Oh really? I've never noticed it in any of the packs I've used so I assumed this was the old problem that got fixed. Thanks for pointing that out to me Glimmar.
No probs!
Usually if I spot a glitch, I wait for someone else to confirm here that they've got it too, as I mostly assume it's probably something I've done incorrectly or not done. This is a very minor problem, but the sort of thing I'm likely to get posts in my thread about and I wouldn't have had an answer, so I'm pleased I'm not the only one.
From what I know it seems to do that to any pack with a background that isn't 16x and any font size (I had this happen to me in my custom packs). But I would ignore it, because it doesn't really effect anything but at that moment.
This problem started for me during the first 1.7 snapshots. Glad to know I wasn't imagining it.
After looking at it again. It seems you can't patch two different versions of the game and switch via the profile.
So if you have two servers you go on (like I do), then you'd have to reinstall Minecraft every time you wanted to play in the other server.
Or choose one or the other, not both.
Huh? Either i misunderstand what you are saying, or you have incorrectly diagnosed your problem. I have a MCPatched 1.6.x and a 1.7.x and i can switch between them and non-patched versions freely.
After looking at it again. It seems you can't patch two different versions of the game and switch via the profile.
So if you have two servers you go on (like I do), then you'd have to reinstall Minecraft every time you wanted to play in the other server.
Or choose one or the other, not both.
Your problem is that both patcher versions try to create a profile called 'MCPatcher'. 1.7.2 uses the version called 1.7.2-mcpatcher while 1.6.4 uses 1.6.4-mcpatcher. Both of these versions still exist in your /minecraft/ directory, but you will need to manually create two profiles and then assign each version.
If I'm understanding you right: try defining this:
symmetry=none will choose a random texture for each face (that it can) on the block. Note this is default, so if say, you made ores and used the random method with 7 different tile options, the faces would differ.
Sorry guys, I should have included an example of what I was looking for.
So, let's use the stonebrick block... I would like to assign texture A to the north and south faces, texture B to the east and west faces, and texture C to the top and bottom faces. Then, I would like to have three or four variations of each of these textures, so texture A.1, A.2, or A.3 are assigned to the north and south faces randomly. Does that make more sense? It seems like it would be possible given the descriptions of CTM, but I can't figure out how to attempt it.
Sorry guys, I should have included an example of what I was looking for.
So, let's use the stonebrick block... I would like to assign texture A to the north and south faces, texture B to the east and west faces, and texture C to the top and bottom faces. Then, I would like to have three or four variations of each of these textures, so texture A.1, A.2, or A.3 are assigned to the north and south faces randomly. Does that make more sense? It seems like it would be possible given the descriptions of CTM, but I can't figure out how to attempt it.
I don't really understand why you'd want to do that, but it should be relatively easy.
matchBlocks=stonebrick
metadata=0
method=random
tiles=0-3
faces=north south
symmetry=all
Then, just make multiple of these files, with tiles= being the tiles you want, and faces= being the sides you want (east west, top bottom).
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
I think I found a bug in CTM in MCPatcher 4.3. I'm trying to write CTM rules for glass in Dandelion texture pack but textures are behaving strangely and it seems rendering depends on orientation.
Aaaand being the modding n00b that I am, how exactly do I shimmy that CTM folder from the Optifine .jar into the Minecraft folders to actually, y'know, make the whole thing work?
--Tuan
You know how to open the .jar file in an archive manager? Do that, same way as you would open a .zip archive, then find the assets/ folder. It should look like this
useSameSeedForMultiblockObjects=true doesn't exactly roll off the tongue, does it?
Gonna go with linked=true for this property. It is per-file, applies only to method=random, and defaults to false. For now it affects only double plants, plants (useful for reeds), and doors.
Using MC Patcher for 1.7.2 crashes minecraft the moment I enter a server.
1.6.4 is fine. (one server I frequent uses the latest patch, another uses 1.6.4
The moment I enter a server (or start a singleplayer world), I see the sky and my hand and the game freezes instantly with the cursor showing up.
No problems with that texture pack here. And unfortunately there's not much in that log to go on either.
I think I found a bug in CTM in MCPatcher 4.3. I'm trying to write CTM rules for glass in Dandelion texture pack but textures are behaving strangely and it seems rendering depends on orientation.
This is a vanilla 1.7.2 bug that is fixed in the latest snapshots.
<snip>
Then, just make multiple of these files, with tiles= being the tiles you want, and faces= being the sides you want (east west, top bottom).
Thank you, this is what I was looking for. Unfortunately this will be more difficult than I imagined... Single blocks look awesome now, but the problem just moved to the block transitions. LOL
Oh well, back to the drawing board (pun intended) unless you guys have a slick solution to the problem?
It's not how to extract the files that's my problem, it's where to put them. :| I don't use a specific resource pack atm, just the default settings. Do I shove that folder into the minecraft .jar itself (and if so, which folder path), or do I literally have to create a full standalone resource pack just to apply CTM to default Minecraft textures?
--Tuan
Yes, you will need to create a resource pack to include CTM textures for the default, but all you need to include in that pack are the CTM textures and property files, in the correct folder structure, and the pack.mcmeta.
Eeuurrgh. In that case, I'll just man up and update my private DokuCraft remix for 1.7.2. .-. Thanks for the feedback, nevertheless.
EDIT: Buuut, just for kicks and giggles, if anyone has a ready-to-go default resource pack that I can just chew into at my leisure, that'd be coo' too.
I am using a patched 1.7, and I am continually crashing. This is one of the crash logs (sorry for the long post).
---- Minecraft Crash Report ----
// I blame Dinnerbone.
Time: 11/28/13 10:52 AM
Description: Unexpected error
java.lang.IllegalArgumentException
at java.util.PriorityQueue.<init>(Unknown Source)
at blz.a(SourceFile:112)
at blg.a(SourceFile:213)
at blg.a(SourceFile:178)
at bls.a(SourceFile:1277)
at bll.a(SourceFile:949)
at bll.b(SourceFile:815)
at azd.ad(SourceFile:780)
at azd.e(SourceFile:704)
at net.minecraft.client.main.Main.main(SourceFile:103)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.util.PriorityQueue.<init>(Unknown Source)
at blz.a(SourceFile:112)
at blg.a(SourceFile:213)
at blg.a(SourceFile:178)
at bls.a(SourceFile:1277)
at bll.a(SourceFile:949)
-- Affected level --
Details:
Level name: MpServer
All players: 2 total; [bje['GallantBlade475'/6910, l='MpServer', x=-249.50, y=93.62, z=202.50], bld['flanaganboystx'/5636, l='MpServer', x=-86.69, y=39.75, z=274.20]]
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: (-245,92,201), Chunk: (at 11,5,9 in -16,12; contains blocks -256,0,192 to -241,255,207), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 8117474 game time, 3745 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: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 3 total; [bje['GallantBlade475'/6910, l='MpServer', x=-249.50, y=93.62, z=202.50], bld['flanaganboystx'/5636, l='MpServer', x=-86.69, y=39.75, z=274.20], bld['flanaganboystx'/5636, l='MpServer', x=-86.69, y=39.75, z=274.20]]
Retry entities: 0 total; []
Server brand: vanilla
Server type: Non-integrated multiplayer server
Stacktrace:
at biz.a(SourceFile:284)
at azd.b(SourceFile:1951)
at azd.e(SourceFile:718)
at net.minecraft.client.main.Main.main(SourceFile:103)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_05, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 253926688 bytes (242 MB) / 549978112 bytes (524 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 7955 (445480 bytes; 0 MB) allocated, 19 (1064 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
Launched Version: 1.7.2-mcpatcher
LWJGL: 2.9.0
OpenGL: Intel(R) HD Graphics Family GL version 3.1.0 - Build 8.15.10.2462, Intel
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Packs: [GlimmarsSteampunk_13_Hybrid.zip]
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 308 (17248 bytes; 0 MB) allocated, 49 (2744 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Rollback Post to RevisionRollBack
I used to fight for the glory of the Aldmeri Dominion.
I have a question, is it possible to apply the enchantment glint to only weapons/armor and not anything else? I wanted to know since I don't want any of my other stuff be affected by the glint.
Rollback Post to RevisionRollBack
Jingle bells, decay and fails
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
I have a question, is it possible to apply the enchantment glint to only weapons/armor and not anything else? I wanted to know since I don't want any of my other stuff be affected by the glint.
Yes. Just specify the item IDs that you want a particular glint to have.
Alternately, if you just want to remove the glint from certain items, make a blank glint file and specify it for the items you don't want to shine anymore.
Yes. Just specify the item IDs that you want a particular glint to have.
Alternately, if you just want to remove the glint from certain items, make a blank glint file and specify it for the items you don't want to shine anymore.
What would the file syntax look like?, this would help me learn this method a little better if you would kindly show me.
Rollback Post to RevisionRollBack
Jingle bells, decay and fails
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
Note that you have to specify a range of enchantment IDs. If you don't, the item will have a glint all the time even when unenchanted (similar to the Nether Star).
To remove an enchantment from a specific item (say, the Enchanted Golden Apple), you'd create a blank (totally transparent) 1x1 image (it can be larger, but there's no point) and use the following .properties file:
Thanks for the help, and I do have one last question which I posted earlier, two pages back that I didn't get an answer to, maybe you'll have the answer to this
Is it possible to have multiple variations of arrows (not the item) with any of the features in mcpatcher? I ask because my custom pack has multiple kinds of bows ranging from staves, tomes, bows and a few guns and I wanted them to have their own kinds of arrows to make the most sense. (Crossbow - Bolt, Stave - Mana Charge and etc)
Rollback Post to RevisionRollBack
Jingle bells, decay and fails
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
Disregard, I have figured it out. It's not actually the alpha blending, it's how some HD packs use a solid gray background on their block destroy texture, that allows the cracks to blend into the texture it's applied on a bit better. This is actually a Mojang issue.
one of my pack users found this interesting glitch, when you start to break glass (or any transparent texture with blend.3=color/rendermode=3 layer) the water behind it vanishes. It's a pretty mild glitch since it only appears when you break the block, but I wasn't sure if you were aware of it. I assume it has something to do with when the destroy_x.png textures overlap the original.
(EDIT: Tested it with some other packs that use the same setup for glass, they're the same way)
Thanks for the help, and I do have one last question which I posted earlier, two pages back that I didn't get an answer to, maybe you'll have the answer to this
Is it possible to have multiple variations of arrows (not the item) with any of the features in mcpatcher? I ask because my custom pack has multiple kinds of bows ranging from staves, tomes, bows and a few guns and I wanted them to have their own kinds of arrows to make the most sense. (Crossbow - Bolt, Stave - Mana Charge and etc)
If you're talking about the entity in the world (the things that actually stick in walls/players), the answer is "no, not to my knowledge". Sorry.
No probs!
Usually if I spot a glitch, I wait for someone else to confirm here that they've got it too, as I mostly assume it's probably something I've done incorrectly or not done. This is a very minor problem, but the sort of thing I'm likely to get posts in my thread about and I wouldn't have had an answer, so I'm pleased I'm not the only one.
This problem started for me during the first 1.7 snapshots. Glad to know I wasn't imagining it.
Huh? Either i misunderstand what you are saying, or you have incorrectly diagnosed your problem. I have a MCPatched 1.6.x and a 1.7.x and i can switch between them and non-patched versions freely.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
Your problem is that both patcher versions try to create a profile called 'MCPatcher'. 1.7.2 uses the version called 1.7.2-mcpatcher while 1.6.4 uses 1.6.4-mcpatcher. Both of these versions still exist in your /minecraft/ directory, but you will need to manually create two profiles and then assign each version.
Sorry guys, I should have included an example of what I was looking for.
So, let's use the stonebrick block... I would like to assign texture A to the north and south faces, texture B to the east and west faces, and texture C to the top and bottom faces. Then, I would like to have three or four variations of each of these textures, so texture A.1, A.2, or A.3 are assigned to the north and south faces randomly. Does that make more sense? It seems like it would be possible given the descriptions of CTM, but I can't figure out how to attempt it.
I don't really understand why you'd want to do that, but it should be relatively easy.
Then, just make multiple of these files, with tiles= being the tiles you want, and faces= being the sides you want (east west, top bottom).
"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
Pics to explain:
http://imgur.com/a/HGA9h
Inside there is all the files you need. Just copy the entire default/ folder and put in in your own pack.
Gonna go with linked=true for this property. It is per-file, applies only to method=random, and defaults to false. For now it affects only double plants, plants (useful for reeds), and doors.
Both fixed.
No problems with that texture pack here. And unfortunately there's not much in that log to go on either.
This is a vanilla 1.7.2 bug that is fixed in the latest snapshots.
Here's why, this has always bugged me!
Thank you, this is what I was looking for. Unfortunately this will be more difficult than I imagined... Single blocks look awesome now, but the problem just moved to the block transitions. LOL
Oh well, back to the drawing board (pun intended) unless you guys have a slick solution to the problem?
Yes, you will need to create a resource pack to include CTM textures for the default, but all you need to include in that pack are the CTM textures and property files, in the correct folder structure, and the pack.mcmeta.
---- Minecraft Crash Report ----
// I blame Dinnerbone.
Time: 11/28/13 10:52 AM
Description: Unexpected error
java.lang.IllegalArgumentException
at java.util.PriorityQueue.<init>(Unknown Source)
at blz.a(SourceFile:112)
at blg.a(SourceFile:213)
at blg.a(SourceFile:178)
at bls.a(SourceFile:1277)
at bll.a(SourceFile:949)
at bll.b(SourceFile:815)
at azd.ad(SourceFile:780)
at azd.e(SourceFile:704)
at net.minecraft.client.main.Main.main(SourceFile:103)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.util.PriorityQueue.<init>(Unknown Source)
at blz.a(SourceFile:112)
at blg.a(SourceFile:213)
at blg.a(SourceFile:178)
at bls.a(SourceFile:1277)
at bll.a(SourceFile:949)
-- Affected level --
Details:
Level name: MpServer
All players: 2 total; [bje['GallantBlade475'/6910, l='MpServer', x=-249.50, y=93.62, z=202.50], bld['flanaganboystx'/5636, l='MpServer', x=-86.69, y=39.75, z=274.20]]
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: (-245,92,201), Chunk: (at 11,5,9 in -16,12; contains blocks -256,0,192 to -241,255,207), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 8117474 game time, 3745 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: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 3 total; [bje['GallantBlade475'/6910, l='MpServer', x=-249.50, y=93.62, z=202.50], bld['flanaganboystx'/5636, l='MpServer', x=-86.69, y=39.75, z=274.20], bld['flanaganboystx'/5636, l='MpServer', x=-86.69, y=39.75, z=274.20]]
Retry entities: 0 total; []
Server brand: vanilla
Server type: Non-integrated multiplayer server
Stacktrace:
at biz.a(SourceFile:284)
at azd.b(SourceFile:1951)
at azd.e(SourceFile:718)
at net.minecraft.client.main.Main.main(SourceFile:103)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_05, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 253926688 bytes (242 MB) / 549978112 bytes (524 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 7955 (445480 bytes; 0 MB) allocated, 19 (1064 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
Launched Version: 1.7.2-mcpatcher
LWJGL: 2.9.0
OpenGL: Intel(R) HD Graphics Family GL version 3.1.0 - Build 8.15.10.2462, Intel
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Packs: [GlimmarsSteampunk_13_Hybrid.zip]
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 308 (17248 bytes; 0 MB) allocated, 49 (2744 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Jingle bells, decay and fails
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
By Sileo_Vulpes
Alternately, if you just want to remove the glint from certain items, make a blank glint file and specify it for the items you don't want to shine anymore.
Jingle bells, decay and fails
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
By Sileo_Vulpes
Note that you have to specify a range of enchantment IDs. If you don't, the item will have a glint all the time even when unenchanted (similar to the Nether Star).
To remove an enchantment from a specific item (say, the Enchanted Golden Apple), you'd create a blank (totally transparent) 1x1 image (it can be larger, but there's no point) and use the following .properties file:
I hope that helps you. If you have any questions, don't hesitate to ask. I've actually gotten quite good with this mod.
Jingle bells, decay and fails
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
By Sileo_Vulpes
one of my pack users found this interesting glitch, when you start to break glass (or any transparent texture with blend.3=color/rendermode=3 layer) the water behind it vanishes. It's a pretty mild glitch since it only appears when you break the block, but I wasn't sure if you were aware of it. I assume it has something to do with when the destroy_x.png textures overlap the original.
(EDIT: Tested it with some other packs that use the same setup for glass, they're the same way)