I remember saw a guy who made a tinted transparent texture for the redstone lamp aparently using the render pass method (btw it didnt work for me).. I just dont understand why make a "second" glass block its so difficult, I know its because minecraft is coded by that way but why the hell its so difficult to make a custom glass block ? xD
Alvoria, could you explain me about your idea? With "divided world" Im saying I have the principal area with a resource pack, and now another one with other textures, in that new area I need two glass blocks and I dont see a way to make that possible without modding (I love to introduce mods, but much of them arent updated later, I want my world to be available to all mc versions..)
Maybe I could use some kind of fast modding tool to make the block (and maybe some others), but it will not depend on me, by that way my world will depend on the tool .-. and sounds like too much trouble just to make another glass block, if there is no other way I will consider make "a block mod" just to proced with those blocks I need (most of them are just new textures, but by this way I could make also new textures and use more variety in other areas)
The reason the renderpass method doesn't work is that the entire system that made it work was changed when proper tinted glass was added to the game. Now it's been deemed pretty much unworkable, so unless someone is feeling particularly amazing at modding there is no way to re-enable this functionality. Which really stinks as a LOT of people loved to have glass that had just the barest opacity, which is no longer possible.
OK, I see what you're saying. In that case, no, the biome method wouldn't work for you. The idea behind the method I was suggesting was to have a variant that only showed up in specific biomes. For example, if you wanted it specifically for builds in forested areas you could make a CTM replacement that would replace that one tile for glass blocks placed in forest biomes. If it's just one area on one side and everything else on the other, though, that wouldn't work... unless your principle area were changed to be a specific biome not found elsewhere in your world.
Sorry I couldn't be more helpful. I was mostly just spitballing in hopes that it would help.
No prob, I'll make a temporary block mod, but yeah thats not the best way to fix the problem, btw could not be perfect but at least will work xD Thx anyways.
I have had issue doing custom colors and changing the color of potions. I am using a 16by16 texture pack and am on mac. Can someone help me use custom colors with potions? Also I am trying to use MCPatcher to change the color of water, not sure how to do that either. This is for a 1.8 texture pack by the way.
hello! xD im trying to edit a pack so the day sky is a night sky, but there is a problem: http://imgur.com/a/nssJw
the sky base is blue, yet the texture i want is still there xD im a noob to mcpatcher, does anyone have any idea how i can fix this?
I've been tinkering with the biome feature of CTM and have reached a stand still.
I have 2 Variations for my oak CTM one for normal and one for Hell biome. I somehow got it to work yesterday but when I added another variations for acacia planks with biomes they both stopped working. Even if I remove the acacia variation the oak still refuses to work.
Note:The default CTM of both does work. Just not the biome variants.
Is there any way to make a BLOCK be represented in your inventory as an item (tile)?
To be as clear as possible, I don't want to change what it looks like when placed, only when it's in your inventory?
For instance, could I direct a block to show a .png image INSTEAD of the block?
Not with MCPatcher/Optifine, no.
Interestingly in 1.8 and above this CAN be done in vanilla with item models. I won't give full instructions here because it's off topic, but look at how the hopper does it for a vanilla example.
I am using CTM overlay_random to randomly have an overlay on the top of grass blocks. The problem is that the overlay doesn't care about the biome. If you edit the grass top block itself (which is greyscale), anything you put on it will have a biome overlay. But not when you use a texture with overlay_random. Is this possible?
Edit: Nevermind! Had to add this to the properties file:
The reason the renderpass method doesn't work is that the entire system that made it work was changed when proper tinted glass was added to the game. Now it's been deemed pretty much unworkable, so unless someone is feeling particularly amazing at modding there is no way to re-enable this functionality. Which really stinks as a LOT of people loved to have glass that had just the barest opacity, which is no longer possible.
OK, I see what you're saying. In that case, no, the biome method wouldn't work for you. The idea behind the method I was suggesting was to have a variant that only showed up in specific biomes. For example, if you wanted it specifically for builds in forested areas you could make a CTM replacement that would replace that one tile for glass blocks placed in forest biomes. If it's just one area on one side and everything else on the other, though, that wouldn't work... unless your principle area were changed to be a specific biome not found elsewhere in your world.
Sorry I couldn't be more helpful. I was mostly just spitballing in hopes that it would help.
No prob, I'll make a temporary block mod, but yeah thats not the best way to fix the problem, btw could not be perfect but at least will work xD Thx anyways.
Nice this really helped me
(http://roorevamped.weebly.com)
I have had issue doing custom colors and changing the color of potions. I am using a 16by16 texture pack and am on mac. Can someone help me use custom colors with potions? Also I am trying to use MCPatcher to change the color of water, not sure how to do that either. This is for a 1.8 texture pack by the way.
Thank you so much! I've been progressing a lot after this tutorial.
hello! xD im trying to edit a pack so the day sky is a night sky, but there is a problem: http://imgur.com/a/nssJw
the sky base is blue, yet the texture i want is still there xD im a noob to mcpatcher, does anyone have any idea how i can fix this?
Hey guys/gals,
I've been tinkering with the biome feature of CTM and have reached a stand still.
I have 2 Variations for my oak CTM one for normal and one for Hell biome. I somehow got it to work yesterday but when I added another variations for acacia planks with biomes they both stopped working. Even if I remove the acacia variation the oak still refuses to work.
Note:The default CTM of both does work. Just not the biome variants.
Here is my oak files
Acacia Files:
If anyone can figure out what I've done wrong I will love you haha
Hey, great guide! I only have one query, where do I put the colors.propteries file?
I'm trying to change the color of the portal particle color, but I don't know where to put the stinkin' file
An answer would be very apprechiated
Ok got a very wierd question. Here goes nothin'
Is there any way to make a BLOCK be represented in your inventory as an item (tile)?
To be as clear as possible, I don't want to change what it looks like when placed, only when it's in your inventory?
For instance, could I direct a block to show a .png image INSTEAD of the block?
Not with MCPatcher/Optifine, no.
Interestingly in 1.8 and above this CAN be done in vanilla with item models. I won't give full instructions here because it's off topic, but look at how the hopper does it for a vanilla example.
Appreciate the reply, even though it's bad news.
thanks, very much appreciated, but though i thought it would work in theory, in practice i'm still a no go.
I have another issue that probably is much easier though. Check this out.
I'm trying to create a ctm repeat texture for SNOW COVER layer. I have tried referencing the block as block 78 and as a named block.
How am i to differentiate between snow cover and snow blocks in mcpatcher for minecraft 1.5.2?
I am using CTM overlay_random to randomly have an overlay on the top of grass blocks. The problem is that the overlay doesn't care about the biome. If you edit the grass top block itself (which is greyscale), anything you put on it will have a biome overlay. But not when you use a texture with overlay_random. Is this possible?
Edit: Nevermind! Had to add this to the properties file: