• 1

    posted a message on [16x with an 8x8 look] Tiny Pixels

    I'm making personal changes to the pack that I may or may not share at some point as a download. One thing I'm working on is eliminating tiling errors through texture additions and blockstate/model changes. Right now, doors. Here's some screenshot of the changes:

    Frontal BeforeFrontal After

    Back BeforeBack After

    Posted in: Resource Packs
  • 2

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from Chaos2341»

    Means without the CTM there is no CT possible?

    Why not grabbing the affected image from the affected side, cutout the unwanted stuff and replace it with that what is wanted/needed? I know Java is the hell incl. his GC but it should possible at the end.


    Are you making a pack that you're trying to utilize connected textures in, or are you using someone else's pack?


    In either case, that's not how connected textures in Optifine works. Optifine uses a set of 47 pre-made textures by the pack-maker for complete control over the look of each connection. It also allows for advanced controls, such as nesting effects. You can randomize certain pieces of connected textures, you could connect certain repeating parts of connected textures, etc.. However, all of this requires textures made and rules set by resourcepack makers. What you're suggesting is both unreasonable and unlikely to work to the very particular tastes of most resourcepack makers.

    All of this being said, your complaint is better-aimed at the resourcepack authors, not the Optifine creator's.

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3

    MCPatcher hasn't worked Forge since Forge 1.7.10-10.13.2.1291 that I'm aware of. This was the last version of Forge for 1.7.10 before they started suffixing the build titles with -1.7.10.


    Forge build 1291 was released on January/23/2015, so if you can't wait for support to be re-jigged, then this is the version of Forge you're going to have to use (as well as mods that still work with this version) with MCPatcher and the repackager unless someone else has figured out other methods. If so, do tell... <3

    Posted in: Resource Packs
  • 0

    posted a message on Optifine and Forge 1.8.7
    Quote from theEPICpie»

    Is optifine 1.8.7 compatible with forge and shaders mod? Putting it in the mods folder doesnt work for me.


    Considering that Forge isn't available for 1.8.7, I doubt it. Forge is only for 1.8 or "1.8.0" and lower at the moment.

    Posted in: Java Edition Support
  • 0

    posted a message on Loot++ - The Addon Update! Now with the ability to create addons without messing with config files or resource packs!

    How open/interested are you in plugging into other APIs when available? I dunno how difficult it would be to implement, but it could be neat to be able to add blocks that have special rendering provided by other APIs when your mod detects them. I imagine such a feature would be well-received, but again, I don't know if you like the idea, or how difficult it might be.

    What I had in mind in particular is the CTMLib required by the latest versions of Chisel. If you could generate a separate section or block file when it's detected, you could add blocks that use its method of connected textures.

    Let's say the file generated is "ctm_block_additions.cfg" with this as a possible file setup (link to plain text). We'll say I want a panel-design hardened clay. The added line could look something like this:

    hardened_clay_panel_____Hardened Clay_____hardened_clay_panel_____rock_____1.25_____30.0_____pickaxe_____1_____0.0_____0.6_____0_____0_____-1


    Note: (the above format is borrowed from the block_additions.cfg file's generic section, edited to fit my suggestion, and only excludes the "<Falls>" part of the generic blocks example, as I doubt falling connected blocks would work very well)


    However, instead of requiring one texture file, it would require two texture files. So, you'd look for both the "hardened_clay_panel.png" specified, as well as a "hardened_clay_panel-ctm.png" file (keeping theme with Chisel's connected blocks). The original is a standard sized texture (we'll go with 16x as example), but the second is a 2x2 tiled texture (so 32x this time). They would look something like below (these are upscaled by 5x to be seen more easily):




    Sorry if I'm dropping too many unrealistic or overly difficult ideas on you. It's just something I'd love to see personally, and feel many others might as well! If at some point you decide to look into this, I could provide you with a couple textures to test it all with. For now, or if you only need the one texture to test with, the two textures above are free to use by you or anyone else (you can download their regular-sized versions by clicking each picture's title).

    Regardless of your decision, keep up the wonderful work! :)

    EDIT: Just realize my lack of examples and textures for the other CTM types... I'll see what I can come up with for that.

    Posted in: Minecraft Mods
  • 1

    posted a message on better than wolves

    According to the thread and this wiki page, the latest version of BTW is for Minecraft 1.5.2.

    Posted in: Discussion
  • 0

    posted a message on CubeX2's Mods - All mods available for 1.8.9
    Would seem that Chest Transporter and Variety Chests are not getting along well at the moment. Tried to pick up a Spruce Glowing chest with a diamond transporter to be specific, and it crashed.
    ---- Minecraft Crash Report ----
    // I just don't know what went wrong :( Time: 7/11/15 7:20 PM
    Description: Unexpected error java.lang.ClassCastException: de.sanandrew.mods.varietychests.util.ChestType cannot be cast to java.lang.String
    at cubex2.mods.chesttransporter.VariertyChest.preRemoveChest(VariertyChest.java:36)
    at cubex2.mods.chesttransporter.ItemChestTransporter.grabChest(ItemChestTransporter.java:93)
    at cubex2.mods.chesttransporter.ItemChestTransporter.onPlayerInteract(ItemChestTransporter.java:72)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler_6_ItemChestTransporter_onPlayerInteract_PlayerInteractEvent.invoke(.dynamic)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
    at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
    at net.minecraftforge.event.ForgeEventFactory.onPlayerInteract(ForgeEventFactory.java:100)
    at net.minecraft.client.Minecraft.func_147121_ag(Minecraft.java:1446)
    at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1953)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:483)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28) A detailed walkthrough of the error, its code path and all known details is as follows:
    --------------------------------------------------------------------------------------- -- Head --
    Stacktrace:
    at cubex2.mods.chesttransporter.VariertyChest.preRemoveChest(VariertyChest.java:36)
    at cubex2.mods.chesttransporter.ItemChestTransporter.grabChest(ItemChestTransporter.java:93)
    at cubex2.mods.chesttransporter.ItemChestTransporter.onPlayerInteract(ItemChestTransporter.java:72)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler_6_ItemChestTransporter_onPlayerInteract_PlayerInteractEvent.invoke(.dynamic)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
    at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
    at net.minecraftforge.event.ForgeEventFactory.onPlayerInteract(ForgeEventFactory.java:100)
    at net.minecraft.client.Minecraft.func_147121_ag(Minecraft.java:1446) -- Affected level --
    Details:
    Level name: MpServer
    All players: 1 total; [EntityClientPlayerMP['ZeroLevels'/9, l='MpServer', x=-1656.11, y=62.62, z=-1354.37]]
    Chunk stats: MultiplayerChunkCache: 625, 625
    Level seed: 0
    Level generator: ID 01 - flat, ver 0. Features enabled: false
    Level generator options:
    Level spawn location: World: (-1656,65,-1354), Chunk: (at 8,4,6 in -104,-85; contains blocks -1664,0,-1360 to -1649,255,-1345), Region: (-4,-3; contains chunks -128,-96 to -97,-65, blocks -2048,0,-1536 to -1537,255,-1025)
    Level time: 383761 game time, 6000 day time
    Level dimension: 0
    Level storage version: 0x00000 - Unknown?
    Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
    Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
    Forced entities: 1 total; [EntityClientPlayerMP['ZeroLevels'/9, l='MpServer', x=-1656.11, y=62.62, z=-1354.37]]
    Retry entities: 0 total; []
    Server brand: fml,forge
    Server type: Integrated singleplayer server
    Stacktrace:
    at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:373)
    at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2444)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:927)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:483)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28) -- System Details --
    Details:
    Minecraft Version: 1.7.10
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.8.0_25, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 386674856 bytes (368 MB) / 629669888 bytes (600 MB) up to 2863661056 bytes (2731 MB)
    JVM Flags: 4 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx3072m -Xms256m -XX:PermSize=256m
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1481 14 mods loaded, 14 mods active
    States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
    UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1481-1.7.10.jar)
    UCHIJAAAA Forge{10.13.4.1481} [Minecraft Forge] (forge-1.7.10-10.13.4.1481-1.7.10.jar)
    UCHIJAAAA CodeChickenCore{1.0.6.43} [CodeChicken Core] (minecraft.jar)
    UCHIJAAAA NotEnoughItems{1.0.4.107} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.4.107-universal.jar)
    UCHIJAAAA sapmanpack{2.5.1} [SanAndreasPs Manager Pack CORE edition] (SAPManPack-1.7.10-2.5.1.jar)
    UCHIJAAAA ChestTransporter{2.0.3} [Chest Transporter] (ChestTransporter-2.0.3-MC1.7.10.jar)
    UCHIJAAAA extracarts{1.7.10-0.8.0} [Extra Carts] (ExtraCarts-1.7.10-0.8.0.jar)
    UCHIJAAAA IronChest{6.0.60.741} [Iron Chest] (ironchest-1.7.10-6.0.60.741-universal.jar)
    UCHIJAAAA ironchestminecarts{1.0.3} [Iron Chest Minecarts] (IronChestMinecarts-1.0.3.jar)
    UCHIJAAAA JABBA{1.2.1} [JABBA] (Jabba-1.2.1a_1.7.10.jar)
    UCHIJAAAA MultiPageChest{1.3.4} [Multi Page Chest] (MultiPageChest-1.3.4-MC1.7.10.jar)
    UCHIJAAAA ObsidianBoat{v1.3.2} [Obsidian Boat] (ObsidianBoat-1.7.10-1.3.2.jar)
    UCHIJAAAA varietychests{1.4.0} [Variety Chests] (VarietyChests-1.7.10-1.4.0.jar)
    GL info: ' Vendor: 'ATI Technologies Inc.' Version: '4.1.10627 Compatibility Profile Context' Renderer: 'AMD Radeon(TM) HD 6620G '
    Launched Version: forge-10.13.4.1481
    LWJGL: 2.9.1
    OpenGL: AMD Radeon(TM) HD 6620G GL version 4.1.10627 Compatibility Profile Context, ATI Technologies Inc.
    GL Caps: Using GL 1.3 multitexturing.
    Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
    Anisotropic filtering is supported and maximum anisotropy is 16.
    Shaders are available because OpenGL 2.1 is supported. Is Modded: Definitely; Client brand changed to 'fml,forge'
    Type: Client (map_client.txt)
    Resource Packs: [Tiny Pixels - Pavo's Edit - 25th October.zip, Tiny Pixels (Mods)]
    Current Language: English (US)
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Anisotropic Filtering: Off (1)
    Posted in: Minecraft Mods
  • 1

    posted a message on [16x with an 8x8 look] Tiny Pixels
    Quote from Maydence»

    I just wanted to say I REALLY love this pack, although it works fine on my windows PC, when I use it on my my MacBook the grass/lilypad/stone/sand/etc. textures are all mixed up. I'm wondering if there's away to fix it so they're aligned again? D:


    -snip-


    Thanks again! I hope someone can help.



    Sorry for the late reply, but you have to turn off Alternate Blocks in the video options. Though, here is a fix you can load alongside the pack to fix said tiling errors even if you leave on alternate blocks. This also contains simplified animations for the ores, furnace, and nether portal (no visual difference in-game, though it may increase performance very slightly). Set it above the main pack for best results.

    Feel free to include any or all of these changes in the main 1.8 pack, Pavo. :)

    Posted in: Resource Packs
  • 0

    posted a message on Aboveground Stronghold?!

    The in-game key for screenshots is normally F2. To get to the folder quickly, go into options, resource packs, and press the open resource packs folder. Go up one level from there, and you should be in the minecraft directory, where screenshots folder is.

    Posted in: Discussion
  • 0

    posted a message on Loot++ - The Addon Update! Now with the ability to create addons without messing with config files or resource packs!
    Quote from instrocraft»

    Thanks for the recommendation. This is actually exactly what I did and it's all working out wonderfully. :)

    Okay, so I have a new question. I am going through all of the entity drops now, customizing them all for my server and I've reached a point where I need to specify mobs like Wither Skeletons in vanilla Minecraft or different types of Ogres from moCreatures. These mobs have no entity ID of their own, but instead, only exist through sub-data. For example, {SkeletonType:1} for a Wither Skeleton. How or where would I attach this tag in the entity drops format structure in order to specify what I want mobs like Wither Skeletons to drop?


    Hmm. The only mod that comes to mind that does what you're wanting (I may be forgetting others...) would be Mob Properties by FatherToast. He does a lot of mob-stuff, so it comes as no surprise that he'd be making something that can handle almost all aspects of them. I'm pretty certain that it can handle NBT stuff and such, and if I remember correctly, even has a specific function for checking if it's a wither skeleton. Unfortunately, Tmtravlr, I don't think his mod(s) are on GitHub or open source at all... But a good mod to point to if you feel some sort of functionality is missing.


    I have to say that I do love your mod, though. I can see this becoming one of my go-to confguration mods. Any chance of adding gravity blocks (like sand) and metadata handling (or do I just not know how to do it?) to block additions? Could make for some nice and basic block-dying addons, but one ID per block seems a bit hefty. I currently use CustomStuff 2 for that, but it's not a viable option for those uncomfortable with javascript.


    Lastly, if you do get around to adding metadata (assuming again that I haven't just missed the feature...), perhaps you could make it so that all generic items take up one id, the rest being handled by metadata? Mods like TabulaRasa have made it o that the items added in them can have up to 32k contigous metadatas. It's a link so you can have a peak at its GitHub as well.


    Sorry if I'm asking too much or otherwise stepping on some toes here! o.O

    Posted in: Minecraft Mods
  • 1

    posted a message on New Generation of Minecraft Critics

    A lot of people judge too quickly, especially these days. Take any quality of any game, an it becomes a handle for them to base their judgments on, even if they've never played it themselves. That said, even if they do, it's not necessarily going to make them feel differently about it. In the long run, it doesn't matter. If they call themselves gamers, I feel that one day they'll at least give it a shot, just to try the game that at one point grabbed hold of a surprisingly large portion of the gaming world. :P


    Everyone has their opinion. I love MC, but plenty of people hate it. For both good reasons, and bad ones. It's by no means a new thing.

    Posted in: Discussion
  • 0

    posted a message on Loot++ - The Addon Update! Now with the ability to create addons without messing with config files or resource packs!
    Quote from instrocraft»

    Yes, that would be fantastic if you added features like this in the near future, because it's pretty much the only thing, as far as my needs, that's missing. I'll keep my fingers crossed for you, but either way, this mod has been extremely helpful on my server and I thank you for it.

    You could pair MineTweaker with this mod for that functionality. MineTweaker is heavily documented, and open source. So tmtravlr, you could probably see how the item damaging is done on their github. I also apologize, this isn't meant to be advertising, just a work-around until you work in such functionality yourelf. :)

    Anyways, It's not difficult at all to learn how to use, but just in case, I'll give you an example, including one that does what you want.

    First, which you might have already done, create an item in Loot++. For the sake of an example, I'll call it "Leather Strap". So, in either your addon or config under add_generic for Loot++, you'd have something like the following:
    leather_strap_____Leather Strap_____leather_strap

    After you've run MineTweaker one time, there should now be a scripts folder in your minecraft directory. Inside of scripts, make a new text file and call it whatever you want, so long as its file extension is zs. If you see file extensions, it's simple. Otherwise, you have to open the file in a text editor such as notepad and save as "fileName.zs". Once you have your zs file, you need to open tht up in a text editor as well. In this case, I would recommend notepad++, but whatever suits you.

    So, you have your script file, now all you need is to add the recipe you're wanting to it. One that does not consume the shears, but damages it instead. The following bold line should be added to the script file:
    recipes.addShapeless(<lootplusplus:leather_strap> * 4, [<minecraft:shears>.anyDamage().transformDamage(), <minecraft:leather>]);

    The above line is the bear minimum you'd need. However, if you plan on using MineTweaker for other similar purposes, you can keep your script tidy by making variables. A more tidy script, assuming you'll be using those variables again later on, might look like the following:
    val shears = <minecraft:shears>;
    val leather = <minecraft:leather>;
    val leatherStrap = <lootplusplus:leather_strap>;

    recipes.addShapeless(leatherStrap * 4, [shears.anyDamage().transformDamage(), leather]);


    Either of the above scripts will have the same output. It'll create 4 leather straps using the shapeless recipe of shears and leather. The shears will be damaged instead of consumed. Lastly, you don't need to reload the game for the recipes to take effect. Just run the command "/mt reload", and that'll reload the script.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Quote from BudderOfEnder»

    Can someone help me? (This may be a re-post, and i'm not sure so I apologize in advance) I'm desperate and I still would like to know if anyone has the answer to this?? It feels like months I have had this question lol


    You don't install resource/texture packs with MCPatcher. MCPatcher is for adding capabilities for resource packs to take advantage of in order to extend the reach and capabilities of resource packs. If you want to install a resource pack, open Minecraft, go to Options, click the button (labeled "Resource Packs..." by default) that opens up the resource pack selection menu, and then click the "Open resource pack folder". This should open the folder in which you would place your resource packs that you download.


    So, for instance, if you were to download Pixel Perfection (as an example), you would receive a .zip file containing its textures. You would put the .zip file into the folder opened by the above-mentioned method. There is normally no need to extract anything, so don't worry. You're done. Your resource pack is installed, you just need to activate it in-game. You don't need MCPatcher for it to run. However, the resource pack does also use MCPatcher features for greater aesthetic appeal, so patching with MCPatcher would go well with this.


    Download MCPatcher, run it, choose the version of MC you wish to patch, and click patch when it's done loading. Restart your Minecraft launcher, and select the new profile labeled "MCPatcher". Once the game is loaded, if you haven't done so already, go into options > Resource Packs... and make sure the resource pack you want to be active is on the right side (assuming you're using MC 1.7 or higher). Then click "Done", and you're all set to play.

    Posted in: Resource Packs
  • 0

    posted a message on [16x with an 8x8 look] Tiny Pixels

    I'll give you the connected glass and stained glass ctm once I finish the stained glass, which shouldn't be too tough. :P


    As for the logs... Do you mean the tops? If no, then what do you mean? The sides? The sides can have some randomization if you'd like. If you mean the tops, though, that could be problematic. Here's a few examples of why:




    The center texture in CTM is a repeating one. I am unsure if I could make a second ctm always focusing on the center tile of the first ctm, which would be used again in the second, third, etc., as it might make an infinite loop and crash the client, but I suppose I could experiment. I assume not, though, which leads me to believe that this is the only feasible option for log tops:



    This option is okay, but kind of doesn't make a lot of sense, considering that tree rings normally continue. That said, trees should also fall when you chop their bottom out. If there weren't other problems, this approach would make the most sense. Other problems arise, though:

    and


    Missing center log would make the tree have bark appear on the inside as well as bark on the outside, and the ring spacing changes appears to change when this happens. Then there's the picture on the right, which... o.O


    The above problems presented would make for an odd full sheet of CTM... If I find a different way of handling it, I'll let you know. Any thoughts?


    About the wool, keep in mind that they'll only connect to the same metadata wool block, so things like below are still possible. That said, I'll be making it an option through my own set of preferences for the pack, so I don't mind if you turn anything down. :P


    Posted in: Resource Packs
  • 0

    posted a message on [16x with an 8x8 look] Tiny Pixels

    I don't know if MCPatcher stuff is something you' like to put into the mod, but I figured I'd share this one with you. I made a set of connected textures for wool. Normally, this would require 47 different textures per block, but I was able to cut it down to 15, due to the way I've made them look when connecting. It's meant to look stitched together when placed next to other wool blocks of the same color.


    They will be part of my personal et of textures for the pack, but if you want them for the main pack, that's fine. Here's a link to the wool stuff. I've set it up in the typical resource pack structure so that it can be loaded on top of the main pack with ease in 1.7+. This won't work in anything below 1.6 anyways, given that block IDs are handled differently between them and the MCPatcher rules are using 1.7+ IDs.


    Here is a basic gif of what the wool looks like when they connect:

    Posted in: Resource Packs
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