Is it possible to have alternate colored fire but not have it server wide? For example I have a Harry Potter server with Floo Networks, I want to be able to use world edit to set or replace fire with green fire but I dont want all fire in the whole texture pack to be green.
Is it possible to have alternate colored fire but not have it server wide? For example I have a Harry Potter server with Floo Networks, I want to be able to use world edit to set or replace fire with green fire but I dont want all fire in the whole texture pack to be green.
I think you could make it with biome based textures?
So that it is green in swamp biomes for example.
Biomes would work. Maybe height restricted as well.
You used to be able to make blocks appear differently by exploiting unused metadata values. But unfortunately that is no longer possible since Mojang changed how metadata is handled.
You used to be able to make blocks appear differently by exploiting unused metadata values. But unfortunately that is no longer possible since Mojang changed how metadata is handled.
I think fire was one of these blocks which couldn't have a metadata based texture, but nevermind that.
Yeah, heigh restriction might work as well, but I guess biomes is easier as long as he has worldedit or another plugin, because otherwise he would have to adjust everything on the height...
I made a block model, that is a little bit bigger than a normal block and I always have a shading on one side if I don't place a block underneath it (etc.)
So I don't think that it fixes the bug, but trying won't cost you anything. I also might have another problem than you, so go ahead and try it.
I'm having some trouble installing this with Forge. The installation instructions seem straight forward, but I can't seem to get it to work (unless I'm missing something, which I probably am). I'm using 1.7.10 I installed that version of Forge using its Windows Installer. Started the game and played a bit - everything worked fine. Install instructions of MCPatcher say to change the Game Version in the drop down to the one ending in -forge. I don't see it in the drop down (just 1.7.10 and 1.8.7) even though when I check my versions folder, it is listed (1.7.10-Forge10....)
Any ideas?
Ditto. Whenever I try to patch 1.8 it changes to use latest version regardless of the version being patched. It also doesn't set it as the default profile even though it has been checked. It makes it a little odd patching Forge 1.8 and it is defaulting to version 1.8.7; needless to say insta crash.
So I think I've isolated the problem, or at least figured out that the problem is a bug.
I went back into 1.7.10 and patched it, and I got these results...(Yes, I am using the Conquest resource pack)
This is exactly what I wanted to see.
However, jumping back into 1.8.7, I get these results...
From what I've been able to understand, CIT is not correctly rendering the designated overlay layers of the leather armor, instead rendering the default leather textures.
Make pixels in the dyed layer transparent wich are not transparent in the undyed layer.
##EDIT:##
Or may the filenames changed. Open the minecraft.jar with 7zip and look for the filenames. Possibly the layer is patched with MC-patcher and doesn't work in that version. Go into the folder with the patched file and copy it into the armor folder and rename it if needed.
I wasn't quite sure what you meant by the first suggestion, but I tried altering the .png files and nothing changed.
I also tried the second suggestion, and it doesn't seem like there was any difference between the filenames. I do agree that it must just not work for the 1.8 versions, I do hope it is fixed soon.
1.Maybe the z-order changed. Z-order is the order wich are the triangles rendered, sometimes you can see some flickering in games. That is when it seems opengl doesn't know what is in front. Try to make one layer full transparent then the other. What do you see? If you see a default texture try second step. Else the texture you are seen hides the other texture. I hope you have paint.net. Open the layer you see in the front and open the other. In the back layer-texture select the transparent pixels with the wand of selection and invert the selection. Copy it and paste it in the texture which is rendered in front. DELETE it. You can now see the things behind the front-rendered layer you want.
OR
2.Try default. If default works some filenames must be changed. Go into the minecraft.jar with a dezipper tool like 7-zip or win-rar and look for the filenames. Case sensitive! On some OSs doesn't works it without sensitive case. If it doesn't work try optifine with your pack. If it works then there is a bug in the mcpatcher.
##EDIT:##
OR
The armor must be converted in the new 1.8 player model format but I don't think so.
I used default, vanilla MC textures, and it still didn't work. I copied and pasted the specific .png files, and their filenames, into an isolated CIT armor folder and .properties files. I did not alter anything, and simply added the proper .properties format information. When this didn't work, I tried simply deleting the leather_layer_1_overlay and leather_layer_2_overlay .png files from the source folder of my Resource Pack. This only resulted in nothing appearing, not even a replacement, vanilla textures.
For this reason, I didn't bother altering my own .png files, as the vanilla would(?) have them in the proper format if there was any special requirement for the image files.
I really do believe it is a bug, and not user error at this point.
Since 1.8 has been out, has McPatcher added the capability to apply a custom block model to an item that is either renamed, using lore, or other attributes using custom item textures? Or is this just wishful thinking like nbt-based custom mob textures?
Since 1.8 has been out, has McPatcher added the capability to apply a custom block model to an item that is either renamed, using lore, or other attributes using custom item textures? Or is this just wishful thinking like nbt-based custom mob textures?
I'm wondering that too, since I like to make custom swords (fire blades for example), but as soon as it doesn't have the same proportions as the original sword it will have some floating pixels.
Not sure if you can links cit and block/item models though :/ (would be cool though)
For now, the best we can do is create a single model for all items that could include all possible models and sizes we'd want which really limits what we can do.
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The front page say's to install forge normally, which I did forge for 1.6.4 is being recognized but not 1.7.10.
I think it's due to an update in Forge for 1.7.10 that mcpatcher didn't update for. Try some older Forge versions.
Putting the CENDENT back in transcendent!
Also, does Connected Textures work with block models yet, or just their textures?
Joy, unfortunately I highly doubt an old version will work, any idea if this will be fixed in a future up date?
Probably not, as 1.7.10 came out about a year ago.
Putting the CENDENT back in transcendent!
Is it possible to have alternate colored fire but not have it server wide? For example I have a Harry Potter server with Floo Networks, I want to be able to use world edit to set or replace fire with green fire but I dont want all fire in the whole texture pack to be green.
I think you could make it with biome based textures?
So that it is green in swamp biomes for example.
Forum Thread | Album
Biomes would work. Maybe height restricted as well.
You used to be able to make blocks appear differently by exploiting unused metadata values. But unfortunately that is no longer possible since Mojang changed how metadata is handled.
I think fire was one of these blocks which couldn't have a metadata based texture, but nevermind that.
Yeah, heigh restriction might work as well, but I guess biomes is easier as long as he has worldedit or another plugin, because otherwise he would have to adjust everything on the height...
Forum Thread | Album
Can someone please tell me, does this mod fix the custom 3d lighting bug (https://bugs.mojang.com/browse/MC-51447)?
I don't speak English
I made a block model, that is a little bit bigger than a normal block and I always have a shading on one side if I don't place a block underneath it (etc.)
So I don't think that it fixes the bug, but trying won't cost you anything. I also might have another problem than you, so go ahead and try it.
Forum Thread | Album
Ditto. Whenever I try to patch 1.8 it changes to use latest version regardless of the version being patched. It also doesn't set it as the default profile even though it has been checked. It makes it a little odd patching Forge 1.8 and it is defaulting to version 1.8.7; needless to say insta crash.
Hi guys.
I'm having a little trouble with CTM(Custom Textures and Models), mainly what used to be CIT. I made a thread here, but no one has responded yet.
I would greatly appreciate any help whatsoever!
Well, its been two days and uh...yeah.
So I think I've isolated the problem, or at least figured out that the problem is a bug.
I went back into 1.7.10 and patched it, and I got these results...(Yes, I am using the Conquest resource pack)
This is exactly what I wanted to see.
However, jumping back into 1.8.7, I get these results...
From what I've been able to understand, CIT is not correctly rendering the designated overlay layers of the leather armor, instead rendering the default leather textures.
i was just trying to put a texture pack in and i guess it was a mod and my minecraft crashed
I wasn't quite sure what you meant by the first suggestion, but I tried altering the .png files and nothing changed.
I also tried the second suggestion, and it doesn't seem like there was any difference between the filenames. I do agree that it must just not work for the 1.8 versions, I do hope it is fixed soon.
I used default, vanilla MC textures, and it still didn't work. I copied and pasted the specific .png files, and their filenames, into an isolated CIT armor folder and .properties files. I did not alter anything, and simply added the proper .properties format information. When this didn't work, I tried simply deleting the leather_layer_1_overlay and leather_layer_2_overlay .png files from the source folder of my Resource Pack. This only resulted in nothing appearing, not even a replacement, vanilla textures.
For this reason, I didn't bother altering my own .png files, as the vanilla would(?) have them in the proper format if there was any special requirement for the image files.
I really do believe it is a bug, and not user error at this point.
Since 1.8 has been out, has McPatcher added the capability to apply a custom block model to an item that is either renamed, using lore, or other attributes using custom item textures? Or is this just wishful thinking like nbt-based custom mob textures?
I'm wondering that too, since I like to make custom swords (fire blades for example), but as soon as it doesn't have the same proportions as the original sword it will have some floating pixels.
Not sure if you can links cit and block/item models though :/ (would be cool though)
Forum Thread | Album
For now, the best we can do is create a single model for all items that could include all possible models and sizes we'd want which really limits what we can do.