For instance, if Kahr made & added a new feature to MCPatcher that is called "Connect Block Models" (or CBM for short)
Kahr, I am wondering if a feature like the "Connect Block Models" is possible? It would basically be like CTM, but for the new custom models feature in vanilla Minecraft.
Block Models would change based on the blocks, tiles, &/or models, that's around it. This seems it would be a hard task to create, both for you & resource pack artist.
While I would like to see something like this in MCPatcher, I was wandering if such a feature could be possible? I'm not asking for you to create it, but if a feature like what I described above is possible?
Speaking of 3D Block Models & CTM, I have found a possible way to create a Fixed-method CTM Block.
It would basically be the same as creating 6 different textures for all 6 faces of a block & creating .properties files for all the textures just for 1 block.
I found out how to change all 6 faces of a block, with each face having a different texture, by only using 1 texture.
It would require that you create a .json file for the block that you want to texture, & either by hand or using BDCraft's new Cubik program, create a UV map for all the faces of the block.
It would work something like this:
The first way would be something like this:
Layout 1 would work if Minecraft can allow block textures to be 48x48(for a 16x16 block), whether or not it does already, I don't know nor have I tested it.
The second way would be something like this:
Layout 2 will work because Minecraft already accepts 64x64 texture sizes(for a 16x16 block).
Note: A, B, C, D, E, & F are the different sides of the block.
You just use the 1 texture file that has all the face textures & create a UV map so you can tell Minecraft to use a certain part of the image for a certain side of the block. (Example: Have Minecraft use the A box for the North side of a block).
So basically, you can have 1 texture file that has all 6 sides of a block & 1 .json model file for the block, instead of 6 texture files & 6 .properties files for the block.
Here's my properties file, and the files within the folder:
~image snip~
It should be working, I do not know why it's not working. I'll try & see what I can do, & see if I can come out with anything.
Edit: I think found a bug by using the new launcher(4.3.2), it does some weird stuff with "matchTiles=" rules for some reason(tested with 1.7.2 & 1.7.5), but the old launcher(4.3.1_01) doesn't(tested with 1.7.2).
Ex.: Beacons(their center texture) don't work, End portal frames don't connect unless they are exactly the same(they only connect if they are placed facing the same direction & whether or not they have a eye of ender in them or not). If you use the "matchTiles=" rule or name the .properties file the name of the texture you want to change (ex.: endframe_side.properties) it will some times work, but other times not.
But still in both versions of the launcher, I wasn't able to get the random Redstone Dust Line Overlay to work
Kahr, I am wondering if a feature like the "Connect Block Models" is possible? It would basically be like CTM, but for the new custom models feature in vanilla Minecraft.
It is possible, and I'd like to do something eventually, but it will have to wait until Mojang stabilizes the the model json format. I know it's frustrating that we have custom models, but the mapping from blocks and metadata values to models is still hardcoded.
Edit: I think found a bug by using the new launcher(4.3.2), it does some weird stuff with "matchTiles=" rules for some reason(tested with 1.7.2 & 1.7.5), but the old launcher(4.3.1_01) doesn't(tested with 1.7.2).
Ex.: Beacons(their center texture) don't work, End portal frames don't connect unless they are exactly the same(they only connect if they are placed facing the same direction & whether or not they have a eye of ender in them or not). If you use the "matchTiles=" rule or name the .properties file the name of the texture you want to change (ex.: endframe_side.properties) it will some times work, but other times not.
It is possible, and I'd like to do something eventually, but it will have to wait until Mojang stabilizes the the model json format. I know it's frustrating that we have custom models, but the mapping from blocks and metadata values to models is still hardcoded.
Could you try these again in 4.3.2_01?
Not sure if it's relevant to what you were replying to (maybe it is, since he was replying to me though), but i've just tried random ctm on redstone again with 4.3.2_01, and it's still not working. However, the issue i mentioned a while back about some of the snapshot blocks not allowing for ctm working off of other ctm outputs seems to have been resolved
I think the custom compass resizes to the size of the normal compass. Just make the vanillaversion bigger
Thanks, that does seem to be the case. The feature still seems a bit too finicky though, so I just made a new compass by hand. Looks better than having mcpatcher compress it as much as it apparently does.
Glad Khar was able to update us for the newest snapshot, was missing my CTM, etc
It is possible, and I'd like to do something eventually, but it will have to wait until Mojang stabilizes the the model json format. I know it's frustrating that we have custom models, but the mapping from blocks and metadata values to models is still hardcoded.
That would great to see. I know obviously we would have to wait for Mojang to make a final version of the model json format, but still can't wait to see that.
Thanks, that does seem to be the case. The feature still seems a bit too finicky though, so I just made a new compass by hand. Looks better than having mcpatcher compress it as much as it apparently does.
Glad Khar was able to update us for the newest snapshot, was missing my CTM, etc
You can also do this: Converting your custom dial animation to vanilla format
outputFrames=<number of animation frames>
Put this in your config once & then after it makes it, take it out of your config. More info here
All plants that use the cross pattern display wrong with random textures in 14w11b, works fine in 1.7.5.
Both tested with mcpatcher-4.3.2_01.
Here are two sets is images showing the difference between the versions of the game using mcpatcher.
1.7.5 displays fine
14w11b does not, notice some of the mushrooms are made up of two different textures, same with the ferns and any other block that uses the cross method.
I know it's not what you want. But I do like how the ferns on the last image(the last 14w11b picture) looks with the ferns. I don't know why, but just how the crossing of the ferns with (almost) the same texture & different colors looks cool. I mean I wouldn't want to see that all the time or use it if it had that feature, but it looks kinda cool.
All plants that use the cross pattern display wrong with random textures in 14w11b, works fine in 1.7.5.
An accidental feature it seems. Prior to 1.8, "crossed squares" blocks didn't have faces, so both parts always got the same texture. Now in tallgrass.json, they have n, s, e, w faces, so ctm assigns different random textures to them.
Just add this to each properties file to force all faces to use the same texture:
Wow, this makes me so happy! Seriously, is it just me, or doe Minecraft start up way faster with MCpatcher?
I gotta say, though, I made a custom model to make glass not have backface culling in default. With MCpatcher trying to do the same thing, it makes modern art:
With MCpatcher no longer doing it (taking renderpass away, letting vanilla try to do it), the back faces appear, but incorrectly (rotated/flipped). Could you make it so that renderpass completely overrides the vanilla twoSided option, or even the ability to disable a model altogether?
I'd like to have visible backfaces in default AND backfaced CTM with MCpatcher, but they are currently incompatible.
For model features, could you make ladders and sugarcane honor "inventoryRender3D": true ? (possibly also switches, torches, and doors?)
Also: Glad to see you fixed the custom colors issue I brought up a while ago with the inventory!
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Kahr, sorry to be a bother, but I'm still having problems with my random ctm'd grass sides not showing up when using the latest mcpatcher-4.3.2_01. Specifically when used with MC ver 1.7.5. Haven't tested it yet for the 1.8 snapshots.
It wouldn't normally bother me if it works for 1.8, but as that's probably only coming in May, in the interim I might be updating my pack with a host of new textures, one of which is a load of new random side grass overlays. Everything works fine using my old profiles for 1.7.4 and 1.8 snapshots using mcpatcher-4.3.1_01 so, as last time I mentioned this, I don't think I have an issue with my textures or .properties.
I upaded my world to the new mcpatcher and received the following error message:
---- Minecraft Crash Report ----
Time: 3/24/14 8:18 AM
Description: Tesselating block in world
java.lang.NullPointerException: Tesselating block in world
at com.prupe.mcpatcher.mal.biome.BiomeAPI$V3.getBiomeGenAt_Impl(BiomeAPI.java:229)
at com.prupe.mcpatcher.mal.biome.BiomeAPI.getBiomeGenAt(BiomeAPI.java:104)
at com.prupe.mcpatcher.mal.biome.BiomeAPI.getBiomeIDAt(BiomeAPI.java:96)
at com.prupe.mcpatcher.ctm.TileOverride.getTileWorld(TileOverride.java:467)
at com.prupe.mcpatcher.ctm.TileOverrideIterator$IJK.getTile(TileOverrideIterator.java:138)
at com.prupe.mcpatcher.ctm.TileOverrideIterator.go(TileOverrideIterator.java:111)
at com.prupe.mcpatcher.ctm.CTMUtils.getBlockIcon(CTMUtils.java:106)
at btf.a(SourceFile:1008)
at btf.a(SourceFile:750)
at btf.b(SourceFile:357)
at btf.a(SourceFile:221)
at bsw.b(SourceFile:922)
at brx.a(SourceFile:163)
at bsj.a(SourceFile:1437)
at bsc.a(SourceFile:1097)
at bsc.b(SourceFile:937)
at beo.ai(SourceFile:828)
at beo.f(SourceFile:755)
at net.minecraft.client.main.Main.main(SourceFile:121)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.prupe.mcpatcher.mal.biome.BiomeAPI$V3.getBiomeGenAt_Impl(BiomeAPI.java:229)
at com.prupe.mcpatcher.mal.biome.BiomeAPI.getBiomeGenAt(BiomeAPI.java:104)
at com.prupe.mcpatcher.mal.biome.BiomeAPI.getBiomeIDAt(BiomeAPI.java:96)
at com.prupe.mcpatcher.ctm.TileOverride.getTileWorld(TileOverride.java:467)
at com.prupe.mcpatcher.ctm.TileOverrideIterator$IJK.getTile(TileOverrideIterator.java:138)
at com.prupe.mcpatcher.ctm.TileOverrideIterator.go(TileOverrideIterator.java:111)
at com.prupe.mcpatcher.ctm.CTMUtils.getBlockIcon(CTMUtils.java:106)
at btf.a(SourceFile:1008)
at btf.a(SourceFile:750)
at btf.b(SourceFile:357)
at btf.a(SourceFile:221)
-- Block being tesselated --
Details:
Block type: ID #7 (tile.bedrock // amh)
Block data value: 0 / 0x0 / 0b0000
Block location: World: (18896,0,24256), Chunk: (at 0,0,0 in 1181,1516; contains blocks 18896,0,24256 to 18911,255,24271), Region: (36,47; contains chunks 1152,1504 to 1183,1535, blocks 18432,0,24064 to 18943,255,24575)
Stacktrace:
at bsw.b(SourceFile:922)
at brx.a(SourceFile:163)
-- Chunk being rebuilt --
Details:
Renderchunk location: 18896, 0, 24256
Stacktrace:
at bsj.a(SourceFile:1437)
at bsc.a(SourceFile:1097)
-- System Details --
Details:
Minecraft Version: 14w10c
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_51, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 618948880 bytes (590 MB) / 967311360 bytes (922 MB) up to 5726797824 bytes (5461 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx6G
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
Launched Version: 14w10c-mcpatcher
LWJGL: 2.9.1
OpenGL: GeForce GTX 580/PCIe/SSE2 GL version 4.4.0, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Packs: [Soartex_Fanver.zip]
Current Language: English (US)
Profiler Position: N/A (disabled)
Anisotropic Filtering: Off (1)
No problem but I think you misunderstood me, I was confirming the bug in mcpatcher also effects my vertical reeds ctm, I thought I would post the images and properties files just in case I was wrong but the reeds used to work fine in the older release of mcpatcher.
Ok, your guys .properties files look fine, & I tested it too (with LatexCraft's code) & it didn't work for me too.
I also found a bug with comparators.
It applys the textures tiles to the where the 2 torches (on the back of the comparator) are at. It also doesn't update the textures when it changes from unpowered to powered & vice versa. But the base texture (the one I was trying to change) does work as intended & the front torch on the comparator isn't affected.
Also with the Horizontal rule & Vertical rule CTM the texture is applyed to the top layer & bottom layer(the tops & bottoms of the blocks). Which it shouldn't do.
For instance, before I had my bookshelf.properties file look like this.
tiles=0-3
connect=tile
#the connect rule doesn't matter, it's just how I had it in my .properties file
metadata=0
#metadata doesn't matter either, it's just how I had it in my .properties file
method=Vertical
matchTiles=sandstone_normal
#minecraft:sandstone
If it means anything, the Horizontal Rule is applied to the top & bottom layers & connects it going east & west, while the Vertical Rule is applied to the top & bottom layers & connects it going North & South.
Also I think Biome-based or the matchTiles rules are acting weird, because my beacon textures(the center part of the beacons) & my fire won't work with I go into the Nether (beacon won't work in the Sky biome either), were their textures are suppose to change, but my Nether Portal textures are working though. I don't know why.
Here is my codes for my fire:
(Yes, I know "matchBlocks=" is suppose to be "matchBlocks=" but I left it, because MCPatcher should use that line, because it doesn't recognize that rule).
Here is my codes for my beacon:
/ctm/beacon/beacon.properties
matchTiles=beacon
method=fixed
faces=all
tiles=2
#minecraft:beacon
(now this file isn't used because I commented all the lines making MCPatcher use the beacon texture from /minecraft/texture/block/beacon.png)
/ctm/beacon/beaconHell
matchTiles=beacon
method=random
faces=all
symmetry=all
tiles=1 4
biomes=Hell
#minecraft:beacon
/ctm/beacon/beaconSky.properties
matchTiles=beacon
method=fixed
symmetry=all
faces=all
tiles=5
biomes=Sky
#minecraft:beacon
Here is my codes for my Nether Portals:
/ctm/Portal/block90.properties
method=fixed
biomes=Hell
tiles=netherportal
matchTiles=portal
#matchTiles isn't really needed as the block90 is the .properties file name, so without the matchTiles rule specified, MCPatcher will automatically use it for any block with an ID of 90, which is a Nether Portal block
#minecraft:portal
/ctm/Portal/block90a.properties
method=fixed
tiles=overworldportal
#minecraft:portal
I wander what Kahr will have to do with this: Dinnerbone's Tweet
It will be a pain for map makers who have lots of command blocks that they have to convert. I wander how block states will work too. Right now in 14w11b, block states only exist for redstone & doors. I'm currently not clear how block states work exactly. This will be a fun thing to learn. I can't wait to see though how MCPatcher will benefit(or not benefit) from the official Minecraft Modding API when it's done.
Kahr, I am wondering if a feature like the "Connect Block Models" is possible? It would basically be like CTM, but for the new custom models feature in vanilla Minecraft.
Block Models would change based on the blocks, tiles, &/or models, that's around it. This seems it would be a hard task to create, both for you & resource pack artist.
While I would like to see something like this in MCPatcher, I was wandering if such a feature could be possible? I'm not asking for you to create it, but if a feature like what I described above is possible?
Speaking of 3D Block Models & CTM, I have found a possible way to create a Fixed-method CTM Block.
It would basically be the same as creating 6 different textures for all 6 faces of a block & creating .properties files for all the textures just for 1 block.
I found out how to change all 6 faces of a block, with each face having a different texture, by only using 1 texture.
It would require that you create a .json file for the block that you want to texture, & either by hand or using BDCraft's new Cubik program, create a UV map for all the faces of the block.
It would work something like this:
The first way would be something like this:
Layout 1 would work if Minecraft can allow block textures to be 48x48(for a 16x16 block), whether or not it does already, I don't know nor have I tested it.
The second way would be something like this:
Layout 2 will work because Minecraft already accepts 64x64 texture sizes(for a 16x16 block).
Note: A, B, C, D, E, & F are the different sides of the block.
So basically, you can have 1 texture file that has all 6 sides of a block & 1 .json model file for the block, instead of 6 texture files & 6 .properties files for the block.
It should be working, I do not know why it's not working. I'll try & see what I can do, & see if I can come out with anything.
Edit: I think found a bug by using the new launcher(4.3.2), it does some weird stuff with "matchTiles=" rules for some reason(tested with 1.7.2 & 1.7.5), but the old launcher(4.3.1_01) doesn't(tested with 1.7.2).
Ex.: Beacons(their center texture) don't work, End portal frames don't connect unless they are exactly the same(they only connect if they are placed facing the same direction & whether or not they have a eye of ender in them or not). If you use the "matchTiles=" rule or name the .properties file the name of the texture you want to change (ex.: endframe_side.properties) it will some times work, but other times not.
But still in both versions of the launcher, I wasn't able to get the random Redstone Dust Line Overlay to work
Also, these are the default colors for Endermite spawn eggs:
It is possible, and I'd like to do something eventually, but it will have to wait until Mojang stabilizes the the model json format. I know it's frustrating that we have custom models, but the mapping from blocks and metadata values to models is still hardcoded.
Could you try these again in 4.3.2_01?
Not sure if it's relevant to what you were replying to (maybe it is, since he was replying to me though), but i've just tried random ctm on redstone again with 4.3.2_01, and it's still not working. However, the issue i mentioned a while back about some of the snapshot blocks not allowing for ctm working off of other ctm outputs seems to have been resolved
Thanks, that does seem to be the case. The feature still seems a bit too finicky though, so I just made a new compass by hand. Looks better than having mcpatcher compress it as much as it apparently does.
Glad Khar was able to update us for the newest snapshot, was missing my CTM, etc
That would great to see. I know obviously we would have to wait for Mojang to make a final version of the model json format, but still can't wait to see that.
I have tried & they work, like 13th said, Redstone overlay doesnt work, but still everything else I was having problems in are fixed. Thanks!!!
You can also do this:
Converting your custom dial animation to vanilla format
Put this in your config once & then after it makes it, take it out of your config.
More info here
Yeah I did that as well, unfortunately it yields the same compressed image. There may be settings that reduce the problem, but I'm not sure.
Both tested with mcpatcher-4.3.2_01.
Here are two sets is images showing the difference between the versions of the game using mcpatcher.
1.7.5 displays fine
14w11b does not, notice some of the mushrooms are made up of two different textures, same with the ferns and any other block that uses the cross method.
https://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Minecraft
Oh ok, I didn't know, & yes there MAY be a setting that will fix the problem, but I don't know for sure.
I know it's not what you want. But I do like how the ferns on the last image(the last 14w11b picture) looks with the ferns. I don't know why, but just how the crossing of the ferns with (almost) the same texture & different colors looks cool. I mean I wouldn't want to see that all the time or use it if it had that feature, but it looks kinda cool.
It's definitely working here. Are you sure you're running the patched version? It should be called 1.6.4-Forge9.11.1.965-mcpatcher.
An accidental feature it seems. Prior to 1.8, "crossed squares" blocks didn't have faces, so both parts always got the same texture. Now in tallgrass.json, they have n, s, e, w faces, so ctm assigns different random textures to them.
Just add this to each properties file to force all faces to use the same texture:
Wow, this makes me so happy! Seriously, is it just me, or doe Minecraft start up way faster with MCpatcher?
I gotta say, though, I made a custom model to make glass not have backface culling in default. With MCpatcher trying to do the same thing, it makes modern art:
With MCpatcher no longer doing it (taking renderpass away, letting vanilla try to do it), the back faces appear, but incorrectly (rotated/flipped). Could you make it so that renderpass completely overrides the vanilla twoSided option, or even the ability to disable a model altogether?
I'd like to have visible backfaces in default AND backfaced CTM with MCpatcher, but they are currently incompatible.
For model features, could you make ladders and sugarcane honor "inventoryRender3D": true ? (possibly also switches, torches, and doors?)
Also: Glad to see you fixed the custom colors issue I brought up a while ago with the inventory!
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
It wouldn't normally bother me if it works for 1.8, but as that's probably only coming in May, in the interim I might be updating my pack with a host of new textures, one of which is a load of new random side grass overlays. Everything works fine using my old profiles for 1.7.4 and 1.8 snapshots using mcpatcher-4.3.1_01 so, as last time I mentioned this, I don't think I have an issue with my textures or .properties.
As ever, very grateful for your work.
Time: 3/24/14 8:18 AM
Description: Tesselating block in world
java.lang.NullPointerException: Tesselating block in world
at com.prupe.mcpatcher.mal.biome.BiomeAPI$V3.getBiomeGenAt_Impl(BiomeAPI.java:229)
at com.prupe.mcpatcher.mal.biome.BiomeAPI.getBiomeGenAt(BiomeAPI.java:104)
at com.prupe.mcpatcher.mal.biome.BiomeAPI.getBiomeIDAt(BiomeAPI.java:96)
at com.prupe.mcpatcher.ctm.TileOverride.getTileWorld(TileOverride.java:467)
at com.prupe.mcpatcher.ctm.TileOverrideIterator$IJK.getTile(TileOverrideIterator.java:138)
at com.prupe.mcpatcher.ctm.TileOverrideIterator.go(TileOverrideIterator.java:111)
at com.prupe.mcpatcher.ctm.CTMUtils.getBlockIcon(CTMUtils.java:106)
at btf.a(SourceFile:1008)
at btf.a(SourceFile:750)
at btf.b(SourceFile:357)
at btf.a(SourceFile:221)
at bsw.b(SourceFile:922)
at brx.a(SourceFile:163)
at bsj.a(SourceFile:1437)
at bsc.a(SourceFile:1097)
at bsc.b(SourceFile:937)
at beo.ai(SourceFile:828)
at beo.f(SourceFile:755)
at net.minecraft.client.main.Main.main(SourceFile:121)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.prupe.mcpatcher.mal.biome.BiomeAPI$V3.getBiomeGenAt_Impl(BiomeAPI.java:229)
at com.prupe.mcpatcher.mal.biome.BiomeAPI.getBiomeGenAt(BiomeAPI.java:104)
at com.prupe.mcpatcher.mal.biome.BiomeAPI.getBiomeIDAt(BiomeAPI.java:96)
at com.prupe.mcpatcher.ctm.TileOverride.getTileWorld(TileOverride.java:467)
at com.prupe.mcpatcher.ctm.TileOverrideIterator$IJK.getTile(TileOverrideIterator.java:138)
at com.prupe.mcpatcher.ctm.TileOverrideIterator.go(TileOverrideIterator.java:111)
at com.prupe.mcpatcher.ctm.CTMUtils.getBlockIcon(CTMUtils.java:106)
at btf.a(SourceFile:1008)
at btf.a(SourceFile:750)
at btf.b(SourceFile:357)
at btf.a(SourceFile:221)
-- Block being tesselated --
Details:
Block type: ID #7 (tile.bedrock // amh)
Block data value: 0 / 0x0 / 0b0000
Block location: World: (18896,0,24256), Chunk: (at 0,0,0 in 1181,1516; contains blocks 18896,0,24256 to 18911,255,24271), Region: (36,47; contains chunks 1152,1504 to 1183,1535, blocks 18432,0,24064 to 18943,255,24575)
Stacktrace:
at bsw.b(SourceFile:922)
at brx.a(SourceFile:163)
-- Chunk being rebuilt --
Details:
Renderchunk location: 18896, 0, 24256
Stacktrace:
at bsj.a(SourceFile:1437)
at bsc.a(SourceFile:1097)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [brs['Mensh1800'/138, l='MpServer', x=18873.61, y=75.86, z=24172.20]]
Chunk stats: MultiplayerChunkCache: 441, 441
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: -62.00,64.00,309.00 - World: (-62,64,309), Chunk: (at 2,4,5 in -4,19; contains blocks -64,0,304 to -49,255,319), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 47184575 game time, 4448035 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 228 total; [brs['Mensh1800'/138, l='MpServer', x=18873.61, y=75.86, z=24172.20], zf['container.minecart'/204, l='MpServer', x=18794.50, y=24.50, z=24198.50], yf['Sheep'/206, l='MpServer', x=18795.66, y=69.00, z=24216.47], yf['Sheep'/202, l='MpServer', x=18800.94, y=63.00, z=24150.03], yf['Sheep'/220, l='MpServer', x=18808.91, y=68.00, z=24215.34], yf['Sheep'/221, l='MpServer', x=18802.25, y=64.00, z=24211.56], ye['Pig'/222, l='MpServer', x=18802.03, y=71.00, z=24239.94], zf['container.minecart'/216, l='MpServer', x=18803.50, y=26.50, z=24190.50], yf['Sheep'/217, l='MpServer', x=18802.31, y=68.00, z=24201.44], yf['Sheep'/218, l='MpServer', x=18809.31, y=68.00, z=24208.13], yf['Sheep'/219, l='MpServer', x=18814.16, y=72.00, z=24216.78], yi['Squid'/214, l='MpServer', x=18812.50, y=62.25, z=24129.31], yi['Squid'/215, l='MpServer', x=18810.22, y=61.94, z=24124.84], ye['Pig'/208, l='MpServer', x=18799.66, y=68.00, z=24226.50], zf['container.minecart'/210, l='MpServer', 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z=24162.31], xu['Bat'/361, l='MpServer', x=18922.81, y=29.32, z=24155.63], yf['Sheep'/362, l='MpServer', x=18922.44, y=66.00, z=24203.34], yf['Sheep'/363, l='MpServer', x=18927.75, y=75.00, z=24222.53], ul['Painting'/321, l='MpServer', x=18886.50, y=76.50, z=24226.03], ul['Painting'/320, l='MpServer', x=18885.50, y=76.50, z=24226.03], ul['Painting'/323, l='MpServer', x=18886.97, y=75.50, z=24227.50], ul['Painting'/322, l='MpServer', x=18886.97, y=75.50, z=24229.00], ul['Painting'/325, l='MpServer', x=18882.50, y=75.50, z=24226.03], ul['Painting'/329, l='MpServer', x=18882.03, y=75.50, z=24228.50], ul['Painting'/328, l='MpServer', x=18882.03, y=76.00, z=24227.50], ul['Painting'/331, l='MpServer', x=18886.97, y=76.50, z=24228.50], ul['Painting'/330, l='MpServer', x=18882.03, y=76.50, z=24228.50], ul['Painting'/333, l='MpServer', x=18886.97, y=76.50, z=24229.50], ul['Painting'/332, l='MpServer', x=18886.97, y=76.50, z=24227.50], ul['Painting'/335, l='MpServer', x=18889.00, y=80.50, 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y=71.50, z=24226.03], ul['Painting'/309, l='MpServer', x=18890.50, y=75.50, z=24226.03], ul['Painting'/306, l='MpServer', x=18888.03, y=71.50, z=24228.00], ul['Painting'/307, l='MpServer', x=18890.00, y=76.00, z=24224.97], ul['Painting'/304, l='MpServer', x=18891.00, y=71.50, z=24224.97], ul['Painting'/313, l='MpServer', x=18884.50, y=71.50, z=24224.97], ul['Painting'/310, l='MpServer', x=18890.50, y=76.50, z=24226.03], ul['Painting'/311, l='MpServer', x=18884.00, y=66.00, z=24224.97], ul['Painting'/308, l='MpServer', x=18888.03, y=76.00, z=24228.00], ul['Painting'/317, l='MpServer', x=18886.97, y=71.00, z=24228.00], ul['Painting'/314, l='MpServer', x=18886.50, y=71.50, z=24224.97], ul['Painting'/315, l='MpServer', x=18882.50, y=71.50, z=24224.97], ul['Painting'/312, l='MpServer', x=18886.97, y=66.00, z=24224.00], ul['Painting'/326, l='MpServer', x=18882.50, y=76.50, z=24226.03], ul['Painting'/327, l='MpServer', x=18886.50, y=75.50, z=24226.03], ul['Painting'/324, l='MpServer', x=18884.50, y=76.50, z=24226.03], ul['Painting'/346, l='MpServer', x=18886.97, y=81.50, z=24229.50], ul['Painting'/345, l='MpServer', x=18886.97, y=81.50, z=24227.50], ul['Painting'/344, l='MpServer', x=18886.50, y=81.50, z=24226.03]]
Retry entities: 0 total; []
Server brand: vanilla
Server type: Integrated singleplayer server
Stacktrace:
at bpo.a(SourceFile:308)
at beo.b(SourceFile:2069)
at beo.f(SourceFile:764)
at net.minecraft.client.main.Main.main(SourceFile:121)
-- System Details --
Details:
Minecraft Version: 14w10c
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_51, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 618948880 bytes (590 MB) / 967311360 bytes (922 MB) up to 5726797824 bytes (5461 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx6G
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
Launched Version: 14w10c-mcpatcher
LWJGL: 2.9.1
OpenGL: GeForce GTX 580/PCIe/SSE2 GL version 4.4.0, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Packs: [Soartex_Fanver.zip]
Current Language: English (US)
Profiler Position: N/A (disabled)
Anisotropic Filtering: Off (1)
Any help would be appreciated. Thanks.
Can you post your .properties files for all the blocks you are having problems with?
I noticed this yesterday with reeds when updating all my CTM to the new name format (from the Block ID's format).
Reeds don't work correctly but cactus works fine, both use the four images vertical method.
reeds.properties
0.png 1.png 2.png 3.png
If you stack three reeds you get image 3.png stacked three times and yes reeds next to each other change too, used to work fine in 1.7.4.
https://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Minecraft
Sorry I couldn't help more.
https://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Minecraft
Ok, your guys .properties files look fine, & I tested it too (with LatexCraft's code) & it didn't work for me too.
I also found a bug with comparators.
It applys the textures tiles to the where the 2 torches (on the back of the comparator) are at. It also doesn't update the textures when it changes from unpowered to powered & vice versa. But the base texture (the one I was trying to change) does work as intended & the front torch on the comparator isn't affected.
Also with the Horizontal rule & Vertical rule CTM the texture is applyed to the top layer & bottom layer(the tops & bottoms of the blocks). Which it shouldn't do.
For instance, before I had my bookshelf.properties file look like this.
To fix it, I just added:
That was a Horizontal Rule example, here is a Vertical Rule example:
To fix though, you can do this:
If it means anything, the Horizontal Rule is applied to the top & bottom layers & connects it going east & west, while the Vertical Rule is applied to the top & bottom layers & connects it going North & South.
Also I think Biome-based or the matchTiles rules are acting weird, because my beacon textures(the center part of the beacons) & my fire won't work with I go into the Nether (beacon won't work in the Sky biome either), were their textures are suppose to change, but my Nether Portal textures are working though. I don't know why.
Here is my codes for my fire:
(Yes, I know "matchBlocks=" is suppose to be "matchBlocks=" but I left it, because MCPatcher should use that line, because it doesn't recognize that rule).
Here is my codes for my beacon:
Here is my codes for my Nether Portals:
In the area that says
Downloads:
Dinnerbone's Tweet
It will be a pain for map makers who have lots of command blocks that they have to convert. I wander how block states will work too. Right now in 14w11b, block states only exist for redstone & doors. I'm currently not clear how block states work exactly. This will be a fun thing to learn. I can't wait to see though how MCPatcher will benefit(or not benefit) from the official Minecraft Modding API when it's done.