Regarding Minecraft 1.6-:
With every new release of the pack, you should update, yes. Unfortunately, If you have made customized changes, you'll also need to re-overwrite with your changes every time you update the original pack. Sadly, for 1.6 and below, this is unavoidable.
Regarding Minecraft 1.7+:
The good news is that with 1.7 and up, you can load multiple packs at once, so just keep your custom changes as a separate resource pack, keeping it at the top of the load order.
Wow that is a great point actually,
Granted when i release the map (as long as I actually finish a project for the first time D:) I will have to
update my version
I am a little new to that feature so could you tell me how it works?
-like should my version be regular vanilla with the changes over top?, and then actual LAST DAYS below that one
and thanks a lot man, you are extremely helpful and you really put detail into responses
Wow that is a great point actually,
Granted when i release the map (as long as I actually finish a project for the first time D:) I will have to
update my version
I am a little new to that feature so could you tell me how it works?
-like should my version be regular vanilla with the changes over top?, and then actual LAST DAYS below that one
and thanks a lot man, you are extremely helpful and you really put detail into responses
In short, anything at the top will always overwrite anything below it, while anything at the top that's missing textures will instead load textures from the next in the load order. As a fall-back, the game forces default to always be loaded at the bottom of the load order. A more in-depth example below.
An example:
Let's say that we have two resource packs, that change 3 of 5 blocks (for the sake of example). The blocks are Stone, Grass, Dirt, Cobblestone, and Sand.
Resource Pack #1:
- Changes Dirt and Cobblestone
Resource Pack #2:
- Changes Grass and Cobblestone (on purpose)
Let's say the following is then your load order:
Resource Pack #2
Resource Pack #1
Default
This means that, given the above example, the following textures per block will be seen in-game (Green for what you see, red for what you don't):
EDIT: Forum changes messed up alignment for my example. As such, I've instead re-aligned them to the right side. Odd looking, but aligns them correctly.
oh i think i got it, so ill just make a default pack with the changes
No, you've missed the point entirely, actually. To be fair though, I was tired and only explained how it works and didn't blatantly say what you should do.
The only thing your pack should include is the changes you make to LAST DAYS. If all you change is a dirt block texture, that's all your resource pack should have in it. Everything that's missing from your pack will be picked up by LAST DAYS, and anything LAST DAYS is missing will be picked up by default (or whatever is below LAST DAYS). You need not and should not include anything but the changes you make. lol
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I used to maintain the Minecraft Forums Mod List. However, life has stepped in the way of that. Perhaps later...
oh so i gota make a defualt, delete all the textures, then add mine lol
No.
Your Resourcepack list should be this from top to bottom:
1. Pack that includes ONLY the changes you made to whatever blocks you want (ex. Cobble would be the only image in your texture pack, if that's all you want changed)
2. Last Days TP.
3. Default Minecraft TP (You can't remove this. Also, making another default TP would be redundant, since there's already the default that you can't touch.)
@your second post:
0. Make sure your TP doesn't break any copyrights (as in, you created all images in your TP or you got permission from the original creator)
1. Use 7zip or another archiver to save your TP folder as a .zip file
2. Upload it to a filesharing site (rapidshare, or whatever you want)
3. Post the download link here
Bunnies could be... well, bunnies. And the rare Monty-Python bunnies could be mutated (and hostile) variants of these bunnies.
Mutton could be severed limbs of cyborgs that the <<insert name of sheep in lore here, because I forgot it>> picked up with their magnetic bodies. When it's cooked, the robotic parts could be removed, just having cooked limbs with assorted bloody holes in them.
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SectorC: Bringing the "fun" in "dysFUNctional" since 2000.
How do i override the mcpacher glass (assets/minecraft/mcpatcher/ctm/LDctm/0020-glass)
without editing the main pack ....via the use of an custom pack above it in the rank.
It depends on what you mean by override. If you mean to disable them, then I think you can create properties files of the same name and in the same folder structure containing only #disabled or maybe even left blank. This will cause whatever pack that's at the top of the load-order to overwrite those properties files, making the connected textures for that particular block not take effect.
If you wish to simply overwrite them, then you only need to provide the new textures to the same folder structure. That, or disable the old ones with the method above and create your own folder structure for your connected textures.
Speaking of which, I think I'm going to merge all the root CTM folders into just "LAST DAYS" eventually, and just include a text file of credits so it's not so odd to diasable them on a per resource-pack basis. That way, the new path would be "assets/minecraft/mcpatcher/ctm/LAST DAYS". This type of structure will be less confusing while also considerate to other packs who may not wish to use LAST DAYS' ctm.
Rollback Post to RevisionRollBack
I used to maintain the Minecraft Forums Mod List. However, life has stepped in the way of that. Perhaps later...
Now i have the right texture but it is no longer transparent.
I have no idea what you're attempting to do, so I can't help. You're going to need to provide a little more information than that.
I was trying to sawp the fence texture with a stained glass texture, for an old map using the old glass texture but i have managed to disable the mcpacher glass(fence) so ill just use the old texture.
It really all depends on what you want to do, but this isn't the MCPatcher thread. They provide examples and explanations over there on how to use its features.
If you want to actually connect textures on all sides intelligently like glass does, then you'll need a set of 47 textures for it. From there, you need a configuration file saying what type of CTM it is, what textures you're using, and what block it's for (and what metadata, if it's not 0). You don't need to worry about renderpass unless you're making it translucent. You'll have to read more on the "BetterGlass" feature for that.
If you wish to make an alternative snow texture that randomly shows up among the other snow textures, then you just need two textures. But you'd need to set the method to random.
I have ideas for the dark oak and acacia planks, but I don't think i'm talented enough to make them :(. However I am great on items I could make the textures for the new fish if I want.
If you wish to make an alternative snow texture that randomly shows up among the other snow textures, then you just need two textures. But you'd need to set the method to random.
i was trying to get mcpacher to override the texture.
Because the other day when i tried to change glass but did not change mcpacher glass, the icon for glass did not match the glass block or pane.
i have found a use for this being there is a mod in bukkit that uses snow_layer for uranium.
what i want to do is use an texture for glowing gear's (from an old last days textur pake) as snow so in inventory snow layer will look like uranium. but on the ground looks like snow.
To make this work i need mcpacher to override the texture for snow? just to use the one image. 0.png
Edit- i have found that i was viewing the glass pane witch not glass block so snow as a block wont work this way
Wow that is a great point actually,
Granted when i release the map (as long as I actually finish a project for the first time D:) I will have to
update my version
I am a little new to that feature so could you tell me how it works?
-like should my version be regular vanilla with the changes over top?, and then actual LAST DAYS below that one
and thanks a lot man, you are extremely helpful and you really put detail into responses
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Retired StaffIn short, anything at the top will always overwrite anything below it, while anything at the top that's missing textures will instead load textures from the next in the load order. As a fall-back, the game forces default to always be loaded at the bottom of the load order. A more in-depth example below.
An example:
Let's say that we have two resource packs, that change 3 of 5 blocks (for the sake of example). The blocks are Stone, Grass, Dirt, Cobblestone, and Sand.
Let's say the following is then your load order:
This means that, given the above example, the following textures per block will be seen in-game (Green for what you see, red for what you don't):
Resource Pack #1: Stone - Grass - Dirt - Cobblestone - Sand
Default: Stone - Grass - Dirt - Cobblestone - Sand
I hope this clears things up.
EDIT: Forum changes messed up alignment for my example. As such, I've instead re-aligned them to the right side. Odd looking, but aligns them correctly.
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Retired StaffNo, you've missed the point entirely, actually.
The only thing your pack should include is the changes you make to LAST DAYS. If all you change is a dirt block texture, that's all your resource pack should have in it. Everything that's missing from your pack will be picked up by LAST DAYS, and anything LAST DAYS is missing will be picked up by default (or whatever is below LAST DAYS). You need not and should not include anything but the changes you make. lol
No.
Your Resourcepack list should be this from top to bottom:
1. Pack that includes ONLY the changes you made to whatever blocks you want (ex. Cobble would be the only image in your texture pack, if that's all you want changed)
2. Last Days TP.
3. Default Minecraft TP (You can't remove this. Also, making another default TP would be redundant, since there's already the default that you can't touch.)
@your second post:
0. Make sure your TP doesn't break any copyrights (as in, you created all images in your TP or you got permission from the original creator)
1. Use 7zip or another archiver to save your TP folder as a .zip file
2. Upload it to a filesharing site (rapidshare, or whatever you want)
3. Post the download link here
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1441135-wip-reboot-dimension-the-betweenlands-a-dark
Oh ok, thanks!
nice profile pic btw
And I have a few ideas for the new items.
Bunnies could be... well, bunnies. And the rare Monty-Python bunnies could be mutated (and hostile) variants of these bunnies.
Mutton could be severed limbs of cyborgs that the <<insert name of sheep in lore here, because I forgot it>> picked up with their magnetic bodies. When it's cooked, the robotic parts could be removed, just having cooked limbs with assorted bloody holes in them.
without editing the main pack ....via the use of an custom pack above it in the rank.
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Retired StaffIt depends on what you mean by override. If you mean to disable them, then I think you can create properties files of the same name and in the same folder structure containing only #disabled or maybe even left blank. This will cause whatever pack that's at the top of the load-order to overwrite those properties files, making the connected textures for that particular block not take effect.
If you wish to simply overwrite them, then you only need to provide the new textures to the same folder structure. That, or disable the old ones with the method above and create your own folder structure for your connected textures.
Speaking of which, I think I'm going to merge all the root CTM folders into just "LAST DAYS" eventually, and just include a text file of credits so it's not so odd to diasable them on a per resource-pack basis. That way, the new path would be "assets/minecraft/mcpatcher/ctm/LAST DAYS". This type of structure will be less confusing while also considerate to other packs who may not wish to use LAST DAYS' ctm.
i am trying to swap the silver glass for the norm glass. i guess the norm glass dos'nt work like stained or is there a work around
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Retired StaffI have no idea what you're attempting to do, so I can't help. You're going to need to provide a little more information than that.
I was trying to sawp the fence texture with a stained glass texture, for an old map using the old glass texture but i have managed to disable the mcpacher glass(fence) so ill just use the old texture.
Thank you for your help
matchBlocks=80
method=ctm
renderPass=2
tiles=0
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Retired StaffIt really all depends on what you want to do, but this isn't the MCPatcher thread. They provide examples and explanations over there on how to use its features.
If you want to actually connect textures on all sides intelligently like glass does, then you'll need a set of 47 textures for it. From there, you need a configuration file saying what type of CTM it is, what textures you're using, and what block it's for (and what metadata, if it's not 0). You don't need to worry about renderpass unless you're making it translucent. You'll have to read more on the "BetterGlass" feature for that.
If you wish to make an alternative snow texture that randomly shows up among the other snow textures, then you just need two textures. But you'd need to set the method to random.
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Retired Staffi was trying to get mcpacher to override the texture.
Because the other day when i tried to change glass but did not change mcpacher glass, the icon for glass did not match the glass block or pane.
i have found a use for this being there is a mod in bukkit that uses snow_layer for uranium.
what i want to do is use an texture for glowing gear's (from an old last days textur pake) as snow so in inventory snow layer will look like uranium. but on the ground looks like snow.
To make this work i need mcpacher to override the texture for snow? just to use the one image. 0.png
Edit- i have found that i was viewing the glass pane witch not glass block so snow as a block wont work this way
I present to you: An Oxygen Canister! (puffer fish)
Give me feedback if you like it! (I don't know how to make the picture more clear)