Yeah sorry, the only block in game that suports proper transparency are windows and ice, ice being the only one that can accept low transparency.
Wait, but doesn't the enchanting table just do I what am suggesting? the side texture has the top few pixel rows blank, and it's not shown as full height.
Wait, but doesn't the enchanting table just do I what am suggesting? the side texture has the top few pixel rows blank, and it's not shown as full height.
No, the table is not a full block high. The tables block is acually that much shorter. Just like how half slabs are not a 'full' block until two are stacked.
I'm experimenting with the horizontal method using bookshelves. I've got a terrain-sized png made with four connected bookshelves in the upper lefthand corner. I saved it as 'horizontalctm.png'. I also made a .properties file that is an exact copy of the one you give in the OP. I stuck both of those things in a ctm folder inside my zip file.
And it doesn't work.
I've tried every name combination for the .properties file that I can think of: terrain36.png, terrain35.png (because your tile example is only 15 wide, but the terrain.png is 16 blocks wide My bad, I am a dunce. Forget that your numbering starts at 0), block35.png, and terrain36.png.
I'm experimenting with the horizontal method using bookshelves. I've got a terrain-sized png made with four connected bookshelves in the upper lefthand corner. I saved it as 'horizontalctm.png'. I also made a .properties file that is an exact copy of the one you give in the OP. I stuck both of those things in a ctm folder inside my zip file.
And it doesn't work.
I've tried every name combination for the .properties file that I can think of: terrain36.png, terrain35.png (because your tile example is only 15 wide, but the terrain.png is 16 blocks wide), block35.png, and terrain36.png.
WHY IS IT NOT WORKING???
*fume fume*
Well, I've seen a few CTM savy people have been saying something about CTM being weird/not working in the latest MCpatcher.
I've been having the same problem, btw.
I'm experimenting with the horizontal method using bookshelves. I've got a terrain-sized png made with four connected bookshelves in the upper lefthand corner. I saved it as 'horizontalctm.png'. I also made a .properties file that is an exact copy of the one you give in the OP. I stuck both of those things in a ctm folder inside my zip file.
And it doesn't work.
I've tried every name combination for the .properties file that I can think of: terrain36.png, terrain35.png (because your tile example is only 15 wide, but the terrain.png is 16 blocks wide), block35.png, and terrain36.png.
WHY IS IT NOT WORKING???
*fume fume*
rofl. well one your file does NOT need to be named that, it could be named anything and have a large mixture of files for all settings. To me that is the big thing that is misleading on this guide, it makes it sound like you need everything on its own file, when you can mid it up.
just like mine :3 I have random, horizontal, and vertical on that, and below it the basic CTM for glass.
as for bookcases,
make sure it's pointing to your file in the proper way.
For example mine is for terrain35.properties (thats bookshelves)
source=/ctm/ctm1.png <-- yes any file name works.
method=horizontal
tiles=48-51
notice the /'s I think many of his examples are lacking a few as sone didn't load for me either until I added the extra /
48-51 is just where the texture is on my file.
also make sure the first three textures are for the left, middle, and right side of the 'connected' prt, and the 4th is the sand alone default texture.
also make sure the first three textures are for the left, middle, and right side of the 'connected' prt, and the 4th is the sand alone default texture.
Ah, thank you very much! I didn't know about this-- I thought it could be as long as we wanted.
No, the table is not a full block high. The tables block is acually that much shorter. Just like how half slabs are not a 'full' block until two are stacked.
Then what about leaves and sugar canes? Or are they just shown as textures and don't have geometry as far as rendering is concerned?
Then what about leaves and sugar canes? Or are they just shown as textures and don't have geometry as far as rendering is concerned?
Leaves can use the random or ctm setting.
Suger cane can use the vertical, only the first two stocks must be 'full' stocks as one is used for the 'bottom' when the stalk is 2 high, and the other used for the 'middle' when it's three.. stupid that it don't use the same bot both, but it lets you have a difference in the bottom and middle stalk when it's three high. The 3rd is for the top of the 2/3 high stalk, and the 4th is the 'default' one stock plant.
I think your bbcode might be broken doctor, its all not working for me. Also, notepad++ is linux/mc/windows friendly im pretty sure, but the majority of text editors should work.
notepad++ doesn't run in a mac environment. Can anyone explain how to convert the text file from textedit or some other program to run properly with MCPatcher? I can't figure out how to make the extension really be .properties. simply renaming the extension does nothing.
Update: Apparently on a mac double clicking the filename and replacing the extension doesn't always work. But if you go choose to "Get Info" on the file, there is a subsection called "name & extension". Changing the extension there does work.
This one is the most difficult to create but the most useful of all the CTM methods. It lets you have the most versatility for how blocks appear when placed near others of the same kind.
method=ctm
source=<source png>
(Optional) List of tiles to use, must be exactly 48 tiles. The default is the upper left 12x4 area:
tiles=0-11 16-27 32-43 48-59
Vertical
One of the most common uses for this is to create columns out of stone slabs.
The order of the textures needs to be as follows:
method=vertical
source=<source png>
(Required) List of tiles to use, must be exactly 4 tiles. There is no default; you must specify a list here.
(Optional) List of tiles to use, must be exactly 4 tiles. The default is the rightmost 4 tiles on the first row. [For sake of left-to-right, I made the example .properties file be the first four tiles (in the top left) on the first row.]
I'd love to see spoilers for the other methods like you've done for the vertical.
I'd like to make planks connect horizontally. I know they do in vanilla, but in the texture pack I'm using they have iron looking brackets on either side. I'd like to keep the brackets on a string of planks. I tried the horizontal method, but because planks use the same texture on all 6 sides, I think I am using the wrong method. The planks texture is broken. Is the original ctm method the way to go?
Hey, would you mind re-naming the topic title to MCPatcher & Optifine? Sense these all work with optifine as well, it's confusing a few people I'm directing to here for help with these things when they use optifine.
I'd love to see spoilers for the other methods like you've done for the vertical.
I'd like to make planks connect horizontally. I know they do in vanilla, but in the texture pack I'm using they have iron looking brackets on either side. I'd like to keep the brackets on a string of planks. I tried the horizontal method, but because planks use the same texture on all 6 sides, I think I am using the wrong method. The planks texture is broken. Is the original ctm method the way to go?
I plan to get it all detailed, I have just been extremely busy with school and work and my wife. Thanks for your patience
Hey, would you mind re-naming the topic title to MCPatcher & Optifine? Sense these all work with optifine as well, it's confusing a few people I'm directing to here for help with these things when they use optifine.
Yes, confused me too, i needed a while to understand they both do nearly the same. Btw Taiine, i learnt a lot from your posts in the last few days, thanks. =)
I found my mistake: the background of the sky png has to be black. Now it looks the same with MCPatcher and Optifine.
Another thing - i guess i can't weight the appearance of random mob skins? I'd like to have one of them to appear more rarely... i thought about multiplying the file of the other more common skin, but somehow it feels like it doesn't work. I still get often whole groups of only the rare one, weird.
Thanks for this info! I will be sure to get this stuff incorporated.
Hi! I decided to use the CTM for a texture pack I'm working on, and after a while I got connected pink wool working. At the point it was working, I had originalctm.png and terrain130.properties in the ctm folder. Now when I wanted to add random textures for another block, the ctm didn't do anything anymore (animations, random mobs etc. still worked), tried another pack and ctm worked. Here's what I have in the ctm folder ATM.
originalctm.png
randomctm.png
terrain130.properties
source=/ctm/originalctm.png
method=ctm
tiles=0-11 16-27 32-43 48-59 (they are lined up correctly, they were working earlier)
EDIT: Solved, deleted the properties files and replaced them with new properties files with the exact same content, seems to work...
my guess is that they had saved as text files instead of properties files.. it's happened to the best of us.
I have updated and I plan on doing some stuff about special uses of CTM such as individual log-top textures based upon the wood, smooth transitions between rock/dirt, and a couple of other things. If anyone here wishes to contribute anything, I'd be more than happy to in include it.
I have an amazing idea. Random CTM.
So there could be a texture file with the ctm for the first random texture and the ctm for the second random texture. And then ctms for when the first transitions to the second in a multitude of ways. There would be 24 ctm layouts in that one file https://docs.google.com/file/d/0B65ufWGiDf5MLVZtcGR2UjVYTnM/edit
Thats a link to what the file would look like. 750ish by 450ish.
Rollback Post to RevisionRollBack
Quoted from Meringue - Too bad i own and have to use PS (at work) - it's clunky and i hate it..
Wait, but doesn't the enchanting table just do I what am suggesting? the side texture has the top few pixel rows blank, and it's not shown as full height.
No, the table is not a full block high. The tables block is acually that much shorter. Just like how half slabs are not a 'full' block until two are stacked.
I'm experimenting with the horizontal method using bookshelves. I've got a terrain-sized png made with four connected bookshelves in the upper lefthand corner. I saved it as 'horizontalctm.png'. I also made a .properties file that is an exact copy of the one you give in the OP. I stuck both of those things in a ctm folder inside my zip file.
And it doesn't work.
I've tried every name combination for the .properties file that I can think of: terrain36.png, terrain35.png (
because your tile example is only 15 wide, but the terrain.png is 16 blocks wideMy bad, I am a dunce. Forget that your numbering starts at 0), block35.png, and terrain36.png.WHY IS IT NOT WORKING???
*fume fume*
Well, I've seen a few CTM savy people have been saying something about CTM being weird/not working in the latest MCpatcher.
I've been having the same problem, btw.
rofl. well one your file does NOT need to be named that, it could be named anything and have a large mixture of files for all settings. To me that is the big thing that is misleading on this guide, it makes it sound like you need everything on its own file, when you can mid it up.
just like mine :3 I have random, horizontal, and vertical on that, and below it the basic CTM for glass.
as for bookcases,
make sure it's pointing to your file in the proper way.
For example mine is for terrain35.properties (thats bookshelves)
source=/ctm/ctm1.png <-- yes any file name works.
method=horizontal
tiles=48-51
notice the /'s I think many of his examples are lacking a few as sone didn't load for me either until I added the extra /
48-51 is just where the texture is on my file.
also make sure the first three textures are for the left, middle, and right side of the 'connected' prt, and the 4th is the sand alone default texture.
Ah, thank you very much! I didn't know about this-- I thought it could be as long as we wanted.
Then what about leaves and sugar canes? Or are they just shown as textures and don't have geometry as far as rendering is concerned?
I'm sorry... a download link for what exactly?
Leaves can use the random or ctm setting.
Suger cane can use the vertical, only the first two stocks must be 'full' stocks as one is used for the 'bottom' when the stalk is 2 high, and the other used for the 'middle' when it's three.. stupid that it don't use the same bot both, but it lets you have a difference in the bottom and middle stalk when it's three high. The 3rd is for the top of the 2/3 high stalk, and the 4th is the 'default' one stock plant.
Sadly no. both horizontal and vertical must be 4 wide. Just like the example images in the topic show, nd just as you see in mine :3
notepad++ doesn't run in a mac environment. Can anyone explain how to convert the text file from textedit or some other program to run properly with MCPatcher? I can't figure out how to make the extension really be .properties. simply renaming the extension does nothing.
Update: Apparently on a mac double clicking the filename and replacing the extension doesn't always work. But if you go choose to "Get Info" on the file, there is a subsection called "name & extension". Changing the extension there does work.
I'd love to see spoilers for the other methods like you've done for the vertical.
I'd like to make planks connect horizontally. I know they do in vanilla, but in the texture pack I'm using they have iron looking brackets on either side. I'd like to keep the brackets on a string of planks. I tried the horizontal method, but because planks use the same texture on all 6 sides, I think I am using the wrong method. The planks texture is broken. Is the original ctm method the way to go?
I plan to get it all detailed, I have just been extremely busy with school and work and my wife. Thanks for your patience
Sure thing!
Thanks for this info! I will be sure to get this stuff incorporated.
do I like put where the png is located or what?
exactly! In windows, it could be something like C:\blahblah\this\that.png
I've never experimented with that, but my first inclination is that as long as the mod doesn't change any of the same .class files, it should
my guess is that they had saved as text files instead of properties files.. it's happened to the best of us.
I have updated and I plan on doing some stuff about special uses of CTM such as individual log-top textures based upon the wood, smooth transitions between rock/dirt, and a couple of other things. If anyone here wishes to contribute anything, I'd be more than happy to in include it.
So there could be a texture file with the ctm for the first random texture and the ctm for the second random texture. And then ctms for when the first transitions to the second in a multitude of ways. There would be 24 ctm layouts in that one file
https://docs.google.com/file/d/0B65ufWGiDf5MLVZtcGR2UjVYTnM/edit
Thats a link to what the file would look like. 750ish by 450ish.
Quoted from Meringue - Too bad i own and have to use PS (at work) - it's clunky and i hate it..