Well... Okay, maybe not quite. I went and reverted to my old method of doing it (It makes more sense to me), and I went and made 0a.png, 0b.png, and so on (each is a copy of 0aa, 0ba, etc.), and now I've got it all connecting just fine, but not randomizing at all.
I also went through all of my randomizing properties files, and made sure each of them worked on their own, which they did.
Well... Okay, maybe not quite. I went and reverted to my old method of doing it (It makes more sense to me), and I went and made 0a.png, 0b.png, and so on (each is a copy of 0aa, 0ba, etc.), and now I've got it all connecting just fine, but not randomizing at all.
I also went through all of my randomizing properties files, and made sure each of them worked on their own, which they did.
Ok, well I can't really help with that. You'll have to check your list of tiles in the main ctm file to make sure it has all the correct ones changed. If you change the wrong one or you don't change some that should be changed you can end up with very wonky results.
I can tell you now that if you're going to be covering all sides, corners included, you'll probably end up with something like 31 random properties files. One for each tile that falls on an edge.
I went ahead and tried it your way again, and now I've got beautifully randomized tiles... With no classic ctm. It feels like the entire thing is just completely against actually linking methods together in any way... Although I did, at one point, get vertical ctm with randomization, but that's just not very satisfying to look at.
Update:
Turns out you have to use the full path of the tile in the branched properties files in order to have it connect.
So, rather than this:
Everything now works and looks like it should. Thanks for all the help
God, that was dumb.
OH, wow. That was dumb of me too. I completely forgot about that. My sandstone ones have that as well, except it refers to the images relative to the .properties file's directory.
matchTiles=./0a.png
I actually remember wondering if that was significant but dismissed it completely.
I have followed the instructions relating to the install with Forge/Liteloader, but when in the MCPatcher, only Forge and my vanilla 1.8.3 shows in the drop down for "Game version". Even though I have many other versions installed, it's only showing those brief two.
An tips?
~Rainbow
Wait until Forge compatibility for 1.8.x is completed. Right now MCPatcher doesn't work well with Forge. Don't worry, Kahr is working on it.
@Kahr: While on this subject, may I request a feature for Custom Colors? For custom biome colors, will you add something that allows a pack maker to specify what dimensions a biome map applies to? Not useful in vanilla so much, but VERY useful when running Forge where you don't want the biome colors overriding dimension-specific colors from, say, Mystcraft for example. Hopefully this won't be too much of a bother to add. Thank you in advance.
Sounds great! Would this include a Forge & Liteloader combination?
Yes of course. Kahr has always been careful about that. I doubt he'd falter now, particularly because it's mainly Forge that has to have its own way graphics-wise. Liteloader just sits quietly and does its job without much fuss, so it's almost silly to think it wouldn't be compatible with MCPatcher once Forge's needs are taken care of.
Is there a way to use .jar mods? Because a server that I want to start being a apart of is wanting me to use MCPatcher with Conquest, but I won't use it unless I can have my usual mods ( MorePlayerModels, Damage Indicators, and Zan's Minimap hopefully with the waypoints I've already saved from going onto it with ATLauncher ) with it. I tried moving said mods into the "mods" 1.7.10 folder that MCPatcher created in my .minecraft, but I can only select .zip files and the mods I use don't come as .zip's, they're .jar.
So, is there anyway that this can be fixed / I can use the mods that I want with this? They have custom textures and such and I think I'm one of the few who actually uses those mods ( It's a RolePlaying server, not many use any mods aside from MorePlayerModels )
Is there a way to use .jar mods? Because a server that I want to start being a apart of is wanting me to use MCPatcher with Conquest, but I won't use it unless I can have my usual mods ( MorePlayerModels, Damage Indicators, and Zan's Minimap hopefully with the waypoints I've already saved from going onto it with ATLauncher ) with it. I tried moving said mods into the "mods" 1.7.10 folder that MCPatcher created in my .minecraft, but I can only select .zip files and the mods I use don't come as .zip's, they're .jar.
So, is there anyway that this can be fixed / I can use the mods that I want with this? They have custom textures and such and I think I'm one of the few who actually uses those mods ( It's a RolePlaying server, not many use any mods aside from MorePlayerModels )
If those mods are Forge mods, then you should need only to patch a profile with Forge already installed. Don't install forge mods with the patcher, just put them into the mods folder as usual. Since it creates a separate profile upon patching anyways, and you can quite easily revert to the previous version if it doesn't work out, you could always just test it.
Rollback Post to RevisionRollBack
I used to maintain the Minecraft Forums Mod List. However, life has stepped in the way of that. Perhaps later...
putting a classic CTM on blocks with this model produces odd results with the inside faces. As in this image,
when the blocks are only one wide, the inner faces render fine, but they mess up when there are two or more blocks next to each other. It seems to work something like this:
any explanation or fix would be welcome.
Also, the CIT enchantment overlay bug (where the default enchantment is applied using a non-default blending) is still present.
The same problem here. I cannot use Forge and MCpatcher together in 1.7.10
Did either of you read the instructions in the OP? Because from that image it's very clear that you're not doing it correctly. You no longer use MCPatcher to install Forge. That hasn't been the correct way to do things for many versions now.
Please read the instructions in the first post. If you're still having problems, give a detailed account of what you've done and what's going wrong including crash reports and so forth.
Rollback Post to RevisionRollBack
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I think you just solved my problem.
Ah, wonderful. Glad I could help.
I also went through all of my randomizing properties files, and made sure each of them worked on their own, which they did.
Ok, well I can't really help with that. You'll have to check your list of tiles in the main ctm file to make sure it has all the correct ones changed. If you change the wrong one or you don't change some that should be changed you can end up with very wonky results.
I can tell you now that if you're going to be covering all sides, corners included, you'll probably end up with something like 31 random properties files. One for each tile that falls on an edge.
Update:
Turns out you have to use the full path of the tile in the branched properties files in order to have it connect.
So, rather than this:
Each of my randomizing properties files had to look like this:
Everything now works and looks like it should. Thanks for all the help
God, that was dumb.
OH, wow. That was dumb of me too. I completely forgot about that. My sandstone ones have that as well, except it refers to the images relative to the .properties file's directory.
I actually remember wondering if that was significant but dismissed it completely.
Glad it's now working.
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ModeratorWait until Forge compatibility for 1.8.x is completed. Right now MCPatcher doesn't work well with Forge. Don't worry, Kahr is working on it.
@Kahr: While on this subject, may I request a feature for Custom Colors? For custom biome colors, will you add something that allows a pack maker to specify what dimensions a biome map applies to? Not useful in vanilla so much, but VERY useful when running Forge where you don't want the biome colors overriding dimension-specific colors from, say, Mystcraft for example. Hopefully this won't be too much of a bother to add. Thank you in advance.
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ModeratorYes of course. Kahr has always been careful about that. I doubt he'd falter now, particularly because it's mainly Forge that has to have its own way graphics-wise. Liteloader just sits quietly and does its job without much fuss, so it's almost silly to think it wouldn't be compatible with MCPatcher once Forge's needs are taken care of.
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Retired StaffHas an and operation yet been added to selecting enchantments by two IDs, or is it still only an or operation?
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Curse Premium@Kahr
I have some troubles with glass blocks and stained glass blocks,panes and the latest MC Patcher.
Image 1: vers.1.8.3, glass blocks,method=h+v,works correct, light blue stained glass block and pane,method=h+v won`t.
Image 2 : vers 1.8.3, glass blocks,method=v+h wont`t work, light blue stained glass block works,pane doesn`t.
i have GIGANTIC lags and freezes with mcpatcher and fastcraft, but mcpatcher/fastcraft standalone work good
Is there a way to use .jar mods? Because a server that I want to start being a apart of is wanting me to use MCPatcher with Conquest, but I won't use it unless I can have my usual mods ( MorePlayerModels, Damage Indicators, and Zan's Minimap hopefully with the waypoints I've already saved from going onto it with ATLauncher ) with it. I tried moving said mods into the "mods" 1.7.10 folder that MCPatcher created in my .minecraft, but I can only select .zip files and the mods I use don't come as .zip's, they're .jar.
So, is there anyway that this can be fixed / I can use the mods that I want with this? They have custom textures and such and I think I'm one of the few who actually uses those mods ( It's a RolePlaying server, not many use any mods aside from MorePlayerModels )
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Retired StaffIf those mods are Forge mods, then you should need only to patch a profile with Forge already installed. Don't install forge mods with the patcher, just put them into the mods folder as usual. Since it creates a separate profile upon patching anyways, and you can quite easily revert to the previous version if it doesn't work out, you could always just test it.
mcpatcher dont support forge 1.7.10?
Bug report: Cullface and CTM don't work with each other.
Using wither of these two models to imitate back facing:
{ "textures": { "particle": "#color" }, "elements": [ { "from": [0,0,0], "to": [16,16,0], "faces": { "north": { "texture": "#color", "cullface": "north" }, "south": { "texture": "#frame", "cullface": "north" } } }, { "from": [0,0,0], "to": [0,16,16], "faces": { "west": { "texture": "#color", "cullface": "west" }, "east": { "texture": "#frame", "cullface": "west" } } }, { "from": [16,0,0], "to": [16,16,16], "faces": { "east": { "texture": "#color", "cullface": "east" }, "west": { "texture": "#frame", "cullface": "east" } } }, { "from": [0,0,16], "to": [16,16,16], "faces": { "south": { "texture": "#color", "cullface": "south" }, "north": { "texture": "#frame", "cullface": "south" } } }, { "from": [0,0,0], "to": [16,0,16], "faces": { "down": { "texture": "#color", "cullface": "down" }, "up": { "texture": "#frame", "cullface": "down" } } }, { "from": [0,16,0], "to": [16,16,16], "faces": { "up": { "texture": "#color", "cullface": "up" }, "down": { "texture": "#frame", "cullface": "up" } } } ] }{ "textures": { "particle": "#color" }, "elements": [ { "from": [0,0,0], "to": [16,16,16], "faces": { "down": { "texture": "#color", "cullface": "down" }, "up": { "texture": "#color", "cullface": "up" }, "north": { "texture": "#color", "cullface": "north" }, "south": { "texture": "#color", "cullface": "south" }, "east": { "texture": "#color", "cullface": "east" }, "west": { "texture": "#color", "cullface": "west" } } }, { "from": [16,16,16], "to": [0,0,0], "faces": { "down": { "texture": "#frame", "cullface": "up" }, "up": { "texture": "#frame", "cullface": "down" }, "north": { "texture": "#frame", "cullface": "south" }, "south": { "texture": "#frame", "cullface": "north" }, "east": { "texture": "#frame", "cullface": "west" }, "west": { "texture": "#frame", "cullface": "east" } } } ] }when the blocks are only one wide, the inner faces render fine, but they mess up when there are two or more blocks next to each other. It seems to work something like this:
any explanation or fix would be welcome.
Also, the CIT enchantment overlay bug (where the default enchantment is applied using a non-default blending) is still present.
Putting the CENDENT back in transcendent!
no, you must use MCPatcher-Repackager-1.3.jar
do i have to choose the mcpatcher profile to run Random Mobs?
Update on the cullfacing bug: The problem seems to be this: for inner faces,
Putting the CENDENT back in transcendent!
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ModeratorDid either of you read the instructions in the OP? Because from that image it's very clear that you're not doing it correctly. You no longer use MCPatcher to install Forge. That hasn't been the correct way to do things for many versions now.
Please read the instructions in the first post. If you're still having problems, give a detailed account of what you've done and what's going wrong including crash reports and so forth.