• 1

    posted a message on Texture Pack Glitch

    IIRC 1.8 and 1.7 deal with semi-transparency differently. Your sword is not fully opaque, but that only makes a difference in 1.8 and higher.


    Remove all the transparency from the sword.

    Posted in: Resource Pack Help
  • 1

    posted a message on Alternate Animated Textures?

    Note that you need a unique .MCMETA file for each texture you want to be animated.

    Posted in: Resource Pack Help
  • 1

    posted a message on Resource Pack for Mods Not Working!
    Quote from hi4363»

    I then put it in the zipped resource pack under /assets/tinkersconstruct/blocks/ (the correct placement for it to work), and now when I try and load up the resource pack, minecraft defaults it to vanilla automatically.


    Why do people who ask for help here so often go out of their way to assure everyone that they are doing things right?

    No, that's the wrong placement for tinker's Con stuff.

    It should go in assets/tinker/textures/blocks/

    I don't know if that is your only problem, but it is one of them.
    Posted in: Resource Pack Help
  • 1

    posted a message on A Texture Artist's Guide to MCPatcher's Features

    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.

    Posted in: Resource Pack Discussion
  • 1

    posted a message on 32x LITHOS - Default-Style, Detailed & Complete - 1.5x - 1.15x and beyond!

    Yes those files are supposed to be pink. They are just lo-res stand-ins that get replaced by later CTM rules, to provide random alternate textures as part of vertical CTM.

    Posted in: Resource Packs
  • 1

    posted a message on Rotational Lock

    I very much doubt it, unless possibly "other means" included mods or command blocks.

    Posted in: Resource Pack Help
  • 0

    posted a message on 32x LITHOS - Default-Style, Detailed & Complete - 1.5x - 1.15x and beyond!
    Quote from lazydaysies»

    . but one of my favorite mods is Doggy Talents and there is a 32x version of the dog only and i don't like it (it's not unique).


    p.s. i love all the Chococraft textures you added!!!


    I've recorded your vote for Doggy Talents.
    And the next release will have all the chococraft items completed.
    Quote from lazydaysies»

    i'm having a small issue with the latest version of Lithos:Core 1.04 for 1.7.10... when i use the resource pack on its own, sandstone looks perfect. :) however, when i fill in the rest with other resource packs, the sandstone turns pink. not all sandstone, but alternate textures. underneath Lithos, i have John Smith Technician's Remix (JSTR patch, then JSTR universal). when i replace Lithos:Core 1.04 with Lithos:Core 1.03 for 1.7.10, the sandstone is perfect. i am also using OptiFine 1.7.10_HD_U_D4 (and i was using OptiFine 1.7.10_HD_D1 before), and sandstone is still pink. let me know if you need any additional information! thanks in advance!


    Unfortunately CTM was designed before packs could stack, and you often get weird and unpredictable results when stacking packs with CTM. The results are unpredictable because each pack can apply CTM in a myriad of different ways. I can't really "fix" it because what works for one pack would break with another. 1.03 had no sandstone CTM, so it doesn't have this problem.

    Without knowing how exactly the JM packs are set up, you can solve the problem by deleting Lithos' sandstone CTM.

    Open up the pack and delete assets/minecraft/mcpatcger/ctm/sandstone
    Posted in: Resource Packs
  • 0

    posted a message on A Texture Artist's Guide to MCPatcher's Features

    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.

    Posted in: Resource Pack Discussion
  • 6

    posted a message on [Contest] - Mob Menagerie May! - Malcolm5211 Wins!!!

    Biomes O Plenty butterflies


    Posted in: Resource Pack Discussion
  • 0

    posted a message on A Texture Artist's Guide to MCPatcher's Features
    Quote from Sayomi_Inoue»

    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?


    If you want that glossy shader effect, you must use shaders. A resource pack along can't do anything like that.
    Quote from rmfranco»


    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.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on TheVoid's AD-Reforged RPG Resource Pack
    Quote from kyctarniq»

    I guess that means I need to start mod support. Thank you BTW eleazzaar.

    It should be something they can turn off in the configs.
    Posted in: Resource Packs
  • 0

    posted a message on TheVoid's AD-Reforged RPG Resource Pack
    Quote from kyctarniq»

    I am not certain what I am seeing. I recognise the pail of milk on the bottom but what are the top?

    I think that is Biomes O Plenty replacing the bucket with it's own procedural bucket, which in this case got mangled.
    Posted in: Resource Packs
  • 0

    posted a message on Using unused data values to create new blocks?
    Quote from CriticalPrime9»

    Example: Wool has 15 data values plus the default '0' that are all being used to make the different colors of wool, stone however is only using '0-6', can the other 9 be used to create new stones?


    In older version, yeah, but it doesn't work like that anymore. You need MCPatcher/Optifine I believe, and a version lower that 1.8.
    Posted in: Resource Pack Help
  • 1

    posted a message on [Contest] - Mob Menagerie May! - Malcolm5211 Wins!!!

    Huh, finally a contest I might participate in. Unfortunately I already did the vanilla mods, but I can find some mod stuff.

    Posted in: Resource Pack Discussion
  • 0

    posted a message on 32x LITHOS - Default-Style, Detailed & Complete - 1.5x - 1.15x and beyond!
    Quote from Aniatnob»

    Are you planning to add mod support for Better Than Wolves for Minecraft 1.5.2?


    Nope, sorry. Downloads for 1.5 are microscopic compared to 1.7 and up. I'm not doing any new work for 1.5 and 1.6
    Posted in: Resource Packs
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