Ok, so I ditched the KDS texture pack I had, I read into it more and it was for a 1.5 version of the game. Hopped onto the resource pack sub forum and found LB Photo Realism (This one http://www.minecraft...dated-10122012/). Downloaded it and dropped it into my resourcepack folder and booted them game to success. The pack installed and everything is working properly, except for all the extra blocks included with XBEE. They are still covered in numbers and letters. All I really want is to use are the Poles and Pillars. I know there is a way to create your own textures for them but I'm not sure how.
Yes, you will still need to manually change the textures in the Xtrablocks folders. See the post below for details on how to do this, or check the OP as it has been updated with better instruction for the mod.
So how do you put custom textures on the DIY blocks (mainly the multitexture ones)? I tried to download that thing from MediaFire, but it said the link was outdated. BTW, this mod is totally awesome.
Textures can be edited directly from the mod .zip or you can extract the texture folders to another location for editing and then drop them back into the .zip when done.
All textures can be resized to whatever you need. rages 16 - 256 will work with minecraft alone. Sizes above that will need HD support from either Optifine or MCPatcher.
1) Open the mods .zip file and then open the assets folder.
2) Open the folder of the module you want to re-texture and then navigate into the textures folder.
3) Open the folder that you need, be it Blocks, Items or GUI (choices vary between modules).
4) Select the texture that you want to edit and open it in the texture editing software of your choice.
(Photoshop, PaintShopPro, Gimp)
5) Edit the texture. You can either design you own with the tools in your paint package or you can replace the texture with one from a texture pack/image hosting site.
6)Save the image (making sure not to change the name) directly back to the zip, or to wherever you extracted them to. If the textures were extracted, you will now need to drop them back into the mods.zip
(replacing the original texture)
I discovered something with the EasyColoredGlass mod I'm using. The texture mapping on the stained glass panes is a proper reflection front to back. The image on the back won't show through as a reversed image on the front. What that means is you can create iron gates or bars and any stained glass windows behind them will still be visible. Neato!: Neat (in the sense of being excellent or desirable) Old guy slang.
Neato! Wow, I haven't heard that expression for a long time. Conjures up memories of the Brady Bunch.
Now for something else that is really neato and far out.
I spoke with CptSpaceToaster, the developer of EasyColoredGlass.
He has allowed me to peruse his source code, in order to get stained glass panes working.
I already have some set up in MCP, so you can expect a release with a set or two tomorrow.
I spoke with CptSpaceToaster, the developer of EasyColoredGlass.
He has allowed me to peruse his source code, in order to get stained glass panes working.
I already have some set up in MCP, so you can expect a release with a set or two tomorrow.
That sounds great! I think stained glass panes will be one of those things you can't have to much of. I've done a railing on my current build and it cost me 7 panes. Even small details can eat them up fast. Being able to create detailed windows with stained glass designs and have it look the same on both sides (inside and outside) would be a plus.
On another note: I'm trying to move from 1.4.7 to 1.6.4 so I can use some of the new blocks in your mod and also use the better lighting shaders. I've created a work flow that will allow me to still copy my graphics to one stitched sprite sheet and use updated MC and mods with unstitched textures. I'm creating txt files of all sprite sheets I need for unstitching and so far it works well, no resizing or name change issues and is very fast. It's only a small step added to my work flow, but saves a huge amount a time.
Stained glass panes have been added to the current version of XBEE.
Much thanks and credit goes to CptSpaceToaster for allowing me to pick through his code.
Now for a little insight, as to how the blocks are set up.
The stained glass panes are metadata blocks, meaning you get 16 blocks for only 1 block id.
Each Pane takes it's main (face) texture from a stained glass block and then has a separate texture for the borders.
Originally, I was going to link them to the existing stained glass blocks. I decided that as many of them may already be in use that users may not want the new panes textures to be bound to them. In the end, I added two new sets of StainedPaneBlocks and two sets of StainedGlassPanes. All of the panes will connect to each other, as well as any of the stained pane blocks (they will not connect with the original stained glass blocks though).
Texture wise, I have just reused the same textures as the existing stained glass blocks (only a little darker.)
With regards to disabling blocks in the config file. You can disable either of the StainedGlassPanes (leaving the StainedPaneBlocks active), but you can't disable the StainedPaneBlocks if you have the StainedGlassPanes enabled.
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Sorry if this has been asked already but there are so many pages on the thread that I found them all hard to go thru.
I want to use either the keyed door or card reader to charge admission to an enchanting room on my server. The keys would be perfect but the door doesnt close on its own after its been opened with a key. Is there anyway to do this? Thanks!
Sorry if this has been asked already but there are so many pages on the thread that I found them all hard to go thru.
I want to use either the keyed door or card reader to charge admission to an enchanting room on my server. The keys would be perfect but the door doesnt close on its own after its been opened with a key. Is there anyway to do this? Thanks!
You could use the new "Card buttons". They are activated with a card just like the card readers and will open, then close a iron door after 5 seconds (this also applies to any of the iron type doors in the DIYPowered module). The only drawback is, that levers will also work with those doors, so people could cheat.
An alternative method is to use the card buttons with a piston door (using the DIYBedrock blocks), which is how I use them.
Piston doors are pretty easy to set up if you are any good with redstone, even easier if you are using a mod like ProjectRed, that includes NOR gates.
Hi!
I really love the mod! There's only one little problem for me (and I dunno if it's easy to fix or needs another version). Here I go:
I'm doing some 8bit and 16bit pixel art (minecraft style) with stained glass (it looks cool!). In your mod, there are no Do It Yourself (DIY) stained glass so I thought of using simple DIY glasses to put in the missing colors... However, light doesn't go through the color (stained glasses does)... I'm using another mod (easy colored glass) to test my work (and I tweaked his stained glasses to my color specs) and it works fine, but I dunno how to rename them (no lang folder and I have nearly 0 java knowledge/and no software).
So, the question: is there a way to make your DIY glasses alike your stained glasses???
Thanks for the mod!
Vortaka
P.S. Loosing the DIY glasses for "new/other" stained glasses is not a problem for me, so if files need to be renamed or overwritten, not a problem!
Hi!
I really love the mod! There's only one little problem for me (and I dunno if it's easy to fix or needs another version). Here I go:
I'm doing some 8bit and 16bit pixel art (minecraft style) with stained glass (it looks cool!). In your mod, there are no Do It Yourself (DIY) stained glass so I thought of using simple DIY glasses to put in the missing colors... However, light doesn't go through the color (stained glasses does)... I'm using another mod (easy colored glass) to test my work (and I tweaked his stained glasses to my color specs) and it works fine, but I dunno how to rename them (no lang folder and I have nearly 0 java knowledge/and no software).
So, the question: is there a way to make your DIY glasses alike your stained glasses???
Thanks for the mod!
Vortaka
P.S. Loosing the DIY glasses for "new/other" stained glasses is not a problem for me, so if files need to be renamed or overwritten, not a problem!
The DIYGlass blocks can't support colored transparencies due to a difference in code. The stained glass blocks, whilst not having the prefix "DIY" are still intended to be used in the same manner.
The good news for you is, this morning I added a further 32 stained glass blocks and 32 stained glass panes. The OP has not been updated with that information yet, but there is a post about it at the top of this page.
The new stained glass blocks have been added to the current version (1.6.4_XBEEModulated_v1.0.7) so you just need to download that again.
But wait, there's more!
One feature of the PixelArtist module, is that half of them support stained glass textures.
Sets PA_A - PA_H are regular blocks and PA_I - PA_P support transparencies (for stained glass). So that's a further 128 DIY stained glass blocks for you to use.
If that is still not enough for you, I uploaded a version of the PixelArtist mod where all 256 blocks support colored transparencies, just a few days ago for another user. You can find the post on the previous page, or click on the link in the quote below.
I decided to add the code for stained glass to all of the pixelart blocks, just in case that would be handy for you.
I have packaged it as a stand alone .zip, so all you need to do is open it up and replace the pablocks folder in the XtraBlocks.zip (no need to replace the textures).
The DIYGlass blocks can't support colored transparencies due to a difference in code. The stained glass blocks, whilst not having the prefix "DIY" are still intended to be used in the same manner.The good news for you is, this morning I added a further 32 stained glass blocks and 32 stained glass panes. The OP has not been updated with that information yet, but there is a post about it at the top of this page.The new stained glass blocks have been added to the current version (1.6.4_XBEEModulated_v1.0.7) so you just need to download that again.But wait, there's more!One feature of the PixelArtist module, is that half of them support stained glass textures.Sets PA_A - PA_H are regular blocks and PA_I - PA_P support transparencies (for stained glass). So that's a further 128 DIY stained glass blocks for you to use.If that is still not enough for you, I uploaded a version of the PixelArtist mod where all 256 blocks support colored transparencies, just a few days ago for another user. You can find the post on the previous page, or click on the link in the quote below.Hope that clears things up and helps you out.
Well, the update works great! I have a problem with the PixelArtist part however... You said to simply replace the pablocks (I did) (we are talking about the "main" pablocks in the zip root right?). Anyway, two things are strange (as if one isn't enough!). 1- I was unable to make any PA blocks transparent (even those after the letter "I"... But I still need some tests as I'm not fully adept in gimp yet). The main thing, 2- Seems Minecraft doesn't really care about the "root" PABLOCKS folder... If I want to change anything, I must go in zip"/assets/pixelartist" (change the lang file or any png...). (And as stated before, no transparency there).Gonna still try it out! If you have any tips/clue/ideas, just join in! Thanks again for the support!Vortaka
Ahum... I feel so much like a moron right now... Everything works fine! Seems that I'm not experienced enough in GIMP to do a simple transparency or alpha or whatever they call it!!! Instead of wasting time trying to figure it out, I just copied one of the other stained glasses, renamed it, deleted the color, placed my own color and it works now...
(If you know how to add such a thing in GIMP (for faster working, for me anyway!) please share! I'll just keep deleting the other files meanwhile...).
One thing I do not understand however... What is the use of the assets and lang folder (in the PABLOCK (root) folder since if you want to change anything, you must use the xbbezip/assets/pixelartist folder to change anything... Is it just something like a backup or leftovers or something?
Anyway! It works, thank you and now my weekend is really furious!
This should be my last request for Glass/Stained Glass mods (fingers crossed). Seus Shader doesn't like stained glass as clear windows, so having more regular glass would be helpful. I don't plan on using Seus all the time, but it would be nice to have the glass options so windows will look proper in either lighting setup. I don't know what is easiest for you, but having your PA mod divided 128Glass and 128Stained Glass would seem like the best option allowing both available when needed. If it would work best for you to just add the code to the stand alone PA you made that would work well too. They could just be swapped for each setup.
If your able to do this that would be...as always...amazing! Thank you for all your help.
Ahum... I feel so much like a moron right now... Everything works fine! Seems that I'm not experienced enough in GIMP to do a simple transparency or alpha or whatever they call it!!! Instead of wasting time trying to figure it out, I just copied one of the other stained glasses, renamed it, deleted the color, placed my own color and it works now...
(If you know how to add such a thing in GIMP (for faster working, for me anyway!) please share! I'll just keep deleting the other files meanwhile...).
One thing I do not understand however... What is the use of the assets and lang folder (in the PABLOCK (root) folder since if you want to change anything, you must use the xbbezip/assets/pixelartist folder to change anything... Is it just something like a backup or leftovers or something?
Anyway! It works, thank you and now my weekend is really furious!
Vortaka
I don't use GIMP myself, but I'm pretty sure that you can't save directly to the .zip file with it.
What you will need to do, is extract the textures to a file somewhere and edit them from there.
For example.
1. Create a folder on your desktop called "textures" or something.
2. Open the XBEE.zip and move the blocks folder from assest/pixelartist/textures to the folder you just created.
3. Drag the texture that you want to edit into GIMP.
4. Click on "edit" and then "clear". Now you have a blank slate to work with.
5. select a color and then use bucket fill (or design a more complex texture), then lower the opacity (I normally set mine to about 52%)
6. Click on file and select "export as". Next you need to click "export" then "replace" and finally "export" again. Your texture should now be saved with transparency.
7. The final step is to drop that texture back into the XBEE.zip and you should be good to go.
I just tested this process in GIMP and it works. If you are still having problems, just ask.
Now you weekend will be really P!$$&D at you!
For your second question, I assume you are talking about the assets folder in the PixelArtist_StainedGlassEdition. If so, they are just in there so that the .zip can be used as a standalone mod if desired. (Edit: I just noticed that the assets folder was in the wrong location and have fixed it)
That gives you two choices.
1) Replace the "pablocks" folder in the XBEE.zip and disregard the assets folder.
2) Delete the "pablocks" and the "pixelartist" folders from the XBEE.zip and then drop the
PixelArtist_StainedGlassEdition.zip into your mods folder.
This should be my last request for Glass/Stained Glass mods (fingers crossed). Seus Shader doesn't like stained glass as clear windows, so having more regular glass would be helpful. I don't plan on using Seus all the time, but it would be nice to have the glass options so windows will look proper in either lighting setup. I don't know what is easiest for you, but having your PA mod divided 128Glass and 128Stained Glass would seem like the best option allowing both available when needed. If it would work best for you to just add the code to the stand alone PA you made that would work well too. They could just be swapped for each setup.
If your able to do this that would be...as always...amazing! Thank you for all your help.
Done!
Sets A to H are set up like glass and sets I to P for stained glass.
I have also changed the step sound and material to glass for all of them and changed the hardness to that of glass.
Sets A to H are set up like glass and sets I to P for stained glass.
I have also changed the step sound and material to glass for all of them and changed the hardness to that of glass.
The children of the village are cheering!!!
Thank you for doing that. I know for you "popping" the code in there is an easy thing to do. It's that your willing to sit down and offer your time to do it the I appreciate. Guys like me can build stuff cause guys like you make it possible. Thanks again. (I have a goatee, so that's me smiling).
I think I may have found something in vanilla that could do with a little XBEE treatment. Lilypads.
Imagine things like floating leaves, reeds, dead fish etc being added to the water surface.
One of my problems with lilypads is that you can't move through/over them in a boat because they act 'solid' and damage the boat. Not exactly realistic by any means. And there is only the lilypad, nothing else. I also noticed that they actually sit above the water (makes sense) which means they are essentially like XBEE's standard panels, except they can only be placed on water, not land.
But if they were like the fake panels then a boat/swimmer would go straight through it. Currently the only way to place the panels on water is to place a block underneath first. Not a big problem (except in deep water) but it is annoying.
The current panels clearly need to be placed on land, so I'm not going to recommend changing their code, so I was wondering if you could take a look and see if you could create a small set (8 or 16 maybe) that are fake but can be placed on water?
Interested to know what you think and if it's do-able. Let's hope it not something that goes the same way as signs....
Fingers crossed.
Ah ha, what's that about great minds and thinking alike.
I actually wrote code for lily pads last week, as I wanted some stepping stones. It was pretty easy to adapt that code and get rid of the bounding box.
Now my question to you is, should I add some of each?
Say 8 with colision and 8 without (at least for starters) and what should I call them? Maybe DIYLilyPads and FakeLilyPads?
One thing to note is, that they will have the same random rotations as lily pads. The rotation is not handled in the block code (I think it's done in renderblocks or something) so I can't change it (at least not easily).
Here's a pic of a test I just did, called it a floaty for now!
That is kinda weird, in a good way. I've commented a few times in this thread about how the regulars think alike and I guess this proves it.
Either that or the restraining order didn't work and you're still stalking me. Although, technically you had the idea first, so does that mean....
I like the idea of stepping stones (instead of using a full block), so I would go with 8 of each for now. I don't think it's something that will need large amounts, there's only so much that floats.
The rotations are perfect. It's how I'd like it as it adds a more natural feel to the placement.
For names I would go with DIYLilyPads and FakeLilyPads. They both fit in with other names you've used, so that's good. You could call the fake ones DIYFakeLilyPads but that seems like it's making the name longer for no real reason. IMO, stick to the suggested names unless one of us comes up with something better. I do like the name 'Floaty' though, it's a nice name and much better than 'Floater', if you get my meaning.
All this talk of floating has got me thinking of Pennywise and "They all float down here". Jeez, I really hate clowns <shudder>.
Yeah, I've wanted stepping stones for a while. I played around with models, trying to get some of the block underwater (floating rocks just don't seem right ). But alas, no matter what I tried the water block would be changed to air. In the end, I decided a retextured lily and my imagination would suffice.
DIYLilyPads and FakeLilyPads it is. They all have different colored lily pads for textures. After all, I'm sure that we will all retexture and rename them anyway.
There are two small issues with them.
Firstly, I couldn't get the item icon to grab it's texture from the block. This means that there is an identical texture for both the block and the item. I will continue to try and get them to use the same texture for both.
Thee second issue will affect people using Optifine. I just did a quick check to make sure they were compatible and noticed that Optifine causes the colors to be different. I'm not sure what I can do about that, but I will investigate further.
Anyway, with quite a few recent additions, I figured it was time for a version update.
1.6.4_XBEEModulated_v1.0.8
Removed code for colored transparencies from existing DIYPanels/Pavers and added 4 sets of glass ones.
(The glass Panels/Pavers all support colored transparencies)
16 x Glass Panels
16 x Raised Glass Panels
16 x Glass Pavers (metadata blocks = 1 x id used)
16 x Raised Glass Pavers (metadata blocks = 1 x id used)
Added Pool table model to the Furniture module (Courtesy of Crafty Turtle)
Added two additional sets of Stained Glass blocks (StainedPaneBlocks) to accompany two sets of Stained Glass Panes
(Much thanks and credit goes to CptSpaceToaster for allowing me to pick through his code for the panes)
For more details about the Stained Glass Panes, see spoiler below.
Now for a little insight, as to how the blocks are set up.
The stained glass panes are metadata blocks, meaning you get 16 blocks for only 1 block id.
Each Pane takes it's main (face) texture from a stained glass block and then has a separate texture for the borders.
Originally, I was going to link them to the existing stained glass blocks. I decided that as many of them may already be in use that users may not want the new panes textures to be bound to them. In the end, I added two new sets of StainedPaneBlocks and two sets of StainedGlassPanes. All of the panes will connect to each other, as well as any of the stained pane blocks (they will not connect with the original stained glass blocks though).
Texture wise, I have just reused the same textures as the existing stained glass blocks (only a little darker.)
With regards to disabling blocks in the config file. You can disable either of the StainedGlassPanes (leaving the StainedPaneBlocks active), but you can't disable the StainedPaneBlocks if you have the StainedGlassPanes enabled.
Added 8 x DIYLilyPads (just like a regular lily pad)
Added 8 x FakeLilyPads (just like a regular lily pad, but with no collision)
Requires Forge: Built for "minecraftforge-installer-1.6.4-9.11.1.953".
First I'ld like to say the panels in 1.6.4 are rock solid, no evidence of "z-fighting". I've created two awnings and covered a lot of windows with semi-trans panels and no glitching. Well done.
I've noticed that the glass blocks (top 128) of the PA_Mixed_Glass do not behave as glass when placed next to a glass block from another row. I'm quessing this is due to each row of 16 having their own id. It's not a big problem, but if it's at all possible to have the first 32 (rows A-B) share the same id, that would be very helpful. Having one group of 32 should be enough for any build.
Hi all. I'm still here. I'm wrestling a bear at the moment. .... I am attempting to create the standing up bear as requested by wideload. I have many many pictures of bears, but it does occur to me that I have never in my life, in fact seen an actual real bear. Oh I've seen polar bears and pandas at the zoo, and koalas in abundance (they aren't bears anyway) but grizzly bears? Nada. This construct is making me grizzly. But I am determined. ...even if it kills me.
Rollback Post to RevisionRollBack
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
Hi all. I'm still here. I'm wrestling a bear at the moment. .... I am attempting to create the standing up bear as requested by wideload. I have many many pictures of bears, but it does occur to me that I have never in my life, in fact seen an actual real bear. Oh I've seen polar bears and pandas at the zoo, and koalas in abundance (they aren't bears anyway) but grizzly bears? Nada. This construct is making me grizzly. But I am determined. ...even if it kills me.
First I'ld like to say the panels in 1.6.4 are rock solid, no evidence of "z-fighting". I've created two awnings and covered a lot of windows with semi-trans panels and no glitching. Well done.
I've noticed that the glass blocks (top 128) of the PA_Mixed_Glass do not behave as glass when placed next to a glass block from another row. I'm quessing this is due to each row of 16 having their own id. It's not a big problem, but if it's at all possible to have the first 32 (rows A- share the same id, that would be very helpful. Having one group of 32 should be enough for any build.
Thank you for all your help
I don't think there is much I can do about this one.
The blocks are limited to 16 in each set by the metadata and as you suggested, the code to render the side of the block is linked to the block id.
I had a play around with some other methods that I have used to link blocks together, but none of them would work.
I will take another look at it tonight and see if I can find a solution.
Determined is good, but not if it's causing too much trouble. Also, as your 'hubby', if it does see the end of you, do I get everything in your will?? But I don't want you to go.
Awww, shucks. But, yeah, you can have all my techne models. ...including the lower-half of the bear. LOL
Now for a serious suggestion - I think Mo'Creatures has a grizzly bear as a mob. Maybe set up an instance with that to get some ideas. Or you could even ask Dr Zhark if he's willing to supply the model, explaining you want to use it as a statue. It's worth a shot unless you want something more detailed.
I will definitely look it up. My problem really is trying to keep it simple and blocky, in the true spirit of Minecraft. I tend to lean/err towards reality. ...look at my previous statues, and you can tell which was first and last, cos they get more and more pernickety as I go along. Like the angel - how many pieces in one wing alone?
Right. I'm going to look up Mo'Creatures. Thanks.
You reach 100 pages on the next post. Happy Centennial MK.
Happy 100!!!!!! (assuming this post is it, otherwise I feel pretty silly.
Yes, you will still need to manually change the textures in the Xtrablocks folders. See the post below for details on how to do this, or check the OP as it has been updated with better instruction for the mod.
Textures can be edited directly from the mod .zip or you can extract the texture folders to another location for editing and then drop them back into the .zip when done.
All textures can be resized to whatever you need. rages 16 - 256 will work with minecraft alone. Sizes above that will need HD support from either Optifine or MCPatcher.
1) Open the mods .zip file and then open the assets folder.
2) Open the folder of the module you want to re-texture and then navigate into the textures folder.
3) Open the folder that you need, be it Blocks, Items or GUI (choices vary between modules).
4) Select the texture that you want to edit and open it in the texture editing software of your choice.
(Photoshop, PaintShopPro, Gimp)
5) Edit the texture. You can either design you own with the tools in your paint package or you can replace the texture with one from a texture pack/image hosting site.
6)Save the image (making sure not to change the name) directly back to the zip, or to wherever you extracted them to. If the textures were extracted, you will now need to drop them back into the mods.zip
(replacing the original texture)
Hope that helps
Neato! Wow, I haven't heard that expression for a long time. Conjures up memories of the Brady Bunch.
Now for something else that is really neato and far out.
I spoke with CptSpaceToaster, the developer of EasyColoredGlass.
He has allowed me to peruse his source code, in order to get stained glass panes working.
I already have some set up in MCP, so you can expect a release with a set or two tomorrow.
That sounds great! I think stained glass panes will be one of those things you can't have to much of. I've done a railing on my current build and it cost me 7 panes. Even small details can eat them up fast. Being able to create detailed windows with stained glass designs and have it look the same on both sides (inside and outside) would be a plus.
On another note: I'm trying to move from 1.4.7 to 1.6.4 so I can use some of the new blocks in your mod and also use the better lighting shaders. I've created a work flow that will allow me to still copy my graphics to one stitched sprite sheet and use updated MC and mods with unstitched textures. I'm creating txt files of all sprite sheets I need for unstitching and so far it works well, no resizing or name change issues and is very fast. It's only a small step added to my work flow, but saves a huge amount a time.
Much thanks and credit goes to CptSpaceToaster for allowing me to pick through his code.
Now for a little insight, as to how the blocks are set up.
The stained glass panes are metadata blocks, meaning you get 16 blocks for only 1 block id.
Each Pane takes it's main (face) texture from a stained glass block and then has a separate texture for the borders.
Originally, I was going to link them to the existing stained glass blocks. I decided that as many of them may already be in use that users may not want the new panes textures to be bound to them. In the end, I added two new sets of StainedPaneBlocks and two sets of StainedGlassPanes. All of the panes will connect to each other, as well as any of the stained pane blocks (they will not connect with the original stained glass blocks though).
Texture wise, I have just reused the same textures as the existing stained glass blocks (only a little darker.)
With regards to disabling blocks in the config file. You can disable either of the StainedGlassPanes (leaving the StainedPaneBlocks active), but you can't disable the StainedPaneBlocks if you have the StainedGlassPanes enabled.
I want to use either the keyed door or card reader to charge admission to an enchanting room on my server. The keys would be perfect but the door doesnt close on its own after its been opened with a key. Is there anyway to do this? Thanks!
You could use the new "Card buttons". They are activated with a card just like the card readers and will open, then close a iron door after 5 seconds (this also applies to any of the iron type doors in the DIYPowered module). The only drawback is, that levers will also work with those doors, so people could cheat.
An alternative method is to use the card buttons with a piston door (using the DIYBedrock blocks), which is how I use them.
Piston doors are pretty easy to set up if you are any good with redstone, even easier if you are using a mod like ProjectRed, that includes NOR gates.
I really love the mod! There's only one little problem for me (and I dunno if it's easy to fix or needs another version). Here I go:
I'm doing some 8bit and 16bit pixel art (minecraft style) with stained glass (it looks cool!). In your mod, there are no Do It Yourself (DIY) stained glass so I thought of using simple DIY glasses to put in the missing colors... However, light doesn't go through the color (stained glasses does)... I'm using another mod (easy colored glass) to test my work (and I tweaked his stained glasses to my color specs) and it works fine, but I dunno how to rename them (no lang folder and I have nearly 0 java knowledge/and no software).
So, the question: is there a way to make your DIY glasses alike your stained glasses???
Thanks for the mod!
Vortaka
P.S. Loosing the DIY glasses for "new/other" stained glasses is not a problem for me, so if files need to be renamed or overwritten, not a problem!
The DIYGlass blocks can't support colored transparencies due to a difference in code. The stained glass blocks, whilst not having the prefix "DIY" are still intended to be used in the same manner.
The good news for you is, this morning I added a further 32 stained glass blocks and 32 stained glass panes. The OP has not been updated with that information yet, but there is a post about it at the top of this page.
The new stained glass blocks have been added to the current version (1.6.4_XBEEModulated_v1.0.7) so you just need to download that again.
But wait, there's more!
One feature of the PixelArtist module, is that half of them support stained glass textures.
Sets PA_A - PA_H are regular blocks and PA_I - PA_P support transparencies (for stained glass). So that's a further 128 DIY stained glass blocks for you to use.
If that is still not enough for you, I uploaded a version of the PixelArtist mod where all 256 blocks support colored transparencies, just a few days ago for another user. You can find the post on the previous page, or click on the link in the quote below.
Hope that clears things up and helps you out.
Gonna try it out! Thank you so very much!
Note: Well, I tried it with couple of colors (including those I used already) and everything is just GREAT! Thank you so much for your support!
P.S. However, my weekend doesn't seem to really like it!
Vortaka
Well, the update works great! I have a problem with the PixelArtist part however... You said to simply replace the pablocks (I did) (we are talking about the "main" pablocks in the zip root right?). Anyway, two things are strange (as if one isn't enough!). 1- I was unable to make any PA blocks transparent (even those after the letter "I"... But I still need some tests as I'm not fully adept in gimp yet). The main thing, 2- Seems Minecraft doesn't really care about the "root" PABLOCKS folder... If I want to change anything, I must go in zip"/assets/pixelartist" (change the lang file or any png...). (And as stated before, no transparency there).Gonna still try it out! If you have any tips/clue/ideas, just join in! Thanks again for the support!VortakaAhum... I feel so much like a moron right now... Everything works fine! Seems that I'm not experienced enough in GIMP to do a simple transparency or alpha or whatever they call it!!! Instead of wasting time trying to figure it out, I just copied one of the other stained glasses, renamed it, deleted the color, placed my own color and it works now...
(If you know how to add such a thing in GIMP (for faster working, for me anyway!) please share! I'll just keep deleting the other files meanwhile...).
One thing I do not understand however... What is the use of the assets and lang folder (in the PABLOCK (root) folder since if you want to change anything, you must use the xbbezip/assets/pixelartist folder to change anything... Is it just something like a backup or leftovers or something?
Anyway! It works, thank you and now my weekend is really furious!
Vortaka
This should be my last request for Glass/Stained Glass mods (fingers crossed). Seus Shader doesn't like stained glass as clear windows, so having more regular glass would be helpful. I don't plan on using Seus all the time, but it would be nice to have the glass options so windows will look proper in either lighting setup. I don't know what is easiest for you, but having your PA mod divided 128Glass and 128Stained Glass would seem like the best option allowing both available when needed. If it would work best for you to just add the code to the stand alone PA you made that would work well too. They could just be swapped for each setup.
If your able to do this that would be...as always...amazing! Thank you for all your help.
I don't use GIMP myself, but I'm pretty sure that you can't save directly to the .zip file with it.
What you will need to do, is extract the textures to a file somewhere and edit them from there.
For example.
1. Create a folder on your desktop called "textures" or something.
2. Open the XBEE.zip and move the blocks folder from assest/pixelartist/textures to the folder you just created.
3. Drag the texture that you want to edit into GIMP.
4. Click on "edit" and then "clear". Now you have a blank slate to work with.
5. select a color and then use bucket fill (or design a more complex texture), then lower the opacity (I normally set mine to about 52%)
6. Click on file and select "export as". Next you need to click "export" then "replace" and finally "export" again. Your texture should now be saved with transparency.
7. The final step is to drop that texture back into the XBEE.zip and you should be good to go.
I just tested this process in GIMP and it works. If you are still having problems, just ask.
Now you weekend will be really P!$$&D at you!
For your second question, I assume you are talking about the assets folder in the PixelArtist_StainedGlassEdition. If so, they are just in there so that the .zip can be used as a standalone mod if desired. (Edit: I just noticed that the assets folder was in the wrong location and have fixed it)
That gives you two choices.
1) Replace the "pablocks" folder in the XBEE.zip and disregard the assets folder.
2) Delete the "pablocks" and the "pixelartist" folders from the XBEE.zip and then drop the
PixelArtist_StainedGlassEdition.zip into your mods folder.
Done!
Sets A to H are set up like glass and sets I to P for stained glass.
I have also changed the step sound and material to glass for all of them and changed the hardness to that of glass.
PixelArtist_MixedGlassEdition
The children of the village are cheering!!!
Thank you for doing that. I know for you "popping" the code in there is an easy thing to do. It's that your willing to sit down and offer your time to do it the I appreciate. Guys like me can build stuff cause guys like you make it possible. Thanks again. (I have a goatee, so that's me smiling).
Ah ha, what's that about great minds and thinking alike.
I actually wrote code for lily pads last week, as I wanted some stepping stones. It was pretty easy to adapt that code and get rid of the bounding box.
Now my question to you is, should I add some of each?
Say 8 with colision and 8 without (at least for starters) and what should I call them? Maybe DIYLilyPads and FakeLilyPads?
One thing to note is, that they will have the same random rotations as lily pads. The rotation is not handled in the block code (I think it's done in renderblocks or something) so I can't change it (at least not easily).
Here's a pic of a test I just did, called it a floaty for now!
Yeah, I've wanted stepping stones for a while. I played around with models, trying to get some of the block underwater (floating rocks just don't seem right ). But alas, no matter what I tried the water block would be changed to air. In the end, I decided a retextured lily and my imagination would suffice.
DIYLilyPads and FakeLilyPads it is. They all have different colored lily pads for textures. After all, I'm sure that we will all retexture and rename them anyway.
There are two small issues with them.
Firstly, I couldn't get the item icon to grab it's texture from the block. This means that there is an identical texture for both the block and the item. I will continue to try and get them to use the same texture for both.
Thee second issue will affect people using Optifine. I just did a quick check to make sure they were compatible and noticed that Optifine causes the colors to be different. I'm not sure what I can do about that, but I will investigate further.
Anyway, with quite a few recent additions, I figured it was time for a version update.
1.6.4_XBEEModulated_v1.0.8
Removed code for colored transparencies from existing DIYPanels/Pavers and added 4 sets of glass ones.
(The glass Panels/Pavers all support colored transparencies)
16 x Glass Panels
16 x Raised Glass Panels
16 x Glass Pavers (metadata blocks = 1 x id used)
16 x Raised Glass Pavers (metadata blocks = 1 x id used)
Added Pool table model to the Furniture module (Courtesy of Crafty Turtle)
Added two additional sets of Stained Glass blocks (StainedPaneBlocks) to accompany two sets of Stained Glass Panes
(Much thanks and credit goes to CptSpaceToaster for allowing me to pick through his code for the panes)
For more details about the Stained Glass Panes, see spoiler below.
Now for a little insight, as to how the blocks are set up.
The stained glass panes are metadata blocks, meaning you get 16 blocks for only 1 block id.
Each Pane takes it's main (face) texture from a stained glass block and then has a separate texture for the borders.
Originally, I was going to link them to the existing stained glass blocks. I decided that as many of them may already be in use that users may not want the new panes textures to be bound to them. In the end, I added two new sets of StainedPaneBlocks and two sets of StainedGlassPanes. All of the panes will connect to each other, as well as any of the stained pane blocks (they will not connect with the original stained glass blocks though).
Texture wise, I have just reused the same textures as the existing stained glass blocks (only a little darker.)
With regards to disabling blocks in the config file. You can disable either of the StainedGlassPanes (leaving the StainedPaneBlocks active), but you can't disable the StainedPaneBlocks if you have the StainedGlassPanes enabled.
Added 8 x DIYLilyPads (just like a regular lily pad)
Added 8 x FakeLilyPads (just like a regular lily pad, but with no collision)
Requires Forge: Built for "minecraftforge-installer-1.6.4-9.11.1.953".
1.6.4_XBEEModulated_v1.0.8 Download
First I'ld like to say the panels in 1.6.4 are rock solid, no evidence of "z-fighting". I've created two awnings and covered a lot of windows with semi-trans panels and no glitching. Well done.
I've noticed that the glass blocks (top 128) of the PA_Mixed_Glass do not behave as glass when placed next to a glass block from another row. I'm quessing this is due to each row of 16 having their own id. It's not a big problem, but if it's at all possible to have the first 32 (rows A-B) share the same id, that would be very helpful. Having one group of 32 should be enough for any build.
Thank you for all your help
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
The perfect bear...
I don't think there is much I can do about this one.
The blocks are limited to 16 in each set by the metadata and as you suggested, the code to render the side of the block is linked to the block id.
I had a play around with some other methods that I have used to link blocks together, but none of them would work.
I will take another look at it tonight and see if I can find a solution.
Awww, shucks. But, yeah, you can have all my techne models. ...including the lower-half of the bear. LOL
I will definitely look it up. My problem really is trying to keep it simple and blocky, in the true spirit of Minecraft. I tend to lean/err towards reality. ...look at my previous statues, and you can tell which was first and last, cos they get more and more pernickety as I go along. Like the angel - how many pieces in one wing alone?
Right. I'm going to look up Mo'Creatures. Thanks.
Happy 100!!!!!! (assuming this post is it, otherwise I feel pretty silly.
Smarter than the average bear!
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".