This mod uses textures from the AVP mod...Which is copyrighted...
I don't know if you saw this or not, but the maker of the AVP mod was in here earlier and redacted his claim of theft when directed to the Painterly Pack. Unfortunately, it seems like an overzealous mod deleted all the posts relating to the matter but I guess if it's worth saying it's worth repeating that the "offending textures" were lifted from the Painterly Pack and they allow their textures to be used where ever with permission.
Is there anywhere I can find the exact usage of the different parts of the connected textures in chisel? As far as I can tell it's not quite exactly like the 'standard' CTM textures, and some kind of reference would be very handy for creating my own texture set. I've figured out the ctm is 16 x 8px textures, but I'm not sure exactly which one goes where..
Is there anywhere I can find the exact usage of the different parts of the connected textures in chisel? As far as I can tell it's not quite exactly like the 'standard' CTM textures, and some kind of reference would be very handy for creating my own texture set. I've figured out the ctm is 16 x 8px textures, but I'm not sure exactly which one goes where..
As far as i understand this mod uses no connected textures at all, maybe your seeing blocks without borders and thinking its CTM, or are you trying to create connected textures? if so just call the name of the block in the ctm config file specifically, and if that doesn't work, you can use ids.
--
As to any arguments above about whichs mods own what textures. This mod completely uses painterly textures, which according to painterly's licease are and can be freely distributed. (another example of a mod using paintly's textures is Pam's Harvestcraft), if AVP is also using its textures, it can't claim them as theirs.
That being said.. paintly owners could sue AVP if AVP claims that the all textures are theirs. I also think its quite silly to copyright pictures, or picture images, as changing just one pixel makes it an "original work"
Got it to work with forge multipart! It took like 5 hours of trouble shooting, but i got it!
Unfortunately It's not working perfectly, any block that is affected by connected textures at all even when its turned off won't render in the microblock variation(black and purple squares)..because of his use of non standard texturing.
Also, I find it slightly annoying that dirt doesn't have equal grass counterparts, grass can just grow right back onto the dirt, making its new texture disappear, I wish that when grass spread it spread to the same type of dirt block only, there are painterly textures making all dirt textures you have so yeah.. :/
Without futher ado..
Method 1: Easy does it (Difficulty: NOT SO EASY)
Set this option in the config file (reccomend also setting old pillers, and no connected textures)
# Some blocks, like bookshelves and ice will not get overridden using "override vanilla blocks" setting. Set this to true to disable all overriding.
B:"disable overriding blocks"=true
Change these config file lines to match what I have here:
# Some blocks, like bookshelves and ice will not get overridden using "override vanilla blocks" setting. Set this to true to disable all overriding.
B:"disable overriding blocks"=false
# Disable connected textures
B:"disable connected textures"=true
# Use old pillar textures
B:"old pillar graphics"=true
# If true, will override vanilla blocks with their chisel variations. If false, will create one new chiseled block for each vanilla block that can be chiseled.
B:"override vanilla blocks"=true
add this to your microblock.cfg file: (If you've changed your block ids, they don't matter because this calls block by name not id)
#Chisel
#100% working, unfortunate texture issues
"tile.blockCarpet":0-15
"tile.blockCloud"
"tile.blockFactory":0-15
"tile.blockFft":0-15
"tile.blockHolystone":0-15
"tile.blockLavastone":0-15
"tile.blockRedstone":0-15
"tile.blockTemple":0-15
"tile.blockTempleMossy":0-15
"tile.blockTyrian":0-15
"tile.concrete":0-15
"tile.limestone":0-15
"tile.marble":0-15
"tile.marblePillar":0-15
"tile.obsidianSnakestone":0-15
"tile.sandSnakestone":0-15
"tile.sandstoneScribbles":0-15
"tile.snakestone":0-15
"tile.wood-birch":0-15
"tile.wood-jungle":0-15
"tile.wood-oak":0-15
"tile.wood-spruce":0-15
#50% working, who decided to use the same names as vanilla?
"tile.blockBookshelf":1-15
"tile.blockDirt":1-15
"tile.cobblestone":1-15
"tile.diamond":1-15
"tile.emerald":1-15
"tile.glass":1-15
"tile.gold":1-15
"tile.hellrock":1-15
"tile.ice":1-15
"tile.iron":1-15
"tile.lapis":1-15
"tile.lightstone":1-15
"tile.netherBrick":1-15
"tile.obsidian":1-15
"tile.sandstone":1-15
"tile.stoneBrick":1-15
"tile.stoneMoss":1-15
As far as i understand this mod uses no connected textures at all, maybe your seeing blocks without borders and thinking its CTM, or are you trying to create connected textures? if so just call the name of the block in the ctm config file specifically, and if that doesn't work, you can use ids.
Chisel does in fact use connected textures for several of its blocks.
Which reminds me, I got busy with real life and never finished the list of blocks that have connected textures that would look better without them.....
Chisel does in fact use connected textures for several of its blocks.
Which reminds me, I got busy with real life and never finished the list of blocks that have connected textures that would look better without them.....
You can turn connected textures off in the config file. but on a per block basis would be nice, and the fact that texturing isn't standard to forge is really making me mad now.... :/
You can turn connected textures off in the config file. but on a per block basis would be nice, and the fact that texturing isn't standard to forge is really making me mad now.... :/
I'm aware of the config option. That doesn't solve the "issue", though.
I brought this up a while ago, when it was first implemented - or soon thereafter. Certain blocks, such as the huge cobblestone tiles, I felt would be better off not connected (as tiles are generally.. well.. tiled, and not one giant square), namely because it messed with my own build. AUTOMATIC_MAIDEN agreed that some blocks shouldn't have connected textures, and that some others possibly should, so I was asked to create a list of those blocks.
I simply got distracted with things and it fell to the back burner. Now that I've been reminded, I'll have to get back to finishing that off.
I'm aware of the config option. That doesn't solve the "issue", though.
I brought this up a while ago, when it was first implemented - or soon thereafter. Certain blocks, such as the huge cobblestone tiles, I felt would be better off not connected (as tiles are generally.. well.. tiled, and not one giant square), namely because it messed with my own build. AUTOMATIC_MAIDEN agreed that some blocks shouldn't have connected textures, and that some others possibly should, so I was asked to create a list of those blocks.
I simply got distracted with things and it fell to the back burner. Now that I've been reminded, I'll have to get back to finishing that off.
I think it would be simplier just to create config file options for each, with true false statements, rather then a perma enable/disable.
Any chance we can get some bedrock chisel blocks for us mapmakers? Unbreakable Bedrock that is transparent, bedrock that doesnt pass redstone and bedrock that can be stickypistoned would also be nice!
Can I get a list of requested features. I'm planning a fork to fix the disappearing block issue and add in an infinite use chisel and am willing to add a few more things in that will not require too much texture work. So far it looks like native forge microblock support, an auto chiseler and a way to remove carpet. Also before anyone gets up in arms, since this mod was released under the GPL2 and the source code is in the jar file for the mod, I can freely do this.
Can I get a list of requested features. I'm planning a fork to fix the disappearing block issue and add in an infinite use chisel and am willing to add a few more things in that will not require too much texture work. So far it looks like native forge microblock support, an auto chiseler and a way to remove carpet. Also before anyone gets up in arms, since this mod was released under the GPL2 and the source code is in the jar file for the mod, I can freely do this.
Microblock support
Auto chisler, Predefine chisel type in inventory (with chisel) and place in crafting table with block you want to chisel, result is new block
Native FMP support (YES, YES, YES)
Add in grass types for all dirt type blocks textures and disable spreading of grass to different type dirt blocks (that is vanilla grass spreads to vanilla dirt), (chisel block with grass, spreads to same type of chisel block with grass.
Natively allows grass spread, put in crafting table to get new block which disables grass spread, so we can have dirt paths! - because using carpenter's blocks for dirt paths gets old really quick...
Finer control over what gets ctm and what doesn't (per block basis in config file
Disable all over riding by default (shouldn't over ride vanilla blocks anywayz, that's old fashion)
Change names to not match vanilla names (mod shouldn't add in tile.ice beceause that already exists in vanilla as tile.ice)
More chisel type blocks for working items (like furnances, crafting tables, brewing stands),
Bookshelves to actually work as enchanting modifer if over riding is disabled. (ie counts towards bookshelve count with enchanting table)
Chisel is already infinite use, make it have teirs, and remove infinite uses. (stone is 256, iron is 4096, gold is 16, diamond 65536 [every tier is 16x better] - be sure to support gem tools(ruby, saphire, peridot from forge ore dic, which will have 21846 uses)
A cycling tool for inworld type blocks, a tool which when you right click on a chisel mod block, it will cycle through all the possible types, allowing you to choose which one you like best, you could then shift rightclick to "store" that block, then you can right click on any other block of that type to change it too it (similar to the wand of equal trade from thaumcraft), a way to add area of effect would be nice as well, - so it could litterally be a wand of equal trade for chisel type blocks only.
Modception (make cycling tool work if block is contained within a carpenter's block)
If you need more info, or ways to implement things I'm your idea man, and I can be your beta tester too if you'd like! plus do make sure you have permission before posting any modified copies of this authors mods.
I will see what I can do about get Automatic maiden blessing.
I'm going to have to change the controls of the mod a bit to fix the invisible block issue on left click. Right now I have left click will break any chisel added block, sneak+right click will bring up the gui, right click will either choose a random variation or if a variation is still in the middle slot of the gui change anything to that variation.
Note the left click always had made the chisel take damage, but I will make it a config option like carpenters blocks. I don't like too much tedium in a cosmetic mod.
I think it will how I have it working the cycling will already work with carpenter's blocks but I will have to check.
Grass spread should not be too hard.
The enchantment table is hardcoded to look for only vanilla bookshelves, nothing I can really do right now about it.
The CTM should be doable just tedious.
Changing overriding is a quick fix.
The functional blocks may take a while though. More texture creation than anything else.
Can I get a list of requested features. I'm planning a fork to fix the disappearing block issue and add in an infinite use chisel and am willing to add a few more things in that will not require too much texture work. So far it looks like native forge microblock support, an auto chiseler and a way to remove carpet. Also before anyone gets up in arms, since this mod was released under the GPL2 and the source code is in the jar file for the mod, I can freely do this.
There's a dupe issue with chisel that I'm hoping that you could get around to fixing if your spin-off mod ever gets green lit. Stacking two "chiseled" slabs on top of each other and mining them returns the whole "chiseled" block type and one of the "chiseled" slabs. You're only gaining one slab so it's not a game crippling bug, but it's kind of annoying nonetheless.
I will see what I can do about get Automatic maiden blessing.
You technically don't have to get one, its just nice.from op:"This mod is available under GPL2.You are allowed to include it into mod packs of any kind, without asking for permission."
GPL2 License quote:
"You may modify your copy or copies of the Program or any portion of it, thus forming a work based on the Program, and copy and distribute such modifications or work under the terms of Section 1 above, provided that you also meet all of these conditions
:a) You must cause the modified files to carry prominent notices stating that you changed the files and the date of any change.
You must cause any work that you distribute or publish, that in whole or in part contains or is derived from the Program or any part thereof, to be licensed as a whole at no charge to all third parties under the terms of this License
.c) If the modified program normally reads commands interactively when run, you must cause it, when started running for such interactive use in the most ordinary way, to print or display an announcement including an appropriate copyright notice and a notice that there is no warranty (or else, saying that you provide a warranty) and that users may redistribute the program under these conditions, and telling the user how to view a copy of this License. (Exception: if the Program itself is interactive but does not normally print such an announcement, your work based on the Program is not required to print an announcement.)"
I know, I'm more doing it out of courtesy. I've also got the modception idea mostly done. The biggest issue was fixing a issue the pillars already had with carpenters blocks.
i have a attack of the B-team server and everything works fine... accept the fact i can't chisel iron into anything other than another iron block... some sort of bug. everything else works fine. the gold/diamond etc
iv noticed there is a "fix" file does that fix it?
i have a attack of the B-team server and everything works fine... accept the fact i can't chisel iron into anything other than another iron block... some sort of bug. everything else works fine. the gold/diamond etc
iv noticed there is a "fix" file does that fix it?
Technic launcher support is not currently a feature offered on the Minecraft Forums, try to the technic forums.
I don't know if you saw this or not, but the maker of the AVP mod was in here earlier and redacted his claim of theft when directed to the Painterly Pack. Unfortunately, it seems like an overzealous mod deleted all the posts relating to the matter but I guess if it's worth saying it's worth repeating that the "offending textures" were lifted from the Painterly Pack and they allow their textures to be used where ever with permission.
As far as i understand this mod uses no connected textures at all, maybe your seeing blocks without borders and thinking its CTM, or are you trying to create connected textures? if so just call the name of the block in the ctm config file specifically, and if that doesn't work, you can use ids.
--
As to any arguments above about whichs mods own what textures. This mod completely uses painterly textures, which according to painterly's licease are and can be freely distributed. (another example of a mod using paintly's textures is Pam's Harvestcraft), if AVP is also using its textures, it can't claim them as theirs.
That being said.. paintly owners could sue AVP if AVP claims that the all textures are theirs. I also think its quite silly to copyright pictures, or picture images, as changing just one pixel makes it an "original work"
Unfortunately It's not working perfectly, any block that is affected by connected textures at all even when its turned off won't render in the microblock variation(black and purple squares)..because of his use of non standard texturing.
Also, I find it slightly annoying that dirt doesn't have equal grass counterparts, grass can just grow right back onto the dirt, making its new texture disappear, I wish that when grass spread it spread to the same type of dirt block only, there are painterly textures making all dirt textures you have so yeah.. :/
Without futher ado..
Method 1: Easy does it (Difficulty: NOT SO EASY)
Set this option in the config file (reccomend also setting old pillers, and no connected textures)
You will need to manually get the ids for these blocks if you've changed them from the above values, there in the same order:
Method 2: Brute Force (Difficulty: EASY)
Change these config file lines to match what I have here:
add this to your microblock.cfg file: (If you've changed your block ids, they don't matter because this calls block by name not id)
Chisel does in fact use connected textures for several of its blocks.
Which reminds me, I got busy with real life and never finished the list of blocks that have connected textures that would look better without them.....
You can turn connected textures off in the config file. but on a per block basis would be nice, and the fact that texturing isn't standard to forge is really making me mad now.... :/
I'm aware of the config option. That doesn't solve the "issue", though.
I brought this up a while ago, when it was first implemented - or soon thereafter. Certain blocks, such as the huge cobblestone tiles, I felt would be better off not connected (as tiles are generally.. well.. tiled, and not one giant square), namely because it messed with my own build. AUTOMATIC_MAIDEN agreed that some blocks shouldn't have connected textures, and that some others possibly should, so I was asked to create a list of those blocks.
I simply got distracted with things and it fell to the back burner. Now that I've been reminded, I'll have to get back to finishing that off.
I think it would be simplier just to create config file options for each, with true false statements, rather then a perma enable/disable.
Any chance you'd do me a solid and share your microblock config for chisel?
Did you even read the page you were responding too..?
look.
Loving Chisel so far!
If you need more info, or ways to implement things I'm your idea man, and I can be your beta tester too if you'd like! plus do make sure you have permission before posting any modified copies of this authors mods.
I'm going to have to change the controls of the mod a bit to fix the invisible block issue on left click. Right now I have left click will break any chisel added block, sneak+right click will bring up the gui, right click will either choose a random variation or if a variation is still in the middle slot of the gui change anything to that variation.
Note the left click always had made the chisel take damage, but I will make it a config option like carpenters blocks. I don't like too much tedium in a cosmetic mod.
I think it will how I have it working the cycling will already work with carpenter's blocks but I will have to check.
Grass spread should not be too hard.
The enchantment table is hardcoded to look for only vanilla bookshelves, nothing I can really do right now about it.
The CTM should be doable just tedious.
Changing overriding is a quick fix.
The functional blocks may take a while though. More texture creation than anything else.
There's a dupe issue with chisel that I'm hoping that you could get around to fixing if your spin-off mod ever gets green lit. Stacking two "chiseled" slabs on top of each other and mining them returns the whole "chiseled" block type and one of the "chiseled" slabs. You're only gaining one slab so it's not a game crippling bug, but it's kind of annoying nonetheless.
You technically don't have to get one, its just nice.from op:"This mod is available under GPL2.You are allowed to include it into mod packs of any kind, without asking for permission."
GPL2 License quote:
"You may modify your copy or copies of the Program or any portion of it, thus forming a work based on the Program, and copy and distribute such modifications or work under the terms of Section 1 above, provided that you also meet all of these conditions
:a) You must cause the modified files to carry prominent notices stating that you changed the files and the date of any change.
You must cause any work that you distribute or publish, that in whole or in part contains or is derived from the Program or any part thereof, to be licensed as a whole at no charge to all third parties under the terms of this License
.c) If the modified program normally reads commands interactively when run, you must cause it, when started running for such interactive use in the most ordinary way, to print or display an announcement including an appropriate copyright notice and a notice that there is no warranty (or else, saying that you provide a warranty) and that users may redistribute the program under these conditions, and telling the user how to view a copy of this License. (Exception: if the Program itself is interactive but does not normally print such an announcement, your work based on the Program is not required to print an announcement.)"
iv noticed there is a "fix" file does that fix it?
Technic launcher support is not currently a feature offered on the Minecraft Forums, try to the technic forums.