MCpatcher doesn't support the elytra. Optifine has a lot of the same custom item features though, and they added elytra support a while back.
Okay... fair enough. I'm super new to MCPatcher, am I right in assuming it's not going to be updated any time soon?
Also, Optifine, would that allow users to choose what they want their Elytra to look like, or could I have different versions in game, similar to how mobs can have several skins? Of course, if a user didn't have Optifine all the Elytras would look the same.
Okay... fair enough. I'm super new to MCPatcher, am I right in assuming it's not going to be updated any time soon?
Also, Optifine, would that allow users to choose what they want their Elytra to look like, or could I have different versions in game, similar to how mobs can have several skins? Of course, if a user didn't have Optifine all the Elytras would look the same.
All the elytra textures you'd want to have would need to be within a resource pack. The way I went about it was to use the Custom Item Textures (CIT) feature to change the elytra texture based on a bunch of pre-defined display names. (ie, if you rename an elytra to "Raven Wings" it will change to a black bird wing texture. etc.)
All the elytra textures you'd want to have would need to be within a resource pack. The way I went about it was to use the Custom Item Textures (CIT) feature to change the elytra texture based on a bunch of pre-defined display names. (ie, if you rename an elytra to "Raven Wings" it will change to a black bird wing texture. etc.)
And yeah, only people with your resource pack and optifine installed will be able to see your custom elytra textures.
!!!
Oh my god, yes, thank you so much! I'm assuming that this item name change works with all sorts of other items too, so I won't be restricted to say; the 6 available armors. If my users have Optifine, they'll see all the different variations.
Last question! Does the name change also work with different models? Fir instance if I had several 3D swords in my resource pack, with a mix of Optifine could I have a couple iron swords renamed-just like the Elytra-and it change appearance to the other swords?
Last question! Does the name change also work with different models? Fir instance if I had several 3D swords in my resource pack, with a mix of Optifine could I have a couple iron swords renamed-just like the Elytra-and it change appearance to the other swords?
Unfortunately it doesn't work with models yet. You can only change items whose "models" are generated from their textures. If your items use a custom block model, you can't change their models or textures. Not yet at least. I saw someone suggest it on Optifine's github, and it got marked as "todo" so maybe the feature might be available in the future.
But for now you can only change textures of generated items.
Unfortunately it doesn't work with models yet. You can only change items whose "models" are generated from their textures. If your items use a custom block model, you can't change their models or textures. Not yet at least. I saw someone suggest it on Optifine's github, and it got marked as "todo" so maybe the feature might be available in the future.
But for now you can only change textures of generated items.
Oooh, well that's good at least!
Thank you very much <3
Using CIT can you change the enchantment glint of an item with a certain enchantment? For instance, if a diamond and iron sword has sharpness on them, the enchantment glint would be a different pattern. Or can you change how the glint looks on a certain item?
Using CIT can you change the enchantment glint of an item with a certain enchantment? For instance, if a diamond and iron sword has sharpness on them, the enchantment glint would be a different pattern. Or can you change how the glint looks on a certain item?
More or less, yeah. You can change a specific enchantment's glint texture using CIT. You can modify quite a few parameters of how the enchantment glint animates too. Though I think some of the features from MCpatcher don't work in Optifine, but I haven't used it enough to verify.
Hello, i was trying to install mods using Mcpatcher but i read the instructions and when i look at the mods folder at the Mcpatcher. All of it were gone probably because all of it were jar, i was trying to patch Blockysmith and shader texutre packs. Can you help me how to do it properly, i really don't know what to do.
Hello, i was trying to install mods using Mcpatcher but i read the instructions and when i look at the mods folder at the Mcpatcher. All of it were gone probably because all of it were jar, i was trying to patch Blockysmith and shader texutre packs. Can you help me how to do it properly, i really don't know what to do.
You can start by telling us what version of Minecraft you're using.
If you're trying to install Forge mods, don't use MCPatcher. Just put them in the /mods/ folder like you normally would. MCPatcher is used to install mods which alter the game files, including older versions of Forge (the ones from before Forge had it's own patcher/installer).
You can start by telling us what version of Minecraft you're using.
If you're trying to install Forge mods, don't use MCPatcher. Just put them in the /mods/ folder like you normally would. MCPatcher is used to install mods which alter the game files, including older versions of Forge (the ones from before Forge had it's own patcher/installer).
Well the version i am in is 1.7.10
Also i found another problem so i patched 1.7.10 forge with liteloader and optifine. But when i launch the launcher nothing happens, the launcher closes and opens with no crash.
Well the version i am in is 1.7.10
Also i found another problem so i patched 1.7.10 forge with liteloader and optifine. But when i launch the launcher nothing happens, the launcher closes and opens with no crash.
There should still be a crash log even if it's not displayed. You can find them in /.minecraft/crash-reports/ . Open the most recent one, and start a thread in the Modded Client Support forum. Someone there should be able to help you.
im trying to make a custom item texture pack using Mcpatcher and when i open the .exe it comes up with a pop up telling me to check the log then gives me this error log. what does it mean? im using Mc version 1.7.10
MCPatcher version is 5.0.3
OS: Windows 8.1 6.3 x86
JVM: Oracle Corporation 1.8.0_111 (32 bit)
Classpath: C:\Users\Michael Ashbrook\Downloads\mcpatcher-5.0.3.exe
Fetching https://s3.amazonaws.com/Minecraft.Download/versions/versions.json...
Minecraft version is 1.9.4 (md5 cd9fb8309934974b29901971f760ffe5)
WARNING: version is newer than any known version
java.util.zip.ZipException: error in opening zip file
at java.util.zip.ZipFile.open(Native Method)
at java.util.zip.ZipFile.<init>(Unknown Source)
at java.util.zip.ZipFile.<init>(Unknown Source)
at java.util.jar.JarFile.<init>(Unknown Source)
at java.util.jar.JarFile.<init>(Unknown Source)
at com.prupe.mcpatcher.MinecraftJar.getInputJar(MinecraftJar.java:110)
at com.prupe.mcpatcher.MCPatcher.checkModApplicability(MCPatcher.java:312)
at com.prupe.mcpatcher.MainForm$19.runImpl(MainForm.java:630)
at com.prupe.mcpatcher.MainForm$UIWorker.run(MainForm.java:1095)
ok, i think ive got it to work but now i cant get it to recognise forge, have the install instructions changed for the newest version?
Been gone for like a year, just come back to see nothing new has been added, that poor MCPatcher hasn't been updated to 1.9 or later.
So is Kahr officially done with MCPatcher? And is there a replacement that it won't be too hard to port over to?
Optifine got most of MCpatchers features now, so I'd say it's worth just switching over to that. The only things I've noticed that seem to be missing are some blend mode options on certain textures, and you can only do randomized mob textures. No biome or height specification anymore. The mob just turns invisible if you try to use it.
Hey so I was working on a resource pack, using overlays to add smoother transitions between blocks
as you can probably see, it worked for all the full blocks but not on the path or tilled soil... and i'm not entirely sure why... i'm assuming its cause they aren't full blocks. If anyone has a solution please respond!
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Curse PremiumMCpatcher doesn't support the elytra. Optifine has a lot of the same custom item features though, and they added elytra support a while back.
Okay... fair enough. I'm super new to MCPatcher, am I right in assuming it's not going to be updated any time soon?
Also, Optifine, would that allow users to choose what they want their Elytra to look like, or could I have different versions in game, similar to how mobs can have several skins? Of course, if a user didn't have Optifine all the Elytras would look the same.
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Curse PremiumAll the elytra textures you'd want to have would need to be within a resource pack. The way I went about it was to use the Custom Item Textures (CIT) feature to change the elytra texture based on a bunch of pre-defined display names. (ie, if you rename an elytra to "Raven Wings" it will change to a black bird wing texture. etc.)
If you need an example, you can find my pack here.
Also here's a .properties file template that you use for CIT functionality, just for your reference.
And yeah, only people with your resource pack and optifine installed will be able to see your custom elytra textures.
!!!
Oh my god, yes, thank you so much! I'm assuming that this item name change works with all sorts of other items too, so I won't be restricted to say; the 6 available armors. If my users have Optifine, they'll see all the different variations.
Last question! Does the name change also work with different models? Fir instance if I had several 3D swords in my resource pack, with a mix of Optifine could I have a couple iron swords renamed-just like the Elytra-and it change appearance to the other swords?
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Curse PremiumUnfortunately it doesn't work with models yet. You can only change items whose "models" are generated from their textures. If your items use a custom block model, you can't change their models or textures. Not yet at least. I saw someone suggest it on Optifine's github, and it got marked as "todo" so maybe the feature might be available in the future.
But for now you can only change textures of generated items.
Oooh, well that's good at least!
Thank you very much <3
Using CIT can you change the enchantment glint of an item with a certain enchantment? For instance, if a diamond and iron sword has sharpness on them, the enchantment glint would be a different pattern. Or can you change how the glint looks on a certain item?
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Curse PremiumMore or less, yeah. You can change a specific enchantment's glint texture using CIT. You can modify quite a few parameters of how the enchantment glint animates too. Though I think some of the features from MCpatcher don't work in Optifine, but I haven't used it enough to verify.
Hello, i was trying to install mods using Mcpatcher but i read the instructions and when i look at the mods folder at the Mcpatcher. All of it were gone probably because all of it were jar, i was trying to patch Blockysmith and shader texutre packs. Can you help me how to do it properly, i really don't know what to do.
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ModeratorYou can start by telling us what version of Minecraft you're using.
If you're trying to install Forge mods, don't use MCPatcher. Just put them in the /mods/ folder like you normally would. MCPatcher is used to install mods which alter the game files, including older versions of Forge (the ones from before Forge had it's own patcher/installer).
Well the version i am in is 1.7.10
Also i found another problem so i patched 1.7.10 forge with liteloader and optifine. But when i launch the launcher nothing happens, the launcher closes and opens with no crash.
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ModeratorThere should still be a crash log even if it's not displayed. You can find them in /.minecraft/crash-reports/ . Open the most recent one, and start a thread in the Modded Client Support forum. Someone there should be able to help you.
im trying to make a custom item texture pack using Mcpatcher and when i open the .exe it comes up with a pop up telling me to check the log then gives me this error log. what does it mean? im using Mc version 1.7.10
MCPatcher version is 5.0.3
OS: Windows 8.1 6.3 x86
JVM: Oracle Corporation 1.8.0_111 (32 bit)
Classpath: C:\Users\Michael Ashbrook\Downloads\mcpatcher-5.0.3.exe
Fetching https://s3.amazonaws.com/Minecraft.Download/versions/versions.json...
Minecraft version is 1.9.4 (md5 cd9fb8309934974b29901971f760ffe5)
WARNING: version is newer than any known version
java.util.zip.ZipException: error in opening zip file
at java.util.zip.ZipFile.open(Native Method)
at java.util.zip.ZipFile.<init>(Unknown Source)
at java.util.zip.ZipFile.<init>(Unknown Source)
at java.util.jar.JarFile.<init>(Unknown Source)
at java.util.jar.JarFile.<init>(Unknown Source)
at com.prupe.mcpatcher.MinecraftJar.getInputJar(MinecraftJar.java:110)
at com.prupe.mcpatcher.MCPatcher.checkModApplicability(MCPatcher.java:312)
at com.prupe.mcpatcher.MainForm$19.runImpl(MainForm.java:630)
at com.prupe.mcpatcher.MainForm$UIWorker.run(MainForm.java:1095)
ok, i think ive got it to work but now i cant get it to recognise forge, have the install instructions changed for the newest version?
I think your better option is to use optifine with forge.
optifine doesnt work for me and doesnt have the .CIT function that i want from Mcpatcher. i need it to load up with forge
Been gone for like a year, just come back to see nothing new has been added, that poor MCPatcher hasn't been updated to 1.9 or later.
So is Kahr officially done with MCPatcher? And is there a replacement that it won't be too hard to port over to?
http://hypixel.net/threads/diax-resource-pack.199998/
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Curse PremiumOptifine got most of MCpatchers features now, so I'd say it's worth just switching over to that. The only things I've noticed that seem to be missing are some blend mode options on certain textures, and you can only do randomized mob textures. No biome or height specification anymore. The mob just turns invisible if you try to use it.
Hey so I was working on a resource pack, using overlays to add smoother transitions between blocks
as you can probably see, it worked for all the full blocks but not on the path or tilled soil... and i'm not entirely sure why... i'm assuming its cause they aren't full blocks. If anyone has a solution please respond!
My code is below (for the sand overlay)
matchBlocks=sand stone cobblestone mossy_cobblestone sandstone dirt farmland grass_path
method=overlay
faces=top
tiles=0-16
connectBlocks=sand
Thanks for anything!
What about Custom Item Textures?
And that sucks to hear about the Mobs, that was one of my favourite parts.
Also, what about the Custom Blocks? I had different textures for connected glass and stuff
http://hypixel.net/threads/diax-resource-pack.199998/
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Curse PremiumCIT and CTM work.