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.
well, not everyone has the whole thing as transparent. I've seen a few packs that I used for examples, and they each have the area plastered with a checker pattern, or with the spaces filled in/outlined some how. I myself also do the checker pattern, as it's easier to set and place stuff in the proper location then when using a fully transparent back side.
So yes, while it is true that with png files all transparent blocks are ignored for file size... most that I've seen have the rest filled in one way or another.
There are also a few other manipulations of MCPatcher you may like to have in your guide. If I create write-ups for these concepts or explain the concepts, would you consider including them?
Random animations. I'm not saying random tick lengths per frame, I'm thinking several entirely different animations for the same block.
Blinking mobs
Multicolored lily pads
Lightmap rules for better results
Undocumented color.properties fields. (cloud lock, light method lock, etc.)
Uses of the metadata field on CTM .properties files (biggie)
Lots of other goodies...
I know you are probably busy filling in the other blank fields and can understand if you'd rather keep the guide straight to the point.
I'd actually love for user submissions! I have a little doohickey at the top of the OP stating that
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.
This might be a bit late but I had the same problem. Only way I solved it was by making that and my animated water grey-scale and then making a water biome triangle. Only changing the particle colour doesn't seem to work any more... It is worth making the water biomes though, the look nice!
Can I have help with random CTM? I have a er.png that is 4 16x textures in 1 horizontal line. In the same folder, I have an er.properties file that says:
source=/ctm/er.png
method=random
tiles=0-3
It isn't random in game. I am doing something wrong?
Can I have help with random CTM? I have a er.png that is 4 16x textures in 1 horizontal line. In the same folder, I have an er.properties file that says:
source=/ctm/er.png
method=random
tiles=0-3
It isn't random in game. I am doing something wrong?
Is the file the same size as the terrain file? Or is it just the images?
the png files that hold the images MUST be the same size as the terrain file for it to work, even if that means having just 4 images with the rest blank.
Again, is the top.png the same size as the terrain file? Even if you're just using three or so images, the file still has to be the same size as your terrain so it can be told what 'blocks; from the file to use.
also is you're texture in the first four slots of the image?
still waiting on those door/bed examples I've been poking it myself as well with no luck still.
One further question....
there away to have it use a texture if one block type is against another?
Like... if dirt/grass is above stone, can it use a texture that flows the two together?
A suggestion at a glance, you suggest to use notepad to create the .properties file, but this would be nearly impossible on Linux and mac. I suggest you either give platform specific suggestions (eg, Gedit for Gnome, Kate for KDE, Notepad for winblows, etc.) or just state "your text editor of choice".
Again, is the top.png the same size as the terrain file? Even if you're just using three or so images, the file still has to be the same size as your terrain so it can be told what 'blocks; from the file to use.
also is you're texture in the first four slots of the image?
still waiting on those door/bed examples I've been poking it myself as well with no luck still.
One further question....
there away to have it use a texture if one block type is against another?
Like... if dirt/grass is above stone, can it use a texture that flows the two together?
I think I'll try experimenting with that... if so, that would be fanfreakintastic!
A suggestion at a glance, you suggest to use notepad to create the .properties file, but this would be nearly impossible on Linux and mac. I suggest you either give platform specific suggestions (eg, Gedit for Gnome, Kate for KDE, Notepad for winblows, etc.) or just state "your text editor of choice".
I think your bbcode might be broken doctor, its all not working for me. Also, notepad++ is linux/mc/windows friendly im pretty sure, but the majority of text editors should work.
I think your bbcode might be broken doctor, its all not working for me. Also, notepad++ is linux/mc/windows friendly im pretty sure, but the majority of text editors should work.
Yes you are right. What you see for random and what another see's for random won be the same, but tht shouldn't matter any, as each time you also load the world the pattern will change again.
Only way random will stay the same all the time is if you have it set to change only one tile, such is used to replace the tops, sides, and so on of blocks, random is used for that.
With CTM, would it be possible to have it detect the corners of a single or a "wall" of blocks, and use a texture where the corner's of the textures are transparent, so it's displayed with that part cut out? So visually, it looks less blocky?
Or would minecraft just render the transparent area when looked at as a blank spot?
With CTM, would it be possible to have it detect the corners of a single or a "wall" of blocks, and use a texture where the corner's of the textures are transparent, so it's displayed with that part cut out? So visually, it looks less blocky?
Or would minecraft just render the transparent area when looked at as a blank spot?
it would work the same way as you seen some 'xray' texturepacks.. where the corner part would let you see though the world.
I'm new to CTM and have read through the OP, but I still don't understand totally. I want to make a CTM for lilypads and mushrooms, how do I go about that?
well, not everyone has the whole thing as transparent. I've seen a few packs that I used for examples, and they each have the area plastered with a checker pattern, or with the spaces filled in/outlined some how. I myself also do the checker pattern, as it's easier to set and place stuff in the proper location then when using a fully transparent back side.
So yes, while it is true that with png files all transparent blocks are ignored for file size... most that I've seen have the rest filled in one way or another.
I'd actually love for user submissions! I have a little doohickey at the top of the OP stating that
This might be a bit late but I had the same problem. Only way I solved it was by making that and my animated water grey-scale and then making a water biome triangle. Only changing the particle colour doesn't seem to work any more... It is worth making the water biomes though, the look nice!
source=/ctm/er.png
method=random
tiles=0-3
It isn't random in game. I am doing something wrong?
Is the file the same size as the terrain file? Or is it just the images?
the png files that hold the images MUST be the same size as the terrain file for it to work, even if that means having just 4 images with the rest blank.
the '/ctm/' folder exists and so does the 'top.png' file.
also is you're texture in the first four slots of the image?
still waiting on those door/bed examples I've been poking it myself as well with no luck still.
One further question....
there away to have it use a texture if one block type is against another?
Like... if dirt/grass is above stone, can it use a texture that flows the two together?
I think I'll try experimenting with that... if so, that would be fanfreakintastic!
Can you use notepad++ on linux?
What's not working for you?
This is a thread I will visit often.
Only way random will stay the same all the time is if you have it set to change only one tile, such is used to replace the tops, sides, and so on of blocks, random is used for that.
Or would minecraft just render the transparent area when looked at as a blank spot?
it would work the same way as you seen some 'xray' texturepacks.. where the corner part would let you see though the world.
So minecraft doesn't have internal normals for it's blocks, then, to use 3d terms.
Hmm.. and I thought I had a good idea going there.
Yeah sorry, the only block in game that suports proper transparency are windows and ice, ice being the only one that can accept low transparency.
For example, you pick a wool block, and use metadata 7, you get
but if you pick meta data say 13, you get
same with stairs, slabs, etc. anything that has a block ID, and then a damage value that changes the texture of that block. hats what metadata is.