So, something more like this? Before, the lines had a transparency of 76% and the rest had a transparency of 68%. Now, the lines have a transparency of 65% and the lines have a transparency of 90%.
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Fare well everyone! My time to retire has come! "And with that, POW! I'm gone." ---Lord Crump
i'm having issues working out the metadata for upside-down sandstone slabs and stairs... can anyone shed some light on how to format the metadata?... i can get textures to register for the right-side up orientations on the blocks, but not for the slabs and stairs placed upside-down
It works just the same as the glass does with the renderpass feature, it supports transparency with the renderpass feature, so the visibility glitch allowing you to see through the wall never occurs.
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Fare well everyone! My time to retire has come! "And with that, POW! I'm gone." ---Lord Crump
i'm having issues working out the metadata for upside-down sandstone slabs and stairs... can anyone shed some light on how to format the metadata?... i can get textures to register for the right-side up orientations on the blocks, but not for the slabs and stairs placed upside-down
OK, so the metadata for stairs is 0x0-0x3 for the different directions.
Upside Down stairs is 0x4.
I'm pretty sure you just add the numbers to get the combined metadata.
0x0 upsidedown is 0x4 and 0x3 upsidedown is 0x7.
0-3 are upright versions of different directions of stairs, and 4-7 are the upside down versions facing different directions.
The wiki says that the upsidedown metadata value for slabs is 0x8, so I think the metadata for an upside down sandstone slab would be 9.
"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
Cheers very much, i'll save this till the morning and give it a try
edit: couldn't wait to try it worked a treat, cheers very much... i'll find another post of yours and rep it up
I made a small mistake before, I meant to say 0x3 upside down is 0x7
but you said it worked, so I think you got the point
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"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
Does CTM work with art/paintings? Specifically can you use the random ctm method to get additional paintings? (or do people have any other ideas on how to get more paintings without using mods other than optifine?)
i wish we could have random wheat and potao/carrot plants as well (not supported by both sadly =/)
Erm... what? That should be possible with both, just by using the blockID for the crop you want, and then metadata to define the stage (they both actually have the same amount of growing stages as wheat), so if you wish, you should be able to define random textures to the final stage of carrots/potatoes, but I'm not sure why you'd want to....
(If carrot/potato plants weren't supported, that would mean wheat isn't either)
And Optifine does not support glass pane/iron bars because the author is having a hard time with how they are rendered.
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"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
Thats what i did before but there have not been any change what so ever. So i assumed since it didnt work in either mcpatcher or optifine that its not supported, i even tried using terrain and block properties (with the correct id/tilenumber of course)
Why? are you joking with me? i mean why apply random textures to textures in the first place? other than that i really think it will make fields much more alive than the same ol texture all over the place
Well, in the next few days I'll try it out and see if I can get it to work. Have you gotten random textures to work on wheat? Carrots/potatoes as a block are fundamentally the same as wheat.
No, I'm not joking. Carrots are underground roots and potatoes are underground tubers, and in the last stages they barely poke out. You could randomize the leaves above, but IMO that's not very interesting, and I probably wouldn't go any further than giving potatoes a more vine-like leafy plant like how they are in real life.
I understand random textures the most on building blocks and ores to stop tiling errors, and on grass and flowers to scenery.
Anyways, I'll try and post my results here.
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
Well, in the next few days I'll try it out and see if I can get it to work. Have you gotten random textures to work on wheat? Carrots/potatoes as a block are fundamentally the same as wheat.
No, I'm not joking. Carrots are underground roots and potatoes are underground tubers, and in the last stages they barely poke out. You could randomize the leaves above, but IMO that's not very interesting, and I probably wouldn't go any further than giving potatoes a more vine-like leafy plant like how they are in real life.
I understand random textures the most on building blocks and ores to stop tiling errors, and on grass and flowers to scenery.
Anyways, I'll try and post my results here.
I look forward to seeing it if you get it working. I have 3 textures ready for wheat CTM but couldn't figure out how it worked!
Here's hoping you know what you're doing better than me...
Thats what i did before but there have not been any change what so ever. So i assumed since it didnt work in either mcpatcher or optifine that its not supported, i even tried using terrain and block properties (with the correct id/tilenumber of course)
I look forward to seeing it if you get it working. I have 3 textures ready for wheat CTM but couldn't figure out how it worked!
Here's hoping you know what you're doing better than me...
So, I just tried it myself as well, with both MCpatched Minecraft and using Optifine in Minecraft, with using both the blockID, tileID, with metadata defined, and without. You are right, it doesn't work, not for carrots, potatoes, or wheat.
I even switched the names of the files to regular blocks, and it worked on those, so there are no code issues. Yet, it oddly worked for flowers and tall grass.
Also, SMP (who has done a pack with most everything CTMed) posted on both MCpatcher's thread and I think Optifine's thread as well.
Hey Kahr, is there any particular reason why CTM doesn't support the crops (wheat, carrots, potatoes, nether warts)? I've been working on randomization for them and it seems they just don't work in-game. It'd really make large farms look amazing.
I'm not sure if it has never worked, or maybe it did, but when Mojang implemented carrots and potatoes, they changed how they were rendered, and that's a possibility, because I think they were added with the wither, and that update broke quite a bit of things (paintings, transition icons, unknown_pack.png, ect.), all things that they added onto or changed....
I think that's it as I mentioned earlier that it worked for flowers and tall grass....
EDIT: I'm going to try optifine and 1.2.5 and random textures on wheat to test my guess/weak hypothesis
"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
So, I just tried it myself as well, with both MCpatched Minecraft and using Optifine in Minecraft, with using both the blockID, tileID, with metadata defined, and without. You are right, it doesn't work, not for carrots, potatoes, or wheat.
I even switched the names of the files to regular blocks, and it worked on those, so there are no code issues. Yet, it oddly worked for flowers and tall grass.
Also, SMP (who has done a pack with most everything CTMed) posted on both MCpatcher's thread and I think Optifine's thread as well.
I'm not sure if it has never worked, or maybe it did, but when Mojang implemented carrots and potatoes, they changed how they were rendered, and that's a possibility, because I think they were added with the wither, and that update broke quite a bit of things (paintings, transition icons, unknown_pack.png, ect.), all things that they added onto or changed....
I think that's it as I mentioned earlier that it worked for flowers and tall grass....
I couldn't get it working before that update either, I tried both block and tile id's but nothing I did ever worked so it might just be a problem that nobody ever mentioned to Kahr. Do hope this gets fixed though, it really will make farms much nicer to look at!
How does CTM work with chests? Could I use a vertical CTM so that when I stack two single chests vertically they turn into a dresser or a refrigerator? What about the opening animation? Is there a way to edit or disable that?
Could I combine a random CTM with a vertical CTM in that case so that I could sometimes get a fridge and sometimes get a dresser?
It 'almost' works like a charm - while the texture is shown in game, only a quarter of it applies to one block.
Thus the resolution is only 16x while i made a 32x texture...
THankyou for reading this - I hope you'll have a solution
My first thought would be that the ctm image that the textures are on is still in 16x16 resolution (256x256), so even though you have 32x32 textures, 1 tile would be a quarter of it.
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Fare well everyone! My time to retire has come! "And with that, POW! I'm gone." ---Lord Crump
It 'almost' works like a charm - while the texture is shown in game, only a quarter of it applies to one block.
Thus the resolution is only 16x while i made a 32x texture...
THankyou for reading this - I hope you'll have a solution
"And with that, POW! I'm gone." ---Lord Crump
Hmmm...
I'll have to look into that for you.
"And with that, POW! I'm gone." ---Lord Crump
OK, so the metadata for stairs is 0x0-0x3 for the different directions.
Upside Down stairs is 0x4.
I'm pretty sure you just add the numbers to get the combined metadata.
0x0 upsidedown is 0x4 and 0x3 upsidedown is 0x7.
0-3 are upright versions of different directions of stairs, and 4-7 are the upside down versions facing different directions.
The wiki says that the upsidedown metadata value for slabs is 0x8, so I think the metadata for an upside down sandstone slab would be 9.
"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 made a small mistake before, I meant to say 0x3 upside down is 0x7
but you said it worked, so I think you got the point
"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
You simply edit the original cobble texture to fit the levers then apply CTM to normal cobble to get the texture you want there.
Ingenious! But it'd probably end up making cobble look really weird in your inventory. I'll probably pass on that one then...
Thanks though.
Owner & Creator of Aquain, a huge underwater city on the Opticraft server. Check out info on my underwater city here. Also creator of an art deco-like resource pack to go along with the city. Help me develop my resource pack here.
Erm... what? That should be possible with both, just by using the blockID for the crop you want, and then metadata to define the stage (they both actually have the same amount of growing stages as wheat), so if you wish, you should be able to define random textures to the final stage of carrots/potatoes, but I'm not sure why you'd want to....
(If carrot/potato plants weren't supported, that would mean wheat isn't either)
And Optifine does not support glass pane/iron bars because the author is having a hard time with how they are rendered.
"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
Well, in the next few days I'll try it out and see if I can get it to work. Have you gotten random textures to work on wheat? Carrots/potatoes as a block are fundamentally the same as wheat.
No, I'm not joking. Carrots are underground roots and potatoes are underground tubers, and in the last stages they barely poke out. You could randomize the leaves above, but IMO that's not very interesting, and I probably wouldn't go any further than giving potatoes a more vine-like leafy plant like how they are in real life.
I understand random textures the most on building blocks and ores to stop tiling errors, and on grass and flowers to scenery.
Anyways, I'll try and post my results here.
"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 look forward to seeing it if you get it working. I have 3 textures ready for wheat CTM but couldn't figure out how it worked!
Here's hoping you know what you're doing better than me...
So, I just tried it myself as well, with both MCpatched Minecraft and using Optifine in Minecraft, with using both the blockID, tileID, with metadata defined, and without. You are right, it doesn't work, not for carrots, potatoes, or wheat.
I even switched the names of the files to regular blocks, and it worked on those, so there are no code issues. Yet, it oddly worked for flowers and tall grass.
Also, SMP (who has done a pack with most everything CTMed) posted on both MCpatcher's thread and I think Optifine's thread as well.
I'm not sure if it has never worked, or maybe it did, but when Mojang implemented carrots and potatoes, they changed how they were rendered, and that's a possibility, because I think they were added with the wither, and that update broke quite a bit of things (paintings, transition icons, unknown_pack.png, ect.), all things that they added onto or changed....
I think that's it as I mentioned earlier that it worked for flowers and tall grass....
EDIT: I'm going to try optifine and 1.2.5 and random textures on wheat to test my guess/weak hypothesis
EDIT 2: Nope, not even in 1.2.5 :/
"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 couldn't get it working before that update either, I tried both block and tile id's but nothing I did ever worked so it might just be a problem that nobody ever mentioned to Kahr. Do hope this gets fixed though, it really will make farms much nicer to look at!
Could I combine a random CTM with a vertical CTM in that case so that I could sometimes get a fridge and sometimes get a dresser?
Owner & Creator of Aquain, a huge underwater city on the Opticraft server. Check out info on my underwater city here. Also creator of an art deco-like resource pack to go along with the city. Help me develop my resource pack here.
My first thought would be that the ctm image that the textures are on is still in 16x16 resolution (256x256), so even though you have 32x32 textures, 1 tile would be a quarter of it.
"And with that, POW! I'm gone." ---Lord Crump
Those textures look fantastic...