So i need some help please! I want to make Flows HD compatible with CTM. Anyone know how to do so? Im not that good at making code, im only good at building. If anyone has some tips, please tell me because i really want to make it compatible!
I've run into a bit of a problem using custom sky(boxes). It all works fine, day and night, up until it rains or snows, which then they all disappear and leave a dissatisfying grey sky. Does anyone know if it is possible to have a custom sky when there is downfall?
Rollback Post to RevisionRollBack
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
You can create a one-frame 'animation' and use MCPatcher's animation method to superimpose it onto the icons.png tile sheet.
For example, make a 16x16 texture named "reticle.png" and put it into /assets/minecraft/mcpather/anim/.
Then create a text file, rename it to "reticle.properties", and put it in that same folder. (Make sure the file extension is no longer .txt or MCPatcher won't recognize it.)
In that text file, add the following bit of 'code':
This tells MCPatcher to superimpose your reticle.png onto the icons.png file in the upper-left corner where the cursor is. Note that this will only work if it's stacked on top of another pack of the same resolution, otherwise things will look weird. Still, it's a roundabout way of getting around Mojang's laziness in not splitting up the icons.png.
That should do it. Just make sure you have MCPatcher installed. If you have any problems, post your pack here so we can take a look at it.
Need some help with Custom Item Textures. I am using a custom texture depending on the name of the item. I want multiple names to use the same texture, like this:
Hello. First, I've posted what I'm looking for elsewhere, so, to save typing time, here's the link to it: http://voxmc.com/forum/showthread.php?t=8588&p=53450#post53450
If you don't want to follow the link of someone you don't know, you can reach it by googling Vox populi minecraft, it's in the forums, under What's new, with the title "Pack jsons? Help with resource pack, please," though it's a few days in by now.
I've made a pack for my personal use, taking parts I like from different packs, and putting them into mine. I have most of what I want, but still would like "random" passive mobs. I've never used jsons before, but I think it's what would be able to help me. At the least, direct me to someone's pack who has a json for passive mob textures, & I'll work with what I can.
Thanks for any help.
Edit: I think the weight is what I need to use, but I don't know how to assign anything to anything, or what it means.
In the image attached, the un-taged pics, they can be normal random, the two blue can be in a high, or maybe low, biome. The Red tagged one, that is the main one I'm trying to get help for, it's an albino pig, so I'd want it as rare as possible, with weight. I've downloaded so many packs over the past week, trying to find one that has what I want. As far as I can tell, none do.
ps- this is the pig.properties file in one pack:
originally, there were 2 pig textures in the file.
I've made a pack for my personal use, taking parts I like from different packs, and putting them into mine. I have most of what I want, but still would like "random" passive mobs. I've never used jsons before, but I think it's what would be able to help me. At the least, direct me to someone's pack who has a json for passive mob textures, & I'll work with what I can.
Um, no, you can't make random mobs with JSON files-- there is no JSON support for mobs. You can make random block textures.
Random mobs is an MCPatcher or Optifine feature, which of course only works if you have one of those running.
If you want that glossy shader effect, you must use shaders. A resource pack along can't do anything like that.
Um, no, you can't make random mobs with JSON files-- there is no JSON support for mobs. You can make random block textures.
Random mobs is an MCPatcher or Optifine feature, which of course only works if you have one of those running.
I know about MCPatcher, that's why I came here when you guys in the other thread gave me the link. Thanks for that. I am willing to use Optifine when I can, and If I'd need to wait for some reason, I'm ok with that, as long as I know that this texture thing would work.
I do have "random" chickens already, ether default white, or a yellow-ish chicken. I mainly want that, but with at least one pig texture to have weight, so it appears rarely. But I don't know how to do that. Really, I think I just need that file in my post explained to me, and I should be able to peace together what I'm looking for. That file, I took from another person's pack.
Would this be what I'd want?
theirs:
skins.1=1
weights.1=10
My attempt:
Default pig.
Pig.1=1
weights.1=10
"Albino" pig
Pig.4=4
weights.4=1 I want it to be as rare as possible, no pun intended.
Ideas I just had for the blue tags.
Pig.5=5
biomes.5=ForestHills Forest JungleHills Jungle
A hight-specific pig. I'd have to find a texture for it, but my idea is a pale white pig, with red eyes, only found deep underground
Pig.6=6
weights.6=100 ? when in this area, this texture would show up 100% of the time. Is that possible?
minHeight.2=1
maxHeight.2=20
Also note these don't control **where** mobs appear, they just control what they look like when they appear. So your albino pig texture will only be used if a pig happens to spawn there naturally.
A .properties file, just like a .mcmeta or .json is just a plain .txt file with the ending named differently. Use Text Edit (included with every mac) to edit these files. If it is a new file, under the format menu select "Make Plain Text", if that option is there. After you save, if it doesn't have the corrected ending, simply renamed it.
I typed it up, but I am on a Mac, so It wouldn't save as a .properties file:
I tried test edit, and LibreOffice.
Anyone a Mac user who knows what I can save it as?
In addition to what Eleazzaar said, if you can, I'd recommend installing and using Gedit (TextEdit will work if you can't, but you'll have to change some settings to make sure smart quotes are off and you're saving as UTF-8 without BOM).
Also trying to use LibreOffice (a full document writer) for plain text files is a bit like trying to cut a steak with a bone saw.
EDIT: I guess I should mention that Gedit is better not just because it isn't a rich text editor, but also because it has syntax highlighting which makes finding JSON errors much easier if you plan on doing animation/model files. If not, then I guess it might not appeal to you.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Hey there! I need help with something really stupid: Im making a resource pack.. I have a large world, and I use actually 2 resource packs (because I made a lot of things, and many of them use different textures and blocks), so Im now trying to create most impossible thing never made before.. Make a second glass block.. Sounds stupid, but I tried two things so far, firstly I just copied the glass block texture and replace the original sponge texture with the glass one, and yeah it didnt work, after that I tried using ctm and just made a copy of my glass block to replace the sponge and didnt work..
So insomniac_lemon or eleazzaar (you both look like you know much about this), do you know just how to replace a sponge (or whatever) with the glass block? Would be easy if I were able to replace one stained glass (but.. it has fixed color so its not the same)
You can't make a block transparent that isn't transpartent or at least has air in it's space in the default version. So pick something like fence posts or cactii.
Hey there! I need help with something really stupid: Im making a resource pack.. I have a large world, and I use actually 2 resource packs (because I made a lot of things, and many of them use different textures and blocks), so Im now trying to create most impossible thing never made before.. Make a second glass block.. Sounds stupid, but I tried two things so far, firstly I just copied the glass block texture and replace the original sponge texture with the glass one, and yeah it didnt work, after that I tried using ctm and just made a copy of my glass block to replace the sponge and didnt work..
So insomniac_lemon or eleazzaar (you both look like you know much about this), do you know just how to replace a sponge (or whatever) with the glass block? Would be easy if I were able to replace one stained glass (but.. it has fixed color so its not the same)
You can't make a block transparent that isn't transpartent or at least has air in it's space in the default version. So pick something like fence posts or cactii.
Alternately he could try biome-specific CTM replacement textures for glass if the world is divided that way. I think Optifine does those now. Just throwing that out there in case it helps, though obviously I don't know the specifics of how the multiple packs thing is supposed to work in this example.
You can't make a block transparent that isn't transpartent or at least has air in it's space in the default version. So pick something like fence posts or cactii.
Alternately he could try biome-specific CTM replacement textures for glass if the world is divided that way. I think Optifine does those now. Just throwing that out there in case it helps, though obviously I don't know the specifics of how the multiple packs thing is supposed to work in this example.
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)
So i need some help please! I want to make Flows HD compatible with CTM. Anyone know how to do so? Im not that good at making code, im only good at building. If anyone has some tips, please tell me because i really want to make it compatible!
Name the file grass_top and put this in the text document:
faces=top
tiles=(#-#)
method=random
Also put textures of grass top blocks with little 2d flowers on top in the folder.
Let me know if you need anything else.
I've run into a bit of a problem using custom sky(boxes). It all works fine, day and night, up until it rains or snows, which then they all disappear and leave a dissatisfying grey sky. Does anyone know if it is possible to have a custom sky when there is downfall?
How to change ONLY the cursor/crosshair?
You can create a one-frame 'animation' and use MCPatcher's animation method to superimpose it onto the icons.png tile sheet.
For example, make a 16x16 texture named "reticle.png" and put it into /assets/minecraft/mcpather/anim/.
Then create a text file, rename it to "reticle.properties", and put it in that same folder. (Make sure the file extension is no longer .txt or MCPatcher won't recognize it.)
In that text file, add the following bit of 'code':
This tells MCPatcher to superimpose your reticle.png onto the icons.png file in the upper-left corner where the cursor is. Note that this will only work if it's stacked on top of another pack of the same resolution, otherwise things will look weird. Still, it's a roundabout way of getting around Mojang's laziness in not splitting up the icons.png.
That should do it. Just make sure you have MCPatcher installed. If you have any problems, post your pack here so we can take a look at it.
I hope that helps you!
Thanks for having this! I've been meaning to use connected textures and custom skies in my pack, so this should help.
So I practically have shaders via resource pack but is there a way to give the shaders water effect to what? like make it look glossy in anywany?
Got no reply in the Optifine thread, so I am trying to ask here instead. I am just re-posting it here as a quote:
Hello. First, I've posted what I'm looking for elsewhere, so, to save typing time, here's the link to it:
http://voxmc.com/forum/showthread.php?t=8588&p=53450#post53450
If you don't want to follow the link of someone you don't know, you can reach it by googling Vox populi minecraft, it's in the forums, under What's new, with the title "Pack jsons? Help with resource pack, please," though it's a few days in by now.
I've made a pack for my personal use, taking parts I like from different packs, and putting them into mine. I have most of what I want, but still would like "random" passive mobs. I've never used jsons before, but I think it's what would be able to help me. At the least, direct me to someone's pack who has a json for passive mob textures, & I'll work with what I can.
Thanks for any help.
Edit: I think the weight is what I need to use, but I don't know how to assign anything to anything, or what it means.
In the image attached, the un-taged pics, they can be normal random, the two blue can be in a high, or maybe low, biome. The Red tagged one, that is the main one I'm trying to get help for, it's an albino pig, so I'd want it as rare as possible, with weight. I've downloaded so many packs over the past week, trying to find one that has what I want. As far as I can tell, none do.
ps- this is the pig.properties file in one pack:
originally, there were 2 pig textures in the file.
If you want that glossy shader effect, you must use shaders. A resource pack along can't do anything like that.
Um, no, you can't make random mobs with JSON files-- there is no JSON support for mobs. You can make random block textures.
Random mobs is an MCPatcher or Optifine feature, which of course only works if you have one of those running.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
I know about MCPatcher, that's why I came here when you guys in the other thread gave me the link. Thanks for that. I am willing to use Optifine when I can, and If I'd need to wait for some reason, I'm ok with that, as long as I know that this texture thing would work.
I do have "random" chickens already, ether default white, or a yellow-ish chicken. I mainly want that, but with at least one pig texture to have weight, so it appears rarely. But I don't know how to do that. Really, I think I just need that file in my post explained to me, and I should be able to peace together what I'm looking for. That file, I took from another person's pack.
Would this be what I'd want?
theirs:
skins.1=1
weights.1=10
My attempt:
Default pig.
Pig.1=1
weights.1=10
"Albino" pig
Pig.4=4
weights.4=1 I want it to be as rare as possible, no pun intended.
Ideas I just had for the blue tags.
Pig.5=5
biomes.5=ForestHills Forest JungleHills Jungle
A hight-specific pig. I'd have to find a texture for it, but my idea is a pale white pig, with red eyes, only found deep underground
Pig.6=6
weights.6=100 ? when in this area, this texture would show up 100% of the time. Is that possible?
minHeight.2=1
maxHeight.2=20
Here are the rules for using .PROPERTIES files to control how random mobs appear. I haven't messed with it.
https://bitbucket.org/prupe/mcpatcher/wiki/Random_Mobs
Also note these don't control **where** mobs appear, they just control what they look like when they appear. So your albino pig texture will only be used if a pig happens to spawn there naturally.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
Thank you. I'll still need to figure some out myself, but this should work.
If I remember to, I'll post a screenshot when I get it to work.
I typed it up, but I am on a Mac, so It wouldn't save as a .properties file:
I tried test edit, and LibreOffice.
Anyone a Mac user who knows what I can save it as?
A .properties file, just like a .mcmeta or .json is just a plain .txt file with the ending named differently. Use Text Edit (included with every mac) to edit these files. If it is a new file, under the format menu select "Make Plain Text", if that option is there. After you save, if it doesn't have the corrected ending, simply renamed it.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
In addition to what Eleazzaar said, if you can, I'd recommend installing and using Gedit (TextEdit will work if you can't, but you'll have to change some settings to make sure smart quotes are off and you're saving as UTF-8 without BOM).
Also trying to use LibreOffice (a full document writer) for plain text files is a bit like trying to cut a steak with a bone saw.
EDIT: I guess I should mention that Gedit is better not just because it isn't a rich text editor, but also because it has syntax highlighting which makes finding JSON errors much easier if you plan on doing animation/model files. If not, then I guess it might not appeal to you.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Hey there! I need help with something really stupid: Im making a resource pack.. I have a large world, and I use actually 2 resource packs (because I made a lot of things, and many of them use different textures and blocks), so Im now trying to create most impossible thing never made before.. Make a second glass block.. Sounds stupid, but I tried two things so far, firstly I just copied the glass block texture and replace the original sponge texture with the glass one, and yeah it didnt work, after that I tried using ctm and just made a copy of my glass block to replace the sponge and didnt work..
So insomniac_lemon or eleazzaar (you both look like you know much about this), do you know just how to replace a sponge (or whatever) with the glass block? Would be easy if I were able to replace one stained glass (but.. it has fixed color so its not the same)
You can't make a block transparent that isn't transpartent or at least has air in it's space in the default version. So pick something like fence posts or cactii.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
Alternately he could try biome-specific CTM replacement textures for glass if the world is divided that way. I think Optifine does those now. Just throwing that out there in case it helps, though obviously I don't know the specifics of how the multiple packs thing is supposed to work in this example.
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)