Because I need to override the render pane method, It looks like I have to include a scraped API from the MCPatcher CTM libraries... Thankfully they are open source.
Hopefully, they don't mind me scraping their code out for an API... We'll see if I can get any sort of success.
In the meantime, I'll ask for permission to include parts of its source for this functionality.
I Liked this Mod So Much! It is Recorded and Going up as a Mod Showcase on Sunday @ 1PM EST! I Hope you Like it! It was A GREAT Mod to Showcase! Check it out Please! www.youtube.com/user/turtwig389Keep Up the Great Mods!
I Liked this Mod So Much! It is Recorded and Going up as a Mod Showcase on Sunday @ 1PM EST! I Hope you Like it! It was A GREAT Mod to Showcase! Check it out Please! www.youtube.com/user/turtwig389
Keep Up the Great Mods!
Found the issue: Trying to resolve render issues (Flashing/Vertical lines on the panes) I'm not sure if I can publish a release that functions without overriding a base class... We'll figure it out. I'll let you know if I get to a proper fix.
I'm just grateful to you, for finding the issue. I'm overjoyed to find out it wasn't something I was doing wrong (or something I was forgetting to do), that was keeping the textures from merging seamlessly into one another. You have no idea how stressed out I was getting, trying to find out what I was doing wrong, and how to get those panes to match the rest of the resource pack.
(Actually, you probably know exactly how stressed, seeing as you're programming two different mods, one of which required over a hundred lines of code to be completely re-written to get it to work with the current Minecraft lighting system... so you know all about stressing.)
I'm not sure if you want to override base classes (that's kind of a "no no" to most Forge users, although I don't mind, since I've got a hodgepodge of Modloader, LiteLoader, and Forge mods both internally, and externally loaded into my 1.6.2 minecraft Jar).
Hopefully the possible solution you mentioned in the next post holds the answer...
Because I need to override the render pane method, It looks like I have to include a scraped API from the MCPatcher CTM libraries... Thankfully they are open source. Hopefully, they don't mind me scraping their code out for an API... We'll see if I can get any sort of success. In the meantime, I'll ask for permission to include parts of its source for this functionality.
I highly doubt that Kahr is going to mind you using his scraped API... especially with it being open source (and considering that the original CTM libraries are based on morpheus_017's CTM mod, which he discontinued after 1.4.1), but it never hurts to ask permission.
I'm sorry it turned out to be one of those: "Ah! Now I have to write new code, to support something that only affects resource packs!" deals... but I really do appreciate you looking into it, and trying to find a solution. It's really nice of you. So, thank you, again.
Hopefully, with the "scraped code" in place, you can keep your mod 100% base code clean. I don't want to be the reason this mod is no longer "pure Forge"... I'd have people chasing me with pitchforks and torches.
Thank you, yet again, for going the extra mile to try to help out with this. I really appreciate it.
I'm just grateful to you, for finding the issue. I'm overjoyed to find out it wasn't something I was doing wrong (or something I was forgetting to do), that was keeping the textures from merging seamlessly into one another. You have no idea how stressed out I was getting, trying to find out what I was doing wrong, and how to get those panes to match the rest of the resource pack.
(Actually, you probably know exactly how stressed, seeing as you're programming two different mods, one of which required over a hundred lines of code to be completely re-written to get it to work with the current Minecraft lighting system... so you know all about stressing.)
I'm not sure if you want to override base classes (that's kind of a "no no" to most Forge users, although I don't mind, since I've got a hodgepodge of Modloader, LiteLoader, and Forge mods both internally, and externally loaded into my 1.6.2 minecraft Jar).
Hopefully the possible solution you mentioned in the next post holds the answer...
I highly doubt that Kahr is going to mind you using his scraped API... especially with it being open source (and considering that the original CTM libraries are based on morpheus_017's CTM mod, which he discontinued after 1.4.1), but it never hurts to ask permission.
I'm sorry it turned out to be one of those: "Ah! Now I have to write new code, to support something that only affects resource packs!" deals... but I really do appreciate you looking into it, and trying to find a solution. It's really nice of you. So, thank you, again.
Hopefully, with the "scraped code" in place, you can keep your mod 100% base code clean. I don't want to be the reason this mod is no longer "pure Forge"... I'd have people chasing me with pitchforks and torches.
Thank you, yet again, for going the extra mile to try to help out with this. I really appreciate it.
So... it's getting pretty hairy...
I'm not sure what the best way of going about this is. The source he posted seems to be out date, or in an old MCP format, but I think he's still using it as is.
That being said, it's not easy to bring in his logic and alter it.
I'll give it another go, but this is approaching the level of too much work, as it would require me to maintain two mods in one here... (three if you count the colored light)
It's definatly something I wanted to do though!
Thank you for finding this for me...
Maybe I'll look into Optifine instead of MCpatcher...
So... it's getting pretty hairy...
I'm not sure what the best way of going about this is. The source he posted seems to be out date, or in an old MCP format, but I think he's still using it as is.
That being said, it's not easy to bring in his logic and alter it.
I'll give it another go, but this is approaching the level of too much work, as it would require me to maintain two mods in one here... (three if you count the colored light)
It's definatly something I wanted to do though!
Thank you for finding this for me...
Maybe I'll look into Optifine instead of MCpatcher...
Edit. Nope... MCPatcher it is...
Oh, that's not really good news, then... if it gets to be too much work, I fully understand (and I think I'll eventually learn to live with non-seamlessly connected Glass Panes, if it comes to that). I find myself feeling pretty horrible, that I've added more work to your plate with this... sorry about that.
I think the thing is, you are having to deal with drastically outdated source code (the CTM mod was "retired" in 1.4.1, and a bunch of the code ported over to MCPatcher, and then there's the "scrapped" code you're looking at, that Kahr took out of MCPatcher around... 1.5.x? Somewhere thereabouts?)... so I don't know how hard it's going to be, trying to get it working in 1.6.x (I'm assuming this is strictly for 1.6.4 and up, because trying to do it on 1.6.2 and 1.6.4 is asking too darned much). I don't know how you can retain CTM standards, while also preventing the z-fighting issues that plagued your earlier rendering attempt.
I mean... seamless textures are nice, but not having wavy lines on all the glass blocks is far more important.
I'm glad you're still interested in working on this, though. I was worried you'd take a look at the API code, go: "Nope!" and that'd be it. You're really awesome for continuing to plug away at this, and try to get it all working nice and neat. So, thank you, again, for your continued efforts on this. It really means a great deal to me.
And... yeah... Optifine shares similar source code from MCPatcher (if I understand correctly), so technically, if you can get it working on MCPatcher, Optifine would also enable the CTM properties just fine.
Well, I've blathered enough. I'm heading to sleep, so I'll check back here when I get up, to see how things turned out.
IMPORTANT NOTE, I needed to modify your resource pack: I added properties files for blocks 3881, 3881a, 3881b, etc... by copying the ones for 3880 and renaming them...
Without MCPatcher installed:
Without the resourcepack
*Regular Glass not connected because their are no default resource files... I'll have to make some **These texture also appear to be quite dark... I'll look into changing that
Without MCPatcher OR the resourcepack installed.
The mod appears to be stable in all iterations I tested... Going to release.
Check the OP
IMPORTANT NOTE, I needed to modify your resource pack: I added properties files for blocks 3881, 3881a, 3881b, etc... by copying the ones for 3880 and renaming them...
Without MCPatcher installed:
Without the resourcepack
*Regular Glass not connected because their are no default resource files... I'll have to make some **These texture also appear to be quite dark... I'll look into changing that
Without MCPatcher OR the resourcepack installed.
The mod appears to be stable in all iterations I tested... Going to release.
Check the OP
That is so awesome! *Happy arm flailing dance combo x2*.
I am a little surprised you needed to use properties files for "block3881/block3881a~o", but that's honestly not a problem. As long as it works, sixteen extra text files aren't a problem at all. I had tried that originally (and even made a "/ctm/block3881" folder), but it did nothing. I kind of wish I'd left those properties files in the release build, because I could have saved you trouble. Whoops.
I can't wait to check this out, so when I'm able to, I'll have to download the modified mod jar, and see your handiwork. Though, it'll be a few hours, since I'm working right now, and can only really "goof around" checking "correspondences". >_>
Thank you, very much, for getting this to work so brilliantly! I'm going to have to do everything I can in my power, to eventually repay you! You rock!
I made some improvements to the CTM renderer...
The CTM Glass now appears the right color, and opacity
Now I need to work on the missing edge tiles...
Currently, if you use the CTM renderer with any render pack, the glass appears razor sharp, with no "edge"
This is a bug, and I intend there to be edges just like a glass pane: Pics incoming, along with a release
When the CTM renderer is used, the panes are connected (like they should be), but the edge is missing...
It's simply not rendering it at the moment... I'll have to add it back in.
What it should look like:
This was taken by using the other renderer within the mod
But, it works!
So I updated to 1.6.4.102
Check the OP for an updated release
Fixed the colored edges, and a brightness issue, and a load of continuity fixes to better align with the default class textures!
Both renders should be complete... I can't think of any other issues... sorry for the rapid updates over the past couple of days.
Expect one more update at the end of this week, once the connected colored glass textures are finished...
If you happen to load the current patch, and use the default CTM textures crammed in there, you'll get a mix of finished and semi-finished.
It will be complete soon!
Big shout out to xXTerra_BranfordXx for working on those awesome textures!
Hmmmmm 1.7.X appears to have some very interesting changes.
It even includes colored glass!
That's actually good to know! I'm very impressed with how far Minecraft has come. I intend however, to keep this mod alive. Colored Sand has some applications, and I believe Mojang isn't planning on releasing colored panes, leaving my mod with a couple of voids to fill. (I'll be sure to keep old versions of the mod alive as well)
In addition, there are connected textures that I can still support, and finally, I still have intentions on having this mod do some CRAZY stuff with colored light!
Guess what, The newest snapshot adds colored glass! (no need for you mod anymore )
EDIT I guess that was a bit rude of me, What other kind of additions to the mod are there?
Guess what, The newest snapshot adds colored glass! (no need for you mod anymore )
EDIT I guess that was a bit rude of me, What other kind of additions to the mod are there?
Mojang didn't quite announce colored sand. (However, I expect them to produce more colored sand soon)
Mojang doesn't support connected textures for colored glass/panes
I plan on writing support for colored glass and colored light. Once I get that functional, this mod would use the colored light API that I'm writing and use it to produce a sweet light filtering effect!
At its worst, this mod could be replaced completely by Minecraft, but the connected textures would only remain in my mod. I would write the new versions accordingly to use Minecraft's new glass and resources and hopefully add to it later once my lighting API is distributable.
So yes. Large portions of this mod may disappear and become incorporated into Minecraft, but there are still some things to add and improve.
I'm not sure if I want to laugh, scream, or growl at Jeb, Grum, and Dinnerbone, for ninja'ing in Coloured Glass Blocks and Panes (and, yes, I've double checked... there are Glass Panes in the latest snapshot, too... but no coloured Sand Blocks, beside the "Red Sand" block).
I just finished the CTM tiles for connected textures, and they release a snapshot with their own "Stained Glass". Man... the irony is... irritating.
But, that said (and as CptSpaceToaster pointed out), the "official" coloured glass doesn't feature connected textures, and given how long it could be, until 1.7.x releases, at least there's still a nice Coloured Glass mod for 1.6.4 players to use.
(Though, now I have to update my own Resource Pack to reflect the naming conventions for the official blocks, and directory structure... urgh... my work is never done...).
I'm not sure if I want to laugh, scream, or growl at Jeb, Grum, and Dinnerbone, for ninja'ing in Coloured Glass Blocks and Panes (and, yes, I've double checked... there are Glass Panes in the latest snapshot, too... but no coloured Sand Blocks, beside the "Red Sand" block).
I just finished the CTM tiles for connected textures, and they release a snapshot with their own "Stained Glass". Man... the irony is... irritating.
But, that said (and as CptSpaceToaster pointed out), the "official" coloured glass doesn't feature connected textures, and given how long it could be, until 1.7.x releases, at least there's still a nice Coloured Glass mod for 1.6.4 players to use.
(Though, now I have to update my own Resource Pack to reflect the naming conventions for the official blocks, and directory structure... urgh... my work is never done...).
Let me rename stuff.
I have the power of scripting on my side!
Anyways, in the snapshot stained glass and stained glass panes were added, though don't change the colours of light and instead of dying sand you make them the same way you make stained hardened clay but with glass, but the glass panes are made the same way.
Hopefully, they don't mind me scraping their code out for an API... We'll see if I can get any sort of success.
In the meantime, I'll ask for permission to include parts of its source for this functionality.
It is Up!:
[media][media][/media[/media]]
Sweet!
I'm just grateful to you, for finding the issue. I'm overjoyed to find out it wasn't something I was doing wrong (or something I was forgetting to do), that was keeping the textures from merging seamlessly into one another. You have no idea how stressed out I was getting, trying to find out what I was doing wrong, and how to get those panes to match the rest of the resource pack.
(Actually, you probably know exactly how stressed, seeing as you're programming two different mods, one of which required over a hundred lines of code to be completely re-written to get it to work with the current Minecraft lighting system... so you know all about stressing.)
I'm not sure if you want to override base classes (that's kind of a "no no" to most Forge users, although I don't mind, since I've got a hodgepodge of Modloader, LiteLoader, and Forge mods both internally, and externally loaded into my 1.6.2 minecraft Jar).
Hopefully the possible solution you mentioned in the next post holds the answer...
I highly doubt that Kahr is going to mind you using his scraped API... especially with it being open source (and considering that the original CTM libraries are based on morpheus_017's CTM mod, which he discontinued after 1.4.1), but it never hurts to ask permission.
I'm sorry it turned out to be one of those: "Ah! Now I have to write new code, to support something that only affects resource packs!" deals... but I really do appreciate you looking into it, and trying to find a solution. It's really nice of you. So, thank you, again.
Hopefully, with the "scraped code" in place, you can keep your mod 100% base code clean. I don't want to be the reason this mod is no longer "pure Forge"... I'd have people chasing me with pitchforks and torches.
Thank you, yet again, for going the extra mile to try to help out with this. I really appreciate it.
I am lucky to get 30fps on super flat on lowest render and all animations off with optifine - at a stretch it would peak 50
So... it's getting pretty hairy...
I'm not sure what the best way of going about this is. The source he posted seems to be out date, or in an old MCP format, but I think he's still using it as is.
That being said, it's not easy to bring in his logic and alter it.
I'll give it another go, but this is approaching the level of too much work, as it would require me to maintain two mods in one here... (three if you count the colored light)
It's definatly something I wanted to do though!
Thank you for finding this for me...
Maybe I'll look into Optifine instead of MCpatcher...
Edit. Nope... MCPatcher it is...
I think the thing is, you are having to deal with drastically outdated source code (the CTM mod was "retired" in 1.4.1, and a bunch of the code ported over to MCPatcher, and then there's the "scrapped" code you're looking at, that Kahr took out of MCPatcher around... 1.5.x? Somewhere thereabouts?)... so I don't know how hard it's going to be, trying to get it working in 1.6.x (I'm assuming this is strictly for 1.6.4 and up, because trying to do it on 1.6.2 and 1.6.4 is asking too darned much). I don't know how you can retain CTM standards, while also preventing the z-fighting issues that plagued your earlier rendering attempt.
I mean... seamless textures are nice, but not having wavy lines on all the glass blocks is far more important.
I'm glad you're still interested in working on this, though. I was worried you'd take a look at the API code, go: "Nope!" and that'd be it. You're really awesome for continuing to plug away at this, and try to get it all working nice and neat. So, thank you, again, for your continued efforts on this. It really means a great deal to me.
And... yeah... Optifine shares similar source code from MCPatcher (if I understand correctly), so technically, if you can get it working on MCPatcher, Optifine would also enable the CTM properties just fine.
Well, I've blathered enough. I'm heading to sleep, so I'll check back here when I get up, to see how things turned out.
IMPORTANT NOTE, I needed to modify your resource pack: I added properties files for blocks 3881, 3881a, 3881b, etc... by copying the ones for 3880 and renaming them...
Without MCPatcher installed:
Without the resourcepack
*Regular Glass not connected because their are no default resource files... I'll have to make some
**These texture also appear to be quite dark... I'll look into changing that
Without MCPatcher OR the resourcepack installed.
The mod appears to be stable in all iterations I tested... Going to release.
Check the OP
I am a little surprised you needed to use properties files for "block3881/block3881a~o", but that's honestly not a problem. As long as it works, sixteen extra text files aren't a problem at all. I had tried that originally (and even made a "/ctm/block3881" folder), but it did nothing. I kind of wish I'd left those properties files in the release build, because I could have saved you trouble. Whoops.
I can't wait to check this out, so when I'm able to, I'll have to download the modified mod jar, and see your handiwork. Though, it'll be a few hours, since I'm working right now, and can only really "goof around" checking "correspondences". >_>
Thank you, very much, for getting this to work so brilliantly! I'm going to have to do everything I can in my power, to eventually repay you! You rock!
The CTM Glass now appears the right color, and opacity
Now I need to work on the missing edge tiles...
Currently, if you use the CTM renderer with any render pack, the glass appears razor sharp, with no "edge"
This is a bug, and I intend there to be edges just like a glass pane: Pics incoming, along with a release
When the CTM renderer is used, the panes are connected (like they should be), but the edge is missing...
It's simply not rendering it at the moment... I'll have to add it back in.
What it should look like:
This was taken by using the other renderer within the mod
But, it works!
So I updated to 1.6.4.102
Check the OP for an updated release
Both renders should be complete... I can't think of any other issues... sorry for the rapid updates over the past couple of days.
Expect one more update at the end of this week, once the connected colored glass textures are finished...
If you happen to load the current patch, and use the default CTM textures crammed in there, you'll get a mix of finished and semi-finished.
It will be complete soon!
Big shout out to xXTerra_BranfordXx for working on those awesome textures!
It even includes colored glass!
That's actually good to know! I'm very impressed with how far Minecraft has come. I intend however, to keep this mod alive. Colored Sand has some applications, and I believe Mojang isn't planning on releasing colored panes, leaving my mod with a couple of voids to fill. (I'll be sure to keep old versions of the mod alive as well)
In addition, there are connected textures that I can still support, and finally, I still have intentions on having this mod do some CRAZY stuff with colored light!
Here's to the future!
EDIT I guess that was a bit rude of me, What other kind of additions to the mod are there?
Mojang didn't quite announce colored sand. (However, I expect them to produce more colored sand soon)
Mojang doesn't support connected textures for colored glass/panes
I plan on writing support for colored glass and colored light. Once I get that functional, this mod would use the colored light API that I'm writing and use it to produce a sweet light filtering effect!
At its worst, this mod could be replaced completely by Minecraft, but the connected textures would only remain in my mod. I would write the new versions accordingly to use Minecraft's new glass and resources and hopefully add to it later once my lighting API is distributable.
So yes. Large portions of this mod may disappear and become incorporated into Minecraft, but there are still some things to add and improve.
I just finished the CTM tiles for connected textures, and they release a snapshot with their own "Stained Glass". Man... the irony is... irritating.
But, that said (and as CptSpaceToaster pointed out), the "official" coloured glass doesn't feature connected textures, and given how long it could be, until 1.7.x releases, at least there's still a nice Coloured Glass mod for 1.6.4 players to use.
(Though, now I have to update my own Resource Pack to reflect the naming conventions for the official blocks, and directory structure... urgh... my work is never done...).
Let me rename stuff.
I have the power of scripting on my side!
And now, I'm off for the night. Don't forget to check your private messages (if you haven't already)... I've linked you to the new texture pack.
Ooops... try them now!
Did you add the light filtering to the mod?
Anyways, in the snapshot stained glass and stained glass panes were added, though don't change the colours of light and instead of dying sand you make them the same way you make stained hardened clay but with glass, but the glass panes are made the same way.