I'm confused on how to make the glass attach together... I'm making a Texture Pack and I have the textures to make the connected textures (I think at least) but I can't figure out how. I got the randomized feature to work, but I am unable to figure out how the original CTM works. I tried the Texture Artist's Guide to MCPatcher Features but it just insanely confused me.
I am having absolutely no luck figuring out ctm, all I understand is random method at a very basic level. I have lots of ctm Ideas for a texture pack I'm working on but no Idea how to do it, help would be greatly appreciated. Edit: Got help with the furnaces.
To start I want the top of my furnace to face the same direction as the front of my furnace. Oh btw Im using 1.5
Also feel free to help with these things:
Vertical log on top of grass block. ( I want roots to appear on side grass thats directly under the log.)
I am a texture pack artist who has only released two out of three packs and hasn't updated the download in years...but I enjoying using them. Maybe one I will share with the community.
Hi, with the new 1.5 texture file system coming soon, I decided to start converting all my .properties file names from terrain to block.
I'm having a problem with ferns though -- since they are considered tall grass how would I name the .properties file? Since I already have a block31.properties file to randomize tall grass, how would I name the ferns file?
Terrain56.properties is what I called the fern .properties before.
Also, with the new 1.5 texture changes would it actually be possible to name the files by the new terrain names? Or will I have to actually change everything to block.properties. The new system breaks some of my CTM and I can't figure out what's wrong -- mainly the horizontal birch, jungle and pine tree trunk connections and the CTM for their tops too. Like could we call the dark wood log texture tree_spruce.properties? Or even fern.properties? If so, that would make it so much easier.
Yeah, so, 1.5 is tearing the crap out of my CTM features.
The quartz block has no assigned terrain number, since it was added after the new layout, I can't use the block ID, because I want to affect only one type, but all quartz blocks have the same ID, just with a different damage level.
Anyone know how to make a CTM feature for one type of quartz block (in this case, the standard quartz)?
Rollback Post to RevisionRollBack
Fare well everyone! My time to retire has come! "And with that, POW! I'm gone." ---Lord Crump
Yeah, so, 1.5 is tearing the crap out of my CTM features.
The quartz block has no assigned terrain number, since it was added after the new layout, I can't use the block ID, because I want to affect only one type, but all quartz blocks have the same ID, just with a different damage level.
Anyone know how to make a CTM feature for one type of quartz block (in this case, the standard quartz)?
corner_g, that's exactly what I'm struggling with at the moment...hence my visit here!
I've managed to get my standard quartz block (as you call it) to work by this method:
the file is called 'quartzblock_side.properties'
tiles=0-3
method=horizontal
and gives the same effect as my ctm'd birchplank block, which is what I'm after. As you've found, if I call it by it's block id, it effects all the quartz blocks!
quartzblock_bottom, quartzblock_top are the same texture as my quartzblock_side, but without the effect of horizontal ctm, which is what I want for now.
Here's what I've got so far with horizontal ctm birch blocks on the left and horizontal ctm quartz blocks on the right:
My quartz blocks are various forms of painted cast iron, similar to what you might find in a good old Victorian pumping station.
My real problem is in attempting to make my quartzblock slab work in a similar way to my ctm horizontal quartzblock_side, by calling the .properties file by it's block id 'block44' and including the following instruction:
tiles=0-3
metadata=7
method=horizontal
What stupidly obvious mistake am I making in my sleep deprived state? As it stands, nothing happens to the quartzblock slab, other than the icon in the inventory has it's top face split in two, close to how I would like it to be on the slab's side face. I'm currently using MC snapshot 13w10a, but all my other ctm blocks work fine with this version of MC and MC Patcher, so I still think it's something daft that I'm doing. Is it currently just an impossible task that kahr hasn't been able to catch up with at present?
Incidentally I had no problems with using vertical ctm on the pillar, but only by calling it by the same name it's given in the new textures/block folder...'quartzblock_lines.properties'. I made my quartz column into a green cast iron pillar that can also second as a Victorian water/sewage pipe!
Dunno bout that metadata ... only suggestion I have (with no idea if it will work or not) is that half-slabs use two damage values when they aren't double-stacked. 7 for the lower slab and 15 for the upper one. (You add 8 to the value to get the upper slab)
Though I'd have expected you would have seen something change with what you had there. Might just be that MC Patcher hasn't quite gotten all the bugs worked out yet with the new stuff.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
i am having an issue trying to replace my birch leaves using fixed ctm. for some reason my birch trees still have some clusters of oak textured leaves in them. do birch leaves somehow take up more than one metadata or something?
ok, apparently the leaves placed by the player are oak textured too. what am i missing here?
Hey guys. I've been updating my texture pack, and the last thing i need to resolve is about the CTM. I've used the 'Convert Texture Pack' feature from the latest MCPatcher (3.0.1), and it had sucessfully worked. By now i've remade and updated all of the new features of the mod. However one thing that seems not to be working is the CTM mod.
The MCPatcher converted all of the textures in the pack into .PNG individual textures as we already knew, but now it may be not working anymore.
I've putted the original ctm.png and the CTM's proprierties archives in both /Xtreemo Real folder and in the /Xtreemo Real/CTM folder, but they're also not working by those means.
EDIT: Also, there is a /Xtreemo Real/CTM/default folder, what am i supposed to do with it?
Thank heavens for Kahr's conversion tool otherwise I would've had some trouble fixing up my CTM (because most of the time I don't know what I'm doing )
I'm still having an issue with mossy cobblestone walls. My mossy cobblestone texture is mini doku's decorative stone and not actual moss cobblestone so I just used CTM to direct the game to use an actual a more appropriate texture to use the mossy cobblestone wall however it's not working. I am pretty sure my .properties file is okay.
Here's what's inside:
Block139
tiles=48
metadata=1
method=random
But this is how it shows up in game:
when it should look like this:
Though this may be because of the rework that MCPatcher had to implement due to the texture pack changes.
Thanks in advance for any help!
Samohtj was very helpful, but this didn't work for me. Does anyone know how I would go about making my netherworld portal have only one image instead of six tiled images? Thanks. Also for 1.5 please
Can you call two methods in one string? I want to force a vertical line but the blocks to be random and I want to force a horizontal line and the blocks to be random. This is for book shelves. It works calling two different actions in once string for my bottom shelf and also for my top.
This works fine::
Can you call two methods in one string? I want to force a vertical line but the blocks to be random and I want to force a horizontal line and the blocks to be random. This is for book shelves. It works calling two different actions in once string for my bottom shelf and also for my top.
This works fine::
the ones with the drawers have 4 different ones. I want those to always be on the bottom, The ones without drawers I want to always be above the ones with drawers. they have 4 different variations. Bottom is tiles 0,1,23 above is tiles 4,5,6,7. Can anyone show correct code to line them up correctly as described?
I have some problems to add a wooden slab to my resourcepack.
At the picture you see, I can place it to the floor,it connects above but when I try to place it
at the top side it changes to oakwood slab.
To start I want the top of my furnace to face the same direction as the front of my furnace. Oh btw Im using 1.5
Also feel free to help with these things:
I am a texture pack artist who has only released two out of three packs and hasn't updated the download in years...but I enjoying using them. Maybe one I will share with the community.
Yes. Although, you must animate each tile seperately, tallying up to a whopping 48 files.
That I understand and am content with. It's stitching them all together that I'm having trouble with.
I'm having a problem with ferns though -- since they are considered tall grass how would I name the .properties file? Since I already have a block31.properties file to randomize tall grass, how would I name the ferns file?
Terrain56.properties is what I called the fern .properties before.
Also, with the new 1.5 texture changes would it actually be possible to name the files by the new terrain names? Or will I have to actually change everything to block.properties. The new system breaks some of my CTM and I can't figure out what's wrong -- mainly the horizontal birch, jungle and pine tree trunk connections and the CTM for their tops too. Like could we call the dark wood log texture tree_spruce.properties? Or even fern.properties? If so, that would make it so much easier.
Thanks for the help.
The quartz block has no assigned terrain number, since it was added after the new layout, I can't use the block ID, because I want to affect only one type, but all quartz blocks have the same ID, just with a different damage level.
Anyone know how to make a CTM feature for one type of quartz block (in this case, the standard quartz)?
"And with that, POW! I'm gone." ---Lord Crump
corner_g, that's exactly what I'm struggling with at the moment...hence my visit here!
I've managed to get my standard quartz block (as you call it) to work by this method:
the file is called 'quartzblock_side.properties'
and gives the same effect as my ctm'd birchplank block, which is what I'm after. As you've found, if I call it by it's block id, it effects all the quartz blocks!
quartzblock_bottom, quartzblock_top are the same texture as my quartzblock_side, but without the effect of horizontal ctm, which is what I want for now.
Here's what I've got so far with horizontal ctm birch blocks on the left and horizontal ctm quartz blocks on the right:
My quartz blocks are various forms of painted cast iron, similar to what you might find in a good old Victorian pumping station.
My real problem is in attempting to make my quartzblock slab work in a similar way to my ctm horizontal quartzblock_side, by calling the .properties file by it's block id 'block44' and including the following instruction:
What stupidly obvious mistake am I making in my sleep deprived state? As it stands, nothing happens to the quartzblock slab, other than the icon in the inventory has it's top face split in two, close to how I would like it to be on the slab's side face. I'm currently using MC snapshot 13w10a, but all my other ctm blocks work fine with this version of MC and MC Patcher, so I still think it's something daft that I'm doing. Is it currently just an impossible task that kahr hasn't been able to catch up with at present?
Incidentally I had no problems with using vertical ctm on the pillar, but only by calling it by the same name it's given in the new textures/block folder...'quartzblock_lines.properties'. I made my quartz column into a green cast iron pillar that can also second as a Victorian water/sewage pipe!
Though I'd have expected you would have seen something change with what you had there. Might just be that MC Patcher hasn't quite gotten all the bugs worked out yet with the new stuff.
ok, apparently the leaves placed by the player are oak textured too. what am i missing here?
found my solution in the mcpatcher thread.
The MCPatcher converted all of the textures in the pack into .PNG individual textures as we already knew, but now it may be not working anymore.
I've putted the original ctm.png and the CTM's proprierties archives in both /Xtreemo Real folder and in the /Xtreemo Real/CTM folder, but they're also not working by those means.
EDIT: Also, there is a /Xtreemo Real/CTM/default folder, what am i supposed to do with it?
What am I supposed to do? Help, please!
I'm still having an issue with mossy cobblestone walls. My mossy cobblestone texture is mini doku's decorative stone and not actual moss cobblestone so I just used CTM to direct the game to use an actual a more appropriate texture to use the mossy cobblestone wall however it's not working. I am pretty sure my .properties file is okay.
Here's what's inside:
Block139
But this is how it shows up in game:
when it should look like this:
Though this may be because of the rework that MCPatcher had to implement due to the texture pack changes.
Thanks in advance for any help!
This works fine::
method=horizontal
tiles=0-3
method=vertical
tiles=4-7
But I want to do that and also make it random per bottom and top. Not all just random.
This doesn't work:::
method=horizontal;
method=random ???
tiles=0-3
method=vertical ;random ??
tiles=4-7
any combination I can think of kills the string
Thoughts?
Try to make "tiles=7" and "tiles=3", not 0-3 or 4-7. It works with me, at least.
I did this and it does not work:
see next post.
method=random
faces=all
tiles=0-7
and get this
the ones with the drawers have 4 different ones. I want those to always be on the bottom, The ones without drawers I want to always be above the ones with drawers. they have 4 different variations. Bottom is tiles 0,1,23 above is tiles 4,5,6,7. Can anyone show correct code to line them up correctly as described?
This just may not be possible
Thanks.
I have some problems to add a wooden slab to my resourcepack.
At the picture you see, I can place it to the floor,it connects above but when I try to place it
at the top side it changes to oakwood slab.
properties:
block 125:
tiles=128
method=random
metadata=6
faces=top bottom
block125a:
tiles=41
method=random
metadata=6
faces=sides
block 126:
tiles=128
method=random
metadata=6
faces=top bottom
block 126a:
tiles=41
method=random
metadata=6
faces=sides
Could somebody figure out what to do pls?