I've seen packs where the custom water/lava/file are in the root folder of packs, yet there are some where they are in the anim folder.
Does it matter where these files are placed?
It does not, but for the sake of consistency I place all animations together. It used to be that there wasn't an "anim" folder so all the extra files that didn't have a folder category were just in the file, cold and folderless like a bunch of homeless kittens... So I gave them a home.
Ahh! Okay so I can make everything look nicer and just stick them all in the anim folder :3
Do all the files -have- to be properly named? Like for random items and whatnot, or can they be whatever and just defined in the properties file?
Plus a big thing...
away to have random doors?
As far as I know, the files do have to be properly named for it to be recognized by the mod.
For random doors, I would suggest using the "random" method of CTM and making sure to specify which tiles are grouped together in the .properties file associated with it. If you can't figure it out I will try to remember to create an example tonight.
I've been trying it for a bit now before I even asked, and thus far I've had no luck aside only making the top or bottom random (thats not really a BAD effect if both parts are set to match up reguardless of the 'mix') but I'm trying to have doors at different colors and designs, rather that always being the same color and making sure the tops will always match all the bottoms.
I've been trying it for a bit now before I even asked, and thus far I've had no luck aside only making the top or bottom random (thats not really a BAD effect if both parts are set to match up reguardless of the 'mix') but I'm trying to have doors at different colors and designs, rather that always being the same color and making sure the tops will always match all the bottoms.
I will try to remember to whip up an example for you tonight
Doesn't really help me because I can't use MCpatcher, but nice job.
Do the custom colors work with Optifine?
They seem to. I haven't tried every option that CC has to offer, but it works well enough with custom potion colors.
@drfrozenfire: I'm having a bit of an issue with Custom Colors. In particular, my water splashes aren't being colored:
They're supposed to be roughly the same color as the rain. The actual sprite is monochrome, and I have this in my config file:
particle.water=82C8BB
The water dripping from a block and the splashing when an item or entity hits the water both look fine. Scratch that, were working fine until 1.3.1. Now they are not anymore.
My potion and sheep colors work perfectly. And yes, I'm using MCPatcher and not Optifine.
Please write the tutorial on how to do the log ends differently. I've tried to figure it out for the past 3 hours and need to walk away from the computer now as I am terribly frustrated I'm almost in tears.
Sorry, I thought someone got that already or I would have replied sooner.
They seem to. I haven't tried every option that CC has to offer, but it works well enough with custom potion colors.
@drfrozenfire: I'm having a bit of an issue with Custom Colors. In particular, my water splashes aren't being colored:
They're supposed to be roughly the same color as the rain. The actual sprite is monochrome, and I have this in my config file:
particle.water=82C8BB
The water dripping from a block and the splashing when an item or entity hits the water both look fine. Scratch that, were working fine until 1.3.1. Now they are not anymore.
My potion and sheep colors work perfectly. And yes, I'm using MCPatcher and not Optifine.
Any clue what's happening?
I have a possible reason. Remember that the biome water color multiplier is applied to this value. The value should match the color of your base water texture.
Perhaps you need a less saturated hex code for the particle?
Please write the tutorial on how to do the log ends differently. I've tried to figure it out for the past 3 hours and need to walk away from the computer now as I am terribly frustrated I'm almost in tears.
I will try to get to that soon. I've been doing a TON of work to the server (setting up plugins, creating a new world, etc) and once I'm done with that I'll give it a gander
I have a possible reason. Remember that the biome water color multiplier is applied to this value. The value should match the color of your base water texture.
Perhaps you need a less saturated hex code for the particle?
The particle on the sheet has no saturation. The hex code I put in for the particle has has a saturation of 35.
Also, and I'm sorry if my ignorance is showing, but I thought the biome water color came from watercolorX.png; and optional file I'm not using. Where then would this other color that the game is multiplying by be coming from?
Edit: As as experiment I changed the color in the config file to red (FF0000) and the color of those particles didn't change one iota.
You can do this with any feature of CTM, not just random. All you have to do is specify what each face of the block is going to be, and have the correct tile #'s in the .png file
This technique would come in handy if you wanted to have say... a gold block that the sides are different from the top, or a spawner with different grating on each side.
I can cover techniques or practical applications in the guide too if necessary but I was more thinking the artists brought that to the table
I wasn't requesting it specifically, I already know how to do it. But it's an important thing to know because it can improve your pack a lot. Seen SMP's 2263? That uses a lot of it.
I also would like one for beds as well, so I can have more then just one bed type in my pack
I'd like to point out, after some testing. it seems that it does not matter at all what the file name of the images is called, so long as the properties file links to it. I have one file that has my random tiles, my vertical pillars and so on, all in one file, and all of it loads fine even if I change the file name to blarg.png ;P So thats a little something you can update in your guide. ;3
oh, and some of your sample images are missing
by the way, I am having issues textuiring glass.
I can get the normal glass blocks to work fine with the default ctm. But the glass pane, item 102 will not change. It has it's own property file terrain102.properties and is pretty much a duplicate for the normal glass one. But I can't get it to load.
but in the properties file there is no string that says that from f.e. 0-10 are stone textures, it just says how these connect.
It's the name of the properties file. For example, stone is tile 1 in the terrain.png, so if you wanted it to be randomized, you name it terrain1.properties and specify the tiles in the randomctm.png you want it to use for stone.
I also would like one for beds as well, so I can have more then just one bed type in my pack
I'd like to point out, after some testing. it seems that it does not matter at all what the file name of the images is called, so long as the properties file links to it. I have one file that has my random tiles, my vertical pillars and so on, all in one file, and all of it loads fine even if I change the file name to blarg.png ;P So thats a little something you can update in your guide. ;3
oh, and some of your sample images are missing
by the way, I am having issues textuiring glass.
I can get the normal glass blocks to work fine with the default ctm. But the glass pane, item 102 will not change. It has it's own property file terrain102.properties and is pretty much a duplicate for the normal glass one. But I can't get it to load.
doors and beds. Gotcha! I have not had a lot of time so that's why it hasn't gotten done yet. I assure you it will get done though.
Glass panes are not supported by CTM.
As far as naming the images, I have it named that way for the sake of uniformity. It would be nice to have standard names in a pack
As far as naming the images, I have it named that way for the sake of uniformity. It would be nice to have standard names in a pack
Ah I see, though I rather name the images based on what is on them, and if you need more then one? (like say you want to do ctm for all wools?) yeahh XD while its nice to have it all the same, still could point out they don't HAVE to be named such as it makes you think you have to have a new mage for each thing you do... that can boost file size if you say, have one for random, have one for vertical that may just have one set of blocks on it.. and so on. When you can just slap everything onto one if it all fits. ^^;
and poo about the glass panes. I'll re-add the file from the original CTM mod (just ctm.png in root folder) so panes work again.
Ah I see, though I rather name the images based on what is on them, and if you need more then one? (like say you want to do ctm for all wools?) yeahh XD while its nice to have it all the same, still could point out they don't HAVE to be named such as it makes you think you have to have a new mage for each thing you do... that can boost file size if you say, have one for random, have one for vertical that may just have one set of blocks on it.. and so on. When you can just slap everything onto one if it all fits. ^^;
and poo about the glass panes. I'll re-add the file from the original CTM mod (just ctm.png in root folder) so panes work again.
I could mention it but there is one important thing you aren't factoring in... in a .png, all transparent space is ignored in filesize.
If you have any questions or suggestions, let me know
I've seen packs where the custom water/lava/file are in the root folder of packs, yet there are some where they are in the anim folder.
Does it matter where these files are placed?
It does not, but for the sake of consistency I place all animations together. It used to be that there wasn't an "anim" folder so all the extra files that didn't have a folder category were just in the file, cold and folderless like a bunch of homeless kittens... So I gave them a home.
Do all the files -have- to be properly named? Like for random items and whatnot, or can they be whatever and just defined in the properties file?
Plus a big thing...
away to have random doors?
As far as I know, the files do have to be properly named for it to be recognized by the mod.
For random doors, I would suggest using the "random" method of CTM and making sure to specify which tiles are grouped together in the .properties file associated with it. If you can't figure it out I will try to remember to create an example tonight.
I will try to remember to whip up an example for you tonight
Unfortunately, I don't know too much about Optifine so I can't help you there, which is why I didn't answer in the first place :/
They seem to. I haven't tried every option that CC has to offer, but it works well enough with custom potion colors.
@drfrozenfire: I'm having a bit of an issue with Custom Colors. In particular, my water splashes aren't being colored:
They're supposed to be roughly the same color as the rain. The actual sprite is monochrome, and I have this in my config file:
The water dripping from a block and the splashing when an item or entity hits the water both look fine.Scratch that, were working fine until 1.3.1. Now they are not anymore.My potion and sheep colors work perfectly. And yes, I'm using MCPatcher and not Optifine.
Any clue what's happening?
I have a possible reason. Remember that the biome water color multiplier is applied to this value. The value should match the color of your base water texture.
Perhaps you need a less saturated hex code for the particle?
I will try to get to that soon. I've been doing a TON of work to the server (setting up plugins, creating a new world, etc) and once I'm done with that I'll give it a gander
Also, and I'm sorry if my ignorance is showing, but I thought the biome water color came from watercolorX.png; and optional file I'm not using. Where then would this other color that the game is multiplying by be coming from?
Edit: As as experiment I changed the color in the config file to red (FF0000) and the color of those particles didn't change one iota.
I wasn't requesting it specifically, I already know how to do it. But it's an important thing to know because it can improve your pack a lot. Seen SMP's 2263? That uses a lot of it.
I also would like one for beds as well, so I can have more then just one bed type in my pack
I'd like to point out, after some testing. it seems that it does not matter at all what the file name of the images is called, so long as the properties file links to it. I have one file that has my random tiles, my vertical pillars and so on, all in one file, and all of it loads fine even if I change the file name to blarg.png ;P So thats a little something you can update in your guide. ;3
oh, and some of your sample images are missing
by the way, I am having issues textuiring glass.
I can get the normal glass blocks to work fine with the default ctm. But the glass pane, item 102 will not change. It has it's own property file terrain102.properties and is pretty much a duplicate for the normal glass one. But I can't get it to load.
It's the name of the properties file. For example, stone is tile 1 in the terrain.png, so if you wanted it to be randomized, you name it terrain1.properties and specify the tiles in the randomctm.png you want it to use for stone.
doors and beds. Gotcha! I have not had a lot of time so that's why it hasn't gotten done yet. I assure you it will get done though.
Glass panes are not supported by CTM.
As far as naming the images, I have it named that way for the sake of uniformity. It would be nice to have standard names in a pack
Ah I see, though I rather name the images based on what is on them, and if you need more then one? (like say you want to do ctm for all wools?) yeahh XD while its nice to have it all the same, still could point out they don't HAVE to be named such as it makes you think you have to have a new mage for each thing you do... that can boost file size if you say, have one for random, have one for vertical that may just have one set of blocks on it.. and so on. When you can just slap everything onto one if it all fits. ^^;
and poo about the glass panes. I'll re-add the file from the original CTM mod (just ctm.png in root folder) so panes work again.
I could mention it but there is one important thing you aren't factoring in... in a .png, all transparent space is ignored in filesize.