Well, I know how to do it, but I haven't done it. So basically for the custom 3D items, you get the default model, then you create the CIT model and combine them, and then you make the CIT images one resolution higher (e.g 12x12-32x32) and done
I searched the forums but I didn't find any answer: is it possible to make the resource pack turn off clouds? I ask because a custom sky with realistic clouds looks bad with those white boxes up there and it would be easier to disable them automatically instead of telling people to do it by hand.
Yeah, I know, I meant if there was a way to disable them so if you don't use MCPatcher you still see vanilla clouds. I know there's a "clouds=" parameter in color.properties, but I only managed to force clouds to render as Fast or Fancy (clouds=fast and clouds=fancy); I tried clouds=false, no, none, null, 0 etc. but it didn't work.
Yeah, I know, I meant if there was a way to disable them so if you don't use MCPatcher you still see vanilla clouds. I know there's a "clouds=" parameter in color.properties, but I only managed to force clouds to render as Fast or Fancy (clouds=fast and clouds=fancy); I tried clouds=false, no, none, null, 0 etc. but it didn't work.
I don't think there's anything like that in MCPatcher.
Perhaps Khar could think about adding it. The game already has the setting so it shouldn't be too difficult.
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I'm not active on these forums, so forgive me if I don't respond!
If you want to contact me, try going through Discord or you can find me on GitHub where I am still updating the below mods (and more):
Quote from diam_0ndjumpWell, I know how to do it, but I haven't done it. So basically for the custom 3D items, you get the default model, then you create the CIT model and combine them, and then you make the CIT images one resolution higher (e.g 12x12-32x32) and done
heh That's quite brilliant, albeit quite a long ways outside of my skillset :\ Not only that but I'm not entirely sure if there ARE models for things outside of Blocks, are there? I tried finding one for the WitherBoss because it's body is about 2px offset from centerline, and eventually had to make a Mojang bug report on account of being unable to locate a model file to do the fix myself
I'm just impatiently waiting... hoping... that OptiFine will either add in CIT support, or make a "Lite" version for 1.8 that allows it to work alongside a CIT Modded JAR...
heh That's quite brilliant, albeit quite a long ways outside of my skillset :\ Not only that but I'm not entirely sure if there ARE models for things outside of Blocks, are there? I tried finding one for the WitherBoss because it's body is about 2px offset from centerline, and eventually had to make a Mojang bug report on account of being unable to locate a model file to do the fix myself
Models for items are in the game, but models for entities are a 1.9 feature... supposedly. Unless you're from the future and are playing with 1.9, then not having a model for the Wither is quite intentional and your bug report is likely be be met with a few polite chuckles and a quick closure.
But yes, there are models for items. That much is certain.
Models for items are in the game, but models for entities are a 1.9 feature... supposedly. Unless you're from the future and are playing with 1.9, then not having a model for the Wither is quite intentional and your bug report is likely be be met with a few polite chuckles and a quick closure.
But yes, there are models for items. That much is certain.
My bug was actually about the model issue, not the lack of a file. I have no past experience with bug reports with Mojang, so I can't say how quick they would close it or if it's even been viewed yet, but I created it on Feb 4th and it's still kickin.
And yes, my apologies, there are item models I see. I just, for some reason, did not extract them... Derp!
You can not assign a specific model to a CIT item though, am I understanding that correctly?
You can not assign a specific model to a CIT item though, am I understanding that correctly?
Not directly, no.
The method that some people are using is to stack multiple models on top of one another, and link them to different areas of a tile sheet so that only the model you want to see is visible at any given time.
Say you want four variations of a sword: a normal sword, a huge buster sword, an axe, and a rapier. You'd put all four into one model, but UV-map them to four quadrants of a texture file. So if you want to see the sword, you use the texture that has the sword texture in, say, the upper-right corner and have the other three quads totally transparent; thus allowing you to only see the sword even though all four models are technically present. Once you switch the the one for the axe the area for the sword will be transparent in that texture image, and so forth.
It's kind of a hackey way to do it, and it's terribly not efficient, but for the time being it's the only way that works.
Eh, I might. I'll try to make one in the next couple of days :P.
JUST A NOTE!
YOU CANNOT USE OTHER CUSTOM TEXTURES WITH CIT!
WeeHeeHee's sword is a great example. He uses many different custom textures for each individual part. This is done by creating a new line.
"name":"items/foldername/texturename"
This does not work with CIT. It overrides any extra textures applied. Trust me I tried ._.
Say you want four variations of a sword: a normal sword, a huge buster sword, an axe, and a rapier.
Are you saying that by doing it that way it allows for weapon sizes longer than vanilla's swords? Or is this just a way to provide multiple 3D models?
Right now I've just been doing that with CIT, creating an axe texture and linking it to the sword, and it SEEMS to display just fine, from what I can tell.Which has confused me a bit and made me wonder what specific purpose the item models serve. However, my ignorance in regards to MC models and textures is quite vast, so getting confused by certain aspects is no surprise to me
~~~~~~~~~~~~~~~~
If I may run something by everyone... So I'm trying to create a texture pack for my server (CraftBukkit powered) which it's main purpose is to provide alternate textures to items. This was going along quite well until I came to the issue of OptiFine and CIT not being compatible, and so I've been trying to come up with a way to accomplish my end-goal in a way that allows people to use OptiFine or MCPatcher.
That leads me to my idea and ultimate question: Since a plugin I have is capable creating a weapon out of anything in MC you can hold in your hand, through way of assigning a custom damage to it, is it possible to repurpose CTM to fulfill what I've set out to do?
My thinking (and hope) was that CTM could perhaps assign alternate models that gets accessed for a single BlockID and triggered through NBT meta just like the CIT is capable of. Thus allowing me to, for example, use a Stone Block that when given the name Big Axe the block switches over to using the Axe model and texture, placed in the same directory as the Properties file.
Is that a feasible idea?
EDIT: Lost "idea" text re-added. Also, $50 bounty to anyone able to provide a means of using CIT & OptiFine (modded CIT or means of modding Opti and its future releases). I know that a long time ago you removed 2 OF files to gain MCPatcher compatibility, losing Fog control or some such, but those files no longer exist in OF. (And yes, that's a serious offer.) sp614xreplied in the OF thread, saying that CIT is basically ready but his primary concern is hammering out the Forge compat issues. So, yay! Patience are something I have, as long as I actually know something is on the horizon
Buggy editor is buggy. Lost text THREE times now, with no rhyme or reason... Seems to not like my text formating. Cut this off right after "Lost text" if I make 'three' bold or underlined. >_>.
What I am having a problem with is doing so with CIT and CTM files. Does MCPatcher check if a world has a prepacked resource pack in it to apply property files? I packaged it and go to play and only vanilla things appear.
When I try then also to activate the resource pack in the normal way, the textures wont load as minecraft sees they are just copies and doesn't bother with them. That is actually really cool that the game can do that.
Basically is there a way to prepackage in a world, and if not please think about making it a future feature of MCPatcher?
Is anyone having problems with joining Realms servers?
I can join a Realms servers with unpatched MC 1.8.1, but if I MCPatch it my client will complain "Your client is not compatible with Realms, please consider updating it."
I searched the forums but I didn't find any answer: is it possible to make the resource pack turn off clouds? I ask because a custom sky with realistic clouds looks bad with those white boxes up there and it would be easier to disable them automatically instead of telling people to do it by hand.
And if you don't want them automatically invisible in vanilla Minecraft you could also make a one-frame custom animation putting a 100% transparent image into the normal cloud image space, thus erasing it only when MCPatcher or Optifine are installed.
And if you don't want them automatically invisible in vanilla Minecraft you could also make a one-frame custom animation putting a 100% transparent image into the normal cloud image space, thus erasing it only when MCPatcher or Optifine are installed.
Using MCPatcher's animation method (detailed in the OP and/or the wiki) you set up an animation that has exactly one frame: a completely transparent image of the same size as your clouds image. Set your animation so that it will take up the entire space on the clouds file. This should completely remove anything in the cloud map image, but will only do so with MCPatcher or Optifine installed since vanilla Minecraft cannot read or use the MCPatcher animation method. In this way you can still have normal minecraft clouds when not using either mod and see only a custom sky when MCPatcher is active.
If you need it explained further, let me know what part you don't understand. Certainly some of those words must have been understandable to you.
We said we could.
Just make a compound model.
http://hypixel.net/threads/diax-resource-pack.199998/
http://hypixel.net/threads/diax-resource-pack.199998/
I don't think there's anything like that in MCPatcher.
Perhaps Khar could think about adding it. The game already has the setting so it shouldn't be too difficult.
If you want to contact me, try going through Discord or you can find me on GitHub where I am still updating the below mods (and more):
PRESENCE FOOTSTEPS - (github)
VOID FOG - (github)
heh That's quite brilliant, albeit quite a long ways outside of my skillset :\ Not only that but I'm not entirely sure if there ARE models for things outside of Blocks, are there? I tried finding one for the WitherBoss because it's body is about 2px offset from centerline, and eventually had to make a Mojang bug report on account of being unable to locate a model file to do the fix myself
I'm just impatiently waiting... hoping... that OptiFine will either add in CIT support, or make a "Lite" version for 1.8 that allows it to work alongside a CIT Modded JAR...
Models for items are in the game, but models for entities are a 1.9 feature... supposedly. Unless you're from the future and are playing with 1.9, then not having a model for the Wither is quite intentional and your bug report is likely be be met with a few polite chuckles and a quick closure.
But yes, there are models for items. That much is certain.
My bug was actually about the model issue, not the lack of a file. I have no past experience with bug reports with Mojang, so I can't say how quick they would close it or if it's even been viewed yet, but I created it on Feb 4th and it's still kickin.
And yes, my apologies, there are item models I see. I just, for some reason, did not extract them... Derp!
You can not assign a specific model to a CIT item though, am I understanding that correctly?
Not directly, no.
The method that some people are using is to stack multiple models on top of one another, and link them to different areas of a tile sheet so that only the model you want to see is visible at any given time.
Say you want four variations of a sword: a normal sword, a huge buster sword, an axe, and a rapier. You'd put all four into one model, but UV-map them to four quadrants of a texture file. So if you want to see the sword, you use the texture that has the sword texture in, say, the upper-right corner and have the other three quads totally transparent; thus allowing you to only see the sword even though all four models are technically present. Once you switch the the one for the axe the area for the sword will be transparent in that texture image, and so forth.
It's kind of a hackey way to do it, and it's terribly not efficient, but for the time being it's the only way that works.
JUST A NOTE!
YOU CANNOT USE OTHER CUSTOM TEXTURES WITH CIT!
WeeHeeHee's sword is a great example. He uses many different custom textures for each individual part. This is done by creating a new line. This does not work with CIT. It overrides any extra textures applied. Trust me I tried ._.
http://hypixel.net/threads/diax-resource-pack.199998/
Are you saying that by doing it that way it allows for weapon sizes longer than vanilla's swords? Or is this just a way to provide multiple 3D models?
Right now I've just been doing that with CIT, creating an axe texture and linking it to the sword, and it SEEMS to display just fine, from what I can tell.Which has confused me a bit and made me wonder what specific purpose the item models serve. However, my ignorance in regards to MC models and textures is quite vast, so getting confused by certain aspects is no surprise to me
~~~~~~~~~~~~~~~~
If I may run something by everyone... So I'm trying to create a texture pack for my server (CraftBukkit powered) which it's main purpose is to provide alternate textures to items. This was going along quite well until I came to the issue of OptiFine and CIT not being compatible, and so I've been trying to come up with a way to accomplish my end-goal in a way that allows people to use OptiFine or MCPatcher.
That leads me to my idea and ultimate question: Since a plugin I have is capable creating a weapon out of anything in MC you can hold in your hand, through way of assigning a custom damage to it, is it possible to repurpose CTM to fulfill what I've set out to do?
My thinking (and hope) was that CTM could perhaps assign alternate models that gets accessed for a single BlockID and triggered through NBT meta just like the CIT is capable of. Thus allowing me to, for example, use a Stone Block that when given the name Big Axe the block switches over to using the Axe model and texture, placed in the same directory as the Properties file.
Is that a feasible idea?
EDIT: Lost "idea" text re-added.
Also, $50 bounty to anyone able to provide a means of using CIT & OptiFine (modded CIT or means of modding Opti and its future releases). I know that a long time ago you removed 2 OF files to gain MCPatcher compatibility, losing Fog control or some such, but those files no longer exist in OF. (And yes, that's a serious offer.)sp614x replied in the OF thread, saying that CIT is basically ready but his primary concern is hammering out the Forge compat issues. So, yay! Patience are something I have, as long as I actually know something is on the horizon
Buggy editor is buggy. Lost text THREE times now, with no rhyme or reason... Seems to not like my text formating. Cut this off right after "Lost text" if I make 'three' bold or underlined. >_>.
Minecraft resource packs can be packaged within a world. Here is a link on a guide to do so
http://lemoesh.com/best-practices/packaging-resource-packs-with-your-map/
What I am having a problem with is doing so with CIT and CTM files. Does MCPatcher check if a world has a prepacked resource pack in it to apply property files? I packaged it and go to play and only vanilla things appear.
When I try then also to activate the resource pack in the normal way, the textures wont load as minecraft sees they are just copies and doesn't bother with them. That is actually really cool that the game can do that.
Basically is there a way to prepackage in a world, and if not please think about making it a future feature of MCPatcher?
It should be, but you wouldn't be able to do any other client side rendering and whatnot, but you probably already know that
I can join a Realms servers with unpatched MC 1.8.1, but if I MCPatch it my client will complain "Your client is not compatible with Realms, please consider updating it."
EzerArch.com | Armourer's Workshop Skins | MCHeli Content Pack Addons | Resource Packs | YouTube | G+ | Twitter
Of course.
make the cloud map 100% transparent.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
And if you don't want them automatically invisible in vanilla Minecraft you could also make a one-frame custom animation putting a 100% transparent image into the normal cloud image space, thus erasing it only when MCPatcher or Optifine are installed.
I literally have no idea what that means.
Using MCPatcher's animation method (detailed in the OP and/or the wiki) you set up an animation that has exactly one frame: a completely transparent image of the same size as your clouds image. Set your animation so that it will take up the entire space on the clouds file. This should completely remove anything in the cloud map image, but will only do so with MCPatcher or Optifine installed since vanilla Minecraft cannot read or use the MCPatcher animation method. In this way you can still have normal minecraft clouds when not using either mod and see only a custom sky when MCPatcher is active.
If you need it explained further, let me know what part you don't understand. Certainly some of those words must have been understandable to you.