there no more connected textures? Cause i miss that feature really much.
Thanks for your help
Actually the latest version of the patch already adds the CTM automatically, don't worry. It doesn't shows here too.
I always prefer to play with the Ovo's Rustic Redemption Texture Pack. But when i try to patch my Minecraft with the MCPatcher i don't get the option for "connected textures". Is this a texturepack related problem?
For Minecraft 1.8, Connected Textures and Custom Item Textures have been merged into Custom Textures and Models in the latest release of MCPatcher 5.0.0_01, the image at the beginning of the thread is a little out of date.
That's too bad it doesn't work. When I read Better Glass' description in the original post, I thought Better Glass was supposed to bypass the game's renderer and block logic as you say.
What is Better Glass used for then?
It is a help for you to make random textures Inside the glass block, instead of only making them on the borders - You can see that if you try to make it without MCPatcher it might bug the block - This feature helps for ornament decorations, and many other things.
That's too bad it doesn't work. When I read Better Glass' description in the original post, I thought Better Glass was supposed to bypass the game's renderer and block logic as you say.
What is Better Glass used for then?
Actually, yes it is. However, better glass has not been implemented into 1.8 as of yet.
I am trying to update Misa's beautiful ctm glass texture to 1.8 but I don't seem to be doing it right because its not working. If anyone could help that would be awesome, love her pack, but she is no longer working on it.
the item has respiration 1 or higher (enchantmentID 5, enchantment level 1-)
AND
the item has protection 3 exactly (enchantmentID 0, enchantment level 3)
Is this possible? If not, could there be an implemented functionality of parenthesis or specify one enchanment and level per line
ie:
enchantment=5,1-
enchantment=0,3
where enchantment=<enchantmentID>,<optional enchantmentLevels>
it would maintain the same functionality of doing x enchants at the same level, but also add more freedom
It would also help if for armor there was a "blend" or "layer" option for textures. For armor with a certain enchantment, i simply want to overlay a texture of mostly transparency on top of the current texture. IE, my custom helmet with respiration 5 would overlay a simple snorkel on the front-hat slot of an armor texture page, but not replace the current armor texture for that item either. It simply adds in the snorkel ontop of the other armor texture.
matchBlocks=minecraft:sand:sand
tiles=128-139
weights=35 35 35 35 35 35 35 35 1 1 1 1
height=35 35 35 35 35 35 35 35 1 1 1 1
method=random
i feel like im missing something
I'm not making a pack, just a simple user. The stones were showing properly in preview 2 and 5.0.0, but broke again in 5.0.0.01 Pulling the add-on packs and having just Misa's, playing for a bit, and then going back in and adding XDoodlebugs and Les's add-on packs back in allowed it to show properly. I have no idea why it's acting like this...
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Curse PremiumI think you should type: matchBlocks=minecraft:sand:variant=sand
Using nbt tags, i can constrain a texture to work if and only if the item has let's say protection 2, respiration 3, and unbreaking 3. The texture will not active if the item does not have all 3 enchantments, and if it does have all 3 enchantments, they must also be the same level. It would look like this:
nbt.ench.0.id=0 (protection)
nbt.ench.0.lvl=2 (of level 2)
nbt.ench.1.id=5 (respiration)
nbt.ench.1.lvl=3 (of level 3)
nbt.ench.2.id=34 (unbreaking)
nbt.ench.2.lvl=3 (of level 3)
This example, however, will only work if the first enchantment is prot 2, the second is resp 3, and the third is unbr 3. If they are arranged differently, it will fail. In essence, you'd have to make separate .properties files for each combination. That is, n! amount of .properties files, where n is the maximum amount of enchantments that item can hold. For example, a vanilla diamond chestplate can only hold 3 enchants(?), therefore i'd only have to make 6 .properties files with each possible combination. A vanilla diamond helmet can hold 4, making the need for 24 .properties files, and 5 would take 125. This is very very cumbersome and nobody will honestly do any passed 4 enchant possibilities. For now, i'll write a java program that makes all the .properties files of each combination with UI asking for max enchant amounts + which enchants. However, i think you guys should add a new function such as "enchantmentSpecific=<ID,Level><ID,Level>..." that is interpreted as any combination selected enchantments in any n! list of enchants, where n = maximum number of enchantments a single item can hold, which makes the method have one-size-fit-all capabilities.
EDIT: If anyone is interested, here's the program I created that creates all the possible .properties files for a combination of enchants: http://puu.sh/cFZVw/8ecc9f0753.zip
Unzip and view readme to use.
It only works for 5 different enchantments and enchant level up to 5. Can be modified if the demand desires it.
I will remove the link if Kahr isn't comfortable with a utility for MCPatcher being up (it's free!).
thanks for the feed back. apparently what i had was working i was just using to small of a sample size to see the variants. using it the way you said is cleaning formatting thought
for some reason it downloads now as a split file thing and my comp doesn't know what program to use to open it.
it used to down load as a zip or compressed if I remember and I had no problem opening it...can anyone help?
I'm having a hard time thinking on how to do the colourization of these banners. There are no image-references inside Minecraft.
Someone please help?
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Curse Premiumgo to wikipedia : http://minecraft.gamepedia.com/Banner
Thanks! But unfortunately only knowing the ID name doesn't helps me too much.
Sorry friend, but that's impossible. It also happens with my CTM.
I'll Try to explain it, since I don't understand the java codes for the game. But,
Since the glass block have a logic as all of the other blocks also have to show the transparency it has, and show other blocks after it, as it is completely programmed to be transparent in the opposite, it won't show the textures at it's side.
Actually the latest version of the patch already adds the CTM automatically, don't worry. It doesn't shows here too.
For Minecraft 1.8, Connected Textures and Custom Item Textures have been merged into Custom Textures and Models in the latest release of MCPatcher 5.0.0_01, the image at the beginning of the thread is a little out of date.
http://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Java Minecraft
It is a help for you to make random textures Inside the glass block, instead of only making them on the borders - You can see that if you try to make it without MCPatcher it might bug the block - This feature helps for ornament decorations, and many other things.
Actually, yes it is. However, better glass has not been implemented into 1.8 as of yet.
Putting the CENDENT back in transcendent!
I've had this same problem prior to 1.8.
Is it a bug in the CIT or is there another way to do it?
I also attempted to apply it via the numbers IDing each potion type, which also did not work.
It looks like a Minecart with Hopper, try the latest release (mcpatcher-5.0.0_01) as this has been sorted out.
http://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Java Minecraft
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Curse PremiumMy renderpass properties are
backfaceCulling.overlay=false
blend.overlay=alpha
then for block20.properties (the glass frame)
method=ctm
tiles=0-47
renderPass=backface
innerSeams=true
and for block20a.properties (the glass block)
method=ctm
tiles=0-47
renderPass=overlay
innerSeams=true
the tiles for the frame and block are numbered the same, but they are in different folders with their properties file. Would that make a difference?
In game I can see the frame outlines, but the glass texture is completely missing, not showing at all.
I still cant get the new version to work, it downloads as a 0_01[1] File (.0_01[1]) file now instead of an Application (.exe) file and I cant open it.
anyone have an idea how to get it working?