This has to do with the "new" model system. If you hace multiple texture for bread for example, it always uses the original texture to create the model. If you know have a texture that doesn't use the same pixels it will look weird, since it still uses the original model ...
So, "recolouring" items for example still works, having different things doesn't work unfortunately ...
Do you suppose we'll get another 'ninja update' from Kahr once 1.9 hits? I've been wondering if he'll manage to update MCPatcher again or not...
I both sincerely hope so... and kinda doubt it.
The best thing is that, other than a change in how models work, 1.9 is pretty similar to 1.8. It's not like the 1.7 to 1.8 transition where I'm sure a lot of things had to be redone from scratch. Any work that Kahr did for 1.8 can be applied, at least partially, to 1.9. In that respect, it might make the update a bit easier after a few really rough ones.
With that said... Kahr seems like a pretty busy guy and I don't think this is exactly the first thing on his mind right now. This really sinks for all of us, since MCPatcher remains a HUGE asset to the Resource Pack community. If he gives it up and nobody else chooses to take up the mantle (which I believe is possible due to the permissive license this is released under) then that'll be a huge loss for a community that's already languishing.
Kahr, if you're reading this, we miss you. I know everyone still involved in this community is patiently awaiting an update. No pressure or anything, not telling you how to spend your time, but it would make a lot of us art-loving people very happy to have this back.
With that said... Kahr seems like a pretty busy guy and I don't think this is exactly the first thing on his mind right now. This really sinks for all of us, since MCPatcher remains a HUGE asset to the Resource Pack community. If he gives it up and nobody else chooses to take up the mantle (which I believe is possible due to the permissive license this is released under) then that'll be a huge loss for a community that's already languishing.
The good thing here is that Optifine seems to be catching up with the 1.8.8/1.8.9 versions:
Download OptiFine 1.8.8_HD_U_G7 (added support for Custom Item Textures, updated Connected Textures to parse block variants, added custom colors: spawn eggs, dog collars, sheep, potion, map, text, xporb, added support for grid palettes, fixed shader shadows, compatible with Forge #1591): Download, mirror(04.12.2015) Dec 4th, 2015
(1.8.9 version is on their site)
I'm not sure what the gap between them is, especially since both have really poor documentation. Mcpatcher used to be better because of better glass and biome-specific random mobs and innerSeams on CTM... but I know betterglass wasn't carried to to 1.8 because of the rendering changes. In fact, having a no-backface-culling trick model on glass messed up CTM IIRC (I don't remember if that was with betterglass renderpass turned off or not... my screenshot also could be from the 1.8 snapshots when twoSided was a thing for models).
Aside from Optifine not being able to replicate MCpatcher's capability fully, I think Kahr will have to hotfoot it to keep the 'resource pack throne' so to speak. Otherwise, you might as well install Optifine and also get better performance.
Some big stuff I can think of:
model support on all CTM: instead of texture files, you specify the model used. Would easily be used for vertical, but classic could be added later if you just imagine individual tiles being replaced by models.
model support for CIT: specifying new models for specific spawn eggs/potions/enchanted+named items would be fairly useful
more advanced models: a modified model format with no restriction on number of rotations and possibly some way to combine multiple elements to be 'watertight', like this model to this model.
Also, tons of miscellaneous stuff could be used from the stuff I have mentioned elsewhere on the forums, on Jira, or on Reddit:
fireballs need to use models
projectiles need some way to be configured to act more like arrows (or rotation is set from the direction it was originally thrown and never changes?) so they aren't always facing the player's view
sliders need a dedicated image instead of being hardcoded to buttons
a way to make 'continuous' looping sounds is needed. Great for mobs, nether portal, and main-menu (or creative) music.
chest lid fix: if chest textures are present in a specific MCpatcher location, move all chest lids up 1/16th of a block so the side textures don't Z-fight
extra models: allow models to be rendered on top of GUIs (like empty lapis slot on enchanting tables, or as the hammer on the anvil GUI) or to be used as effect icons (both in-inventory or on the HUD in the top right... and in-beacon). Possibly these could be pre-positioned models so you make the model (and do some rendering settings) but the positioning is taken care of. Possibly models for particles (like non-rotated 3D smoke)?
barrier model. So barriers can be rendered like a block rather than rendering it as a particle that needs to refresh every frame to rotate.
more inherit models: "parent": "builtin/entity" works on more models... such as boats, minecarts (and variants like hopper/furnace minecart), armor, and mob eggs (uses mob models). Can also have display changed so they look appropriate. Separate path for these models, too, since they won't work in vanilla. Maybe all (non-CTM) MCpatcher-based models should be part of a new grouping 'CIM' AKA Custom Item Models...
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"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
I don't really know much about programming, but I kind of wonder if implementing custom models into the CIT mod might be more feasible once 1.9 rolls out, since there will be some kind of system in vanilla for specifying different json files for a single item, depending on its properties.
Edit: Solved this problem by adding source=50.png into the file.
Apologies if this has been noted before, but I can't seem to get my Armour display working with Custom Item Textures. The icons work fine, but when using type=armor I don't see the new armor texture. I should note that I am using Better than Wolves so I'm on v1.5.2 of Minecraft of course, I'm just not sure if the armor CIT wa successfully ported backwards with everything else. My set up is below:
#cit/iron_1.properties
type=armor
texture.iron_1=50.png
damage=0-100% #Set it to full range for testing purposes
50.png file is the new armour texture that I want to display, however this isn't showing. I have tried variations of the file, changed the name of the proporties file and the 50.png file with no luck, changed their location in the folder (I've had the files in subdirectories and the root of the cit folder).
If anyone has any advice on what I'm maybe doing wrong then I'd appreciate it it. Thanks
I've noticed what seems to be a bug with the latest version of mcpatcher and Better Than Wolves. The grass on the dirt slab doesn't seem to be applying the swampgrasscolor from the png file, it might also be taking incorrect colour values from grasscolor.png too. Basically something strange is going on with the Grass Slab in the swamp.
I've attached the JSL image below but you can barely see it (it's only 16x1px)
I will add that Optifine works with either name, Optifine has made some significant updates to add all the MCPatcher texture stuff like Grid support for colormaps, CIT and more.
Personally I don't need the fps bump that Optifine adds but if MCPatcher doesn't get updated then we'll have little choice in the future.
Both the renderpass feature and lightmaps seem to be broken ever since 1.8. I've confirmed with a few people that sunsets and sunrises are no longer editable using the standard lightmap format. Someone please help me confirm this so that we can get it fixed. Changing sunset/sunrise colors without MCPatcher will result in necessitating a coremod which is already giving me a head ache just thinking about it.
How do you combine this with both forge and liteloader together? Because I have a forge-liteloader profile, but it doesn't show up in mcpatcher. Just a forge profile does however. I'm using 1.7.10.
That's a good question!
I tried that myself a few times to combine Forge with MCPatcher and LiteLoader so that I could use MCPatcher with both GLSL shaders and WorldEdit CUI. I couldn't get them all working together though. When I did get them all added, Minecraft crashed on launch. So I ended up just making 2 different profiles. One for using MCPatcher with the GLSL shaders and one for using MCPatcher with LiteLoader. So if I do anything that needs CUI I use the MCPatcher/LiteLoader profile. Otherwise I use the MCPatcher/Forge/GLSL profile.
Part of the problem is that MCPatcher doesn't recognize the inheritance and only works on profiles that contain an actual JAR file in the profile folder. Those are the only profiles that show in the MCPatcher popup menu.
If you (or anyone else) do get a sequence that works please post it.
Right now, it won't be able to get forge to work because that needs to be patched first, but it will work with other injection mods such as liteloader. The forge fix will need to be done by Kahr.
I will add that Optifine works with either name, Optifine has made some significant updates to add all the MCPatcher texture stuff like Grid support for colormaps, CIT and more.
Wait wait wait wait.... lol
CIT is finally back in 1.8 Opti?! I have been waiting for that for over a year I can finally get back to work on my server's resource pack!
The biggest thing I was missing in Optifine for our texture pack was the better glass and render passes that we use to put translucent glass in the wooden/iron doors, etc. Also some of the CTM textures worked but some didn't.
Just a heads up to you and anyone else using MCPatcher to install BTW(possibly other mods as well?). With the recent launcher update, minecraft will replace your modded jar with a fresh one, unless the following steps are taken:
DO NOT RUN MINECRAFT. You're not done yet!
Locate your Minecraft game folder. (Default location is usually: C:\Users\####\AppData\Roaming\.minecraft)
Open the 'versions' folder.
Open the folder of the new jar you just created. (Example: 1.5.2-betterthanwolves)
Open the '.json' file with notepad.
Scroll to the very bottom of the text file and locate the following code:
(If anyone has an issue finding that text, because notepad doesn't lay out the information properly, try making the text word wrap with the format menu option. Or, install Notepad++ and use that instead.)
Delete everything between the '4' and the LAST '}' so it looks like this:
I'm not sure if you can automate that with MCPatcher, Kahr. Because, it's going to be a nightmare if people have to mess with the .json file just to load mods properly. In any case, that's how you get around the issue if anyone encounters it.
~Rob/Arrobee
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Curse PremiumI have a problem here: How do I made 8-way CTM work properly on the top of a furnace/dropper/dispenser when they rotate their top textures?
To demonstrate the problem:
some thing going wrong with CIA texture...
This has to do with the "new" model system. If you hace multiple texture for bread for example, it always uses the original texture to create the model. If you know have a texture that doesn't use the same pixels it will look weird, since it still uses the original model ...
So, "recolouring" items for example still works, having different things doesn't work unfortunately ...
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Curse PremiumDo you suppose we'll get another 'ninja update' from Kahr once 1.9 hits? I've been wondering if he'll manage to update MCPatcher again or not...
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ModeratorI both sincerely hope so... and kinda doubt it.
The best thing is that, other than a change in how models work, 1.9 is pretty similar to 1.8. It's not like the 1.7 to 1.8 transition where I'm sure a lot of things had to be redone from scratch. Any work that Kahr did for 1.8 can be applied, at least partially, to 1.9. In that respect, it might make the update a bit easier after a few really rough ones.
With that said... Kahr seems like a pretty busy guy and I don't think this is exactly the first thing on his mind right now. This really sinks for all of us, since MCPatcher remains a HUGE asset to the Resource Pack community. If he gives it up and nobody else chooses to take up the mantle (which I believe is possible due to the permissive license this is released under) then that'll be a huge loss for a community that's already languishing.
Kahr, if you're reading this, we miss you. I know everyone still involved in this community is patiently awaiting an update. No pressure or anything, not telling you how to spend your time, but it would make a lot of us art-loving people very happy to have this back.
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Retired StaffThe good thing here is that Optifine seems to be catching up with the 1.8.8/1.8.9 versions:
(1.8.9 version is on their site)
I'm not sure what the gap between them is, especially since both have really poor documentation. Mcpatcher used to be better because of better glass and biome-specific random mobs and innerSeams on CTM... but I know betterglass wasn't carried to to 1.8 because of the rendering changes. In fact, having a no-backface-culling trick model on glass messed up CTM IIRC (I don't remember if that was with betterglass renderpass turned off or not... my screenshot also could be from the 1.8 snapshots when twoSided was a thing for models).
Aside from Optifine not being able to replicate MCpatcher's capability fully, I think Kahr will have to hotfoot it to keep the 'resource pack throne' so to speak. Otherwise, you might as well install Optifine and also get better performance.
Some big stuff I can think of:
Also, tons of miscellaneous stuff could be used from the stuff I have mentioned elsewhere on the forums, on Jira, or on Reddit:
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
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Curse PremiumI don't really know much about programming, but I kind of wonder if implementing custom models into the CIT mod might be more feasible once 1.9 rolls out, since there will be some kind of system in vanilla for specifying different json files for a single item, depending on its properties.
Edit: Solved this problem by adding source=50.png into the file.
Apologies if this has been noted before, but I can't seem to get my Armour display working with Custom Item Textures. The icons work fine, but when using type=armor I don't see the new armor texture. I should note that I am using Better than Wolves so I'm on v1.5.2 of Minecraft of course, I'm just not sure if the armor CIT wa successfully ported backwards with everything else. My set up is below:
#cit/iron_1.properties
type=armor
texture.iron_1=50.png
damage=0-100% #Set it to full range for testing purposes
50.png file is the new armour texture that I want to display, however this isn't showing. I have tried variations of the file, changed the name of the proporties file and the 50.png file with no luck, changed their location in the folder (I've had the files in subdirectories and the root of the cit folder).
If anyone has any advice on what I'm maybe doing wrong then I'd appreciate it it. Thanks
I've noticed what seems to be a bug with the latest version of mcpatcher and Better Than Wolves. The grass on the dirt slab doesn't seem to be applying the swampgrasscolor from the png file, it might also be taking incorrect colour values from grasscolor.png too. Basically something strange is going on with the Grass Slab in the swamp.
Custom Redstone dust colour doesn't seem to work in 1.8.8 any more.
The wiki has some conflicting information, is it redstone.png or redstonecolor.png?
https://bitbucket.org/prupe/mcpatcher/wiki/Other_Block_Colors
I've attached the JSL image below but you can barely see it (it's only 16x1px)

I will add that Optifine works with either name, Optifine has made some significant updates to add all the MCPatcher texture stuff like Grid support for colormaps, CIT and more.
Personally I don't need the fps bump that Optifine adds but if MCPatcher doesn't get updated then we'll have little choice in the future.
http://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Java Minecraft
Both the renderpass feature and lightmaps seem to be broken ever since 1.8. I've confirmed with a few people that sunsets and sunrises are no longer editable using the standard lightmap format. Someone please help me confirm this so that we can get it fixed. Changing sunset/sunrise colors without MCPatcher will result in necessitating a coremod which is already giving me a head ache just thinking about it.
Is it possible to apply CTM to non-vanilla Blocks?
I've posted a thread with Step-by-step Instructions on How-to Install MCPatcher with Shaders Mod & Forge for MC 1.7.10 on Mac OS X so that we could use Shaders Mod with MCPatcher to take full advantage of our new texture pack:Sensei & Son HD128 Minecraft Texture Pack which works best with MCPatcher rather than Optifine. Hope it helps others avoid some of the trial-and-error testing we had to do to get them working together.
That's a good question!
I tried that myself a few times to combine Forge with MCPatcher and LiteLoader so that I could use MCPatcher with both GLSL shaders and WorldEdit CUI. I couldn't get them all working together though. When I did get them all added, Minecraft crashed on launch. So I ended up just making 2 different profiles. One for using MCPatcher with the GLSL shaders and one for using MCPatcher with LiteLoader. So if I do anything that needs CUI I use the MCPatcher/LiteLoader profile. Otherwise I use the MCPatcher/Forge/GLSL profile.
Part of the problem is that MCPatcher doesn't recognize the inheritance and only works on profiles that contain an actual JAR file in the profile folder. Those are the only profiles that show in the MCPatcher popup menu.
If you (or anyone else) do get a sequence that works please post it.
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Curse PremiumTo get this to work with LiteLoader, I use a tool I created a while ago.
http://mnm-mods.blogspot.com/p/mcpatcher-repackager.html
Right now, it won't be able to get forge to work because that needs to be patched first, but it will work with other injection mods such as liteloader. The forge fix will need to be done by Kahr.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
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Wait wait wait wait....
lol
I have been waiting for that for over a year
I can finally get back to work on my server's resource pack!
CIT is finally back in 1.8 Opti?!
The biggest thing I was missing in Optifine for our texture pack was the better glass and render passes that we use to put translucent glass in the wooden/iron doors, etc. Also some of the CTM textures worked but some didn't.
Hello All,
I've been slowly adding CIT to all my armour
But leather overlay doesn't work
The leather itself updates, but the leather overlay does not update
Here's the text file thing
Any help appreciated
http://hypixel.net/threads/diax-resource-pack.199998/
Hey Guys
After testing a lot, it appears to be that MCPatcher for 1.8 currently does not have support for leather overlays.
Does anyone know when Kahr will add a new build?
-Diam_0nd
http://hypixel.net/threads/diax-resource-pack.199998/
@Kahr
Just a heads up to you and anyone else using MCPatcher to install BTW(possibly other mods as well?). With the recent launcher update, minecraft will replace your modded jar with a fresh one, unless the following steps are taken:
DO NOT RUN MINECRAFT. You're not done yet!
"mainClass": "net.minecraft.launchwrapper.Launch", "minimumLauncherVersion": 4, "assets": "legacy", "downloads": { "client": { "url": "https://launcher.mojang.com/mc/game/1.5.2/client/465378c9dc2f779ae1d6e8046ebc46fb53a57968/client.jar", "sha1": "465378c9dc2f779ae1d6e8046ebc46fb53a57968", "size": 5564661 }, "server": { "url": "https://launcher.mojang.com/mc/game/1.5.2/server/f9ae3f651319151ce99a0bfad6b34fa16eb6775f/server.jar", "sha1": "f9ae3f651319151ce99a0bfad6b34fa16eb6775f", "size": 2360903 }, "windows_server": { "url": "https://launcher.mojang.com/mc/game/1.5.2/windows_server/49fded489aae76e012048c3c81dcc323384ef781/windows_server.exe", "sha1": "49fded489aae76e012048c3c81dcc323384ef781", "size": 2542151 } }, "assetIndex": { "totalSize": 111220701, "id": "legacy", "known": true, "url": "https://launchermeta.mojang.com/mc-staging/assets/legacy/c0fd82e8ce9fbc93119e40d96d5a4e62cfa3f729/legacy.json", "sha1": "c0fd82e8ce9fbc93119e40d96d5a4e62cfa3f729", "size": 134284 } }(If anyone has an issue finding that text, because notepad doesn't lay out the information properly, try making the text word wrap with the format menu option. Or, install Notepad++ and use that instead.)
(Source: [1.5.2][GUIDE] How-to install BTW w/ MCLauncher & MCPatcher)
I'm not sure if you can automate that with MCPatcher, Kahr. Because, it's going to be a nightmare if people have to mess with the .json file just to load mods properly. In any case, that's how you get around the issue if anyone encounters it.
~Rob/Arrobee