The Meaning of Life, the Universe, and Everything.
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Serious question, and I'm sure it's been asked elsewhere in this 550+ page thread, so apologies in advanced.
If MCPatcher has been able to incorporate textures and animation above 16x for years now, and Mojang is fully aware of this, why hasn't this code adjustment been worked into a version years ago? Is this a political push back against modifying the game? If so, why then include a resource pack function? I'm not trying to start a "***** fest", just to understand. Is it technical or political?
If MCPatcher has been able to incorporate textures and animation above 16x for years now, and Mojang is fully aware of this, why hasn't this code adjustment been worked into a version years ago?
Default, unmodified minecraft has been able to use HD textures and animation for at least a couple years now.
Default, unmodified minecraft has been able to use HD textures and animation for at least a couple years now.
Now, I could be incorrect in saying this, but from my understanding and knowledge eleazzaar is correct in saying minecraft can support HD textures and has been for years. McPatcher just improves and adds to this support to make it even better with things like better glass, better grass, connected textures and many other resource pack functions that the original game just doesn't do.
Hi, I'm having some issues with McPatcher. I don't know if i'm just not doing something correctly, or what, but here's my issue. First of all, every time I try to switch resource packs, my game crashes with this error: http://pastebin.com/7zqjiaMR
Second of all, the resource pack I'm using requires MCPatcher to fix some textures such as the birch wood and the transparency of regular glass and glass on doors. It doesn't matter how many times I patch, it doesn't fix the issue with the texture pack. What do I need to do?
I'm using 1.7.10.
EDIT: Nevermind. Made the mistake of using optifine with mcpatcher. It's fixed.
-snipaphrase-If Minecraft has been able to incorporate textures and animation above 16x for years now why is MCpatcher still needed? Is it technical or political? -snipaphrase-
It is a technical reason why it is needed, for a few reasons. TL;DR is "Mojang adds features, just not for the people that use the features"
HD textures are supported, but this is basic functionality, and if there are any issues related to HD compatibility, it seems Mojang claim it is not supported. See Grum's comment on MC-63485. Although this may just be Grum with this sort of attitude (He wasn't aware zombies and skeletons had hat layers, and then said if they do it wasn't intended, despite this functionality being added before he worked at Mojang).
Animations were added, but only on blocks and items. MCpatcher allows you to add animations to ANYTHING, and rather than animating the entire thing, you can animate a small patch that is placed on top of something else, which is not only easier, adds more options with timing and such.
Random mobs and classic/h+v/repeat CTM are not in vanilla. MCpatcher adds this.
Random textures are in vanilla as of 1.8, however, through an extremely complex and technical model system. Basic random textures on a set of faces and even randomly rotated textures(models, really) are possible in vanilla, but if you want all 6 faces to use a random textures, it gets exponentially more complex the more texture options you have. MCpatcher uses an "abstracted" system, meaning if you're using 2 texture options or 100, it's just as easy to set it to make each face random rather than each block.
Another reason is that the devs don't want to give us ANY control over how things are rendered, even something as simple as removing backface culling from glass, which will allow you to see the other side of glass (which allows you to know where it actually is, especially with large structures). Even when it comes to SAPLINGS, I got told by Grum I should be using an inverted cube, which I AM, and which causes Z-fighting when held in 3rd person, because it doesn't do backface culling even though the world, inventory, and 1st person views do. And then there's MCpatcher: which allows you to change if a block has backface culling or not (directly!), and which allows you to make blocks partially transparent which vanilla does not allow. Like partially transparent glass? Vanilla for some reason does not allow it.... but if rendering issues are gone/reduced, why can't regular glass have it? You know, the thing that generates in villages, the thing most people use? No, stained glass existing does not excuse regular glass being forced to be simple and ugly.
MCpatcher also allows changing individual textures for things that are hardcoded in vanilla, such as potions and mob spawn eggs (I for one made certain mob eggs use icons of mobs they spawn). Yes, both are still hardcoded in 1.8.
MCpatcher also has a more sane method of biome coloring, because Mojang doesn't seem to understand that humans make resource packs, not automated programs that de-obfuscate the JAR and analyze the game code to determine which specific points on the biome color map act as start and stop points for specific biomes, and what sections in a tilted line correlate to which height, and exactly how it decides to do variation based on the some 3-pixel wide line. TL;DR on this point, most artists who modify the vanilla biome colormap probably just paint something in and hope it looks good, or need to use Misa's guide (and still do something easier), rather than making it exactly how they'd like.
Also on biome coloring, MCpatcher allows you to add a color map to ANY block. Mojang decided some things like spruce or birch should use hardcoded colors, or that some biomes should use the color map but add a tint to it, while MCpatcher not only allows you to make a color map for spruce/birch, you could add a color map for STONE if you wanted to.
MCpatcher also allows to to use CTM based on biome or height if you wish. You could make grass appear different in the extreme hills biome, or a random sand texture in the desert biome, or foggy glass in the cold taiga biome, or stone when close to the void, etc etc.
MCpatcher also allows us to still edit the Mojang logo at the start of the game, while Mojang decided "yeah, you've been able to change that for the entirety of the game that supported packs, but we should remove that ability now, because why would people want to improve it or make it in a different style?"....
I think it could also be summarized as "Mojang devs don't even try to see things from our perspective". Apparently even asking for the ability to make glass look better or skeleton skull blocks render like they actually do on skeletons (OR EVEN THE ZOMBIE HEAD BLOCK!) is unreasonable. Many of the basic things that we've been asking for have only been granted in 1.8 because it aligned with the goals to progress to the plugin-API, a long-promised tool to the mod community.
So yeah, MCpatcher still exists because it still has a reason to exist. Kahr alone (I assume, at least) has granted many of the things that the resource packing community wants, things that Mojang has been unable/uncaring to grant. As long as that holds true, MCpatcher (and likely more projects!) will likely continue to exist, even if on the surface it seems like they're outmoded. (if the plugin API doesn't do much, Forge will likely still exist)
EDIT: After reading SRD's comment..... that is a good point, why DIDN'T they hire Kahr? I mean, they contracted Mog to fix a bug with LWJGL and he blasted the community there..... and they STILL hired him.... and he's still a loose cannon. Now I'm not sure if Kahr has any experience with LWJGL, but all of the stuff he has done with MCpatcher with de-obfuscated (in other words, not source) code, or sometimes even updating to OBFUSCATED code is impressive, IMO. I'm sure, based on what he's done, he at least knows a thing or two about rendering, if not more since he does stuff with lightmaps and RENDER PASSES.
If you see this Kahr: Do you know your way around LWJGL? Do you think you could have implemented GLSL shaders into Minecraft to a more complete and fuctional extent than Mog has? (which is basically just modifying screen output and nothing more, no "acid-world" type stuff)
My memory is a bit fuzzy on this, did they offer to hire you? Or did they ask to implement MCpatcher, or to buy it?
As for "suggestions" of what to do for updating, couldn't you tie in CTM ideals into the model system? In other words:
1. .properties files stay the same. You add a new "tool" that analyzes them, and creates model files and blockstates for them. This is most useful for those that want to make a large pool of random textures that have the possibility of being individually random for each face. I suppose you could build this into the game itself, OR possibly as a patcher tool (although that would likely create tons of model possibilities inside packs)
2. port repeat CTM to the model system. I'm not exactly sure how the random system works (is it a set seed based on options, or does it store in block data somehow?), could it be exploited by switching out the "random" component and setting it to use models that create the repeat pattern? Like in a top-down sense, it would call models 1a, 2a, 3a, 4a, and 1 block down it would call 1b, 2b, 3b, 4b, etc. etc. Would get more complex the larger the repeat pattern is. But on a fundamental level, a 2x2 repeat pattern, or any size repeat pattern just on the TOP of the blocks shouldn't be too complicated.
3. porting h+v connect and classic CTM would probably be the worst due to need of being dynamic, plus needing a ton of models for different outcomes. I mean, classic, wow, 47 options on EACH SIDE, you would need a model for EVERY outcome. Possibly MILLIONS of models, I suppose it could be less if you factored how each could be rotated instead, and it would probably not be as bad with a dynamic system that not only calculated which models were NEEDED, but could also CREATE those models. A dynamic system would probably be better for #2 anyways, before you implemented innerSeams, I've liked the idea of a dynamic repeat pattern. In other words, it would repeat where it could PERFECTLY repeat, and leave the edge blocks alone. Maybe something more ingenious than that....
Anyways, that's all I got, hoping it's a viable idea, but the only one I'm really iffy on is #3. The first two might be easier to accomplish than porting and patching your old code into 1.8...
"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
Oh my, I've been crying about that for days now as well.. how'd you fix it? I tried following said guide but it made no difference :(.
Thanks!
I could post a guide if it would help people. It's not a complex process, but it does mean knowing a couple things. Here's a point-form guide:
1. Create a rectangle with 1% transparency/alpha (whatever your program calls it, I use Inkscape)
2. Place it under all of your leaf layer, right at the very bottom
Check the color value of the transparent layer/object: Minecraft will increase the alpha to 100% (removing the transparent effect) when graphics are set to "Fast". This means if it's 1% red, it's going to turn out red in Fast graphics and clash with your leaves. Ironic since it's hard to (but not impossible) to change leaf colors in most cases.
The trick is technically clever but unnecessarily complex. I hope this help you. ^^
The Meaning of Life, the Universe, and Everything.
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Playability is a big concern when you use "HD" packs of most kinds. I'm finding vanilla to have a pretty miserable framerate in densely populated areas, which means promotional videos have to wait until Optifine and MCPatcher are updated. Keep up the awesome work on MCPatcher! It's essential!
About Minecraft texture pack and HD Texture pack.
First thing to know
Packs are not more full backward compatible between release since 1.5.2.
Backward compatibility no more garanteed.
Why all these problemes ?
-After 1.5.2 block texture have split into single tiles.
-Mojang has started with renaming the tiles and made lot of error and change between releases.
-Mojang don't gave detailed infos about there change. And if community wasn't there to do there job, we never had HD texture or mods.
-There are 2 teams using enhanced HD options MCpatcher and Optifine. Some artistes make support for both , some only for one. Not evrything is working same way in both team ,
this means things may work or not.
-Last problemes is 3D with Minecraft 1.8 it is not compatible with 3D in snapshot.
-Mohang has starded to use 3D block who makes displaying blocks false and with white spots on some blocks.
-Put Midmap to zero in video option if glass do not display right.
-For info flags are working in HD. I have done it.
Fixing texture pack between release is lot of work, this is why a lot of hd packs not fully HD or blocks are not changed.
Little hint how to update or make new pack.
-Make a copy of minecraft release for which you want and extract the jar of the client.
-Extract a ressource pack who is made for the release you want to make your pack.
Replace ../asset folder with /asset from client jar. You will have an original minecraft 16x16 pack.
-Now copy your own texture over the original texture. All textures who are still 16X16 are the textures you need to update.
-For CTM and enhanced HD just wait until mods are updated... maybe 2015 if Searge is quick to update MCP and not playing other games
For 3D i think its better to make an extra pack , add the texture for your models.
Do not make 3D with all block, it can dramaticaly slow down the game.
You will be able to do lot of this without mod with the the new 3D but not all block have same behaviour.
Transparence and rotation are not possible for all blocks.
You can use more texture or other texture than in pack for the 3D
You can use random textures .
I've been busily working on MCPatcher. Normally I try to have something ready on or soon after Mojang's releases, but this update is particularly difficult. Progress is happening, but I can't make any promises or offer an ETA yet, so please be patient.
Here's the current (Sep 2) status:
Custom animations, font sizing, analog compass/watch - Done.
Random Mobs - Done.
Better Skies - Done.
Custom Colors - Mostly done. A few odds and ends like armor dyes remain. (Someone actually went through the trouble of rewriting that piece of code and still didn't bother to make the RGB values customizable in vanilla.)
CTM - About 40% done. Some basic CTM features can be now done in vanilla with custom models, so I'm still working through what needs to be done here. A lot of special cases I had in place for things like doors, beds, and rotated logs will have to be completely rethought for 1.8.
Side grass texture (Better Grass) - Not started.
Extra render passes (Better Glass) - Not started, may not even be possible anymore.
CIT - Not started.
<snip>
Hi Kahr, hope you're doing well. I was wondering if a partial release is possible, maybe as a beta? With the new resource pack features in vanilla, the only thing my personal RP is missing right now is Better Skies and Random Mobs. The only part of CTM I ever needed was random textures; I personally don't like the look of Better Grass, and never saw a need to support Better Glass or CIT in my pack, so from my perspective you've already completed MCPatcher.
It's been a while, but I want to do a preview release. Trust me when I say it's very incomplete. Major features are still not implemented and what is there has many, many edge cases still to be dealt with. No testing has been done except on my own computer and it may not even work for you. But you can play around with it if you want.
First thing you'll notice is the Mods list is shorter. Custom Textures and Models (CTM, get it?) is intended to cover Connected Textures, Custom Item Textures, and the custom colormaps feature of Custom Colors. All of those things depend (or will depend in the case of CIT which isn't working yet) heavily on Mojang's model system in 1.8 so it was easier for me to combine them. I may break the features up again later, but for now this is what you'll see.
Featurewise, not much visible progress since my last post, as I was stuck on a severe performance problem for several days. Some change Mojang introduced in 1.8-pre2 interacted badly with custom colormaps and caused the game to stutter and slow to single digits if they were enabled. It was only yesterday that I was able to track the problem down.
tl;dr Download MCPatcher 3-2i, so complex it has imaginary parts! exejar
My memory is a bit fuzzy on this, did they offer to hire you? Or did they ask to implement MCpatcher, or to buy it?
For the record, I've never had any contact with anyone at Mojang. As far as I know, they are completely unaware of MCPatcher's existence, or still think its only purpose is to hi-res enable packs on old versions of the game.
I'm getting a crash when custom colors is enabled. It refers to particles, but happens even with the custom particle color option disabled and no texture packs loaded:
Description: Exception while adding particle
java.lang.NoClassDefFoundError: com/prupe/mcpatcher/cc/ColorizeBlock
at chh.<init>(SourceFile:22)
---snip---
-- Particle being added --
Details:
ID: 30
Parameters: [I@407956a5
Position: -408.16,112.82,635.41 - World: (-409,112,635), Chunk: (at 7,7,11 in -26,39; contains blocks -416,0,624 to -401,255,639), Region: (-1,1; contains chunks -32,32 to -1,63, blocks -512,0,512 to -1,255,1023)
Stacktrace:
at ckn.a(SourceFile:2121)
It's been a while, but I want to do a preview release. Trust me when I say it's very incomplete. Major features are still not implemented and what is there has many, many edge cases still to be dealt with. No testing has been done except on my own computer and it may not even work for you. But you can play around with it if you want.
First thing you'll notice is the Mods list is shorter. Custom Textures and Models (CTM, get it?) is intended to cover Connected Textures, Custom Item Textures, and the custom colormaps feature of Custom Colors. All of those things depend (or will depend in the case of CIT which isn't working yet) heavily on Mojang's model system in 1.8 so it was easier for me to combine them. I may break the features up again later, but for now this is what you'll see.
Featurewise, not much visible progress since my last post, as I was stuck on a severe performance problem for several days. Some change Mojang introduced in 1.8-pre2 interacted badly with custom colormaps and caused the game to stutter and slow to single digits if they were enabled. It was only yesterday that I was able to track the problem down.
It seems that standard CTM always applies to all six faces regardless of specification, and connect type is currently ignored, defaulting to block. matchTiles also uses connect=block. I realize that this will likely be added when more model compatibility is added.
As well, custom colormaps no longer appear on the item form of blocks, nor does CTM affect items. I realize that CIT has not been added, so this is likely known.
Strangely enough, fixed CTM works in the Nether, but not in the End.
Oh, and there seems to be a massive memory leak somewhere.
---- Minecraft Crash Report ----
// Ouch. That hurt
Time: 9/15/14 4:19 PM
Description: Exception in server tick loop
java.lang.OutOfMemoryError: Java heap space
at fl.a(SourceFile:28)
at fn.a(SourceFile:380)
at fn.a(SourceFile:48)
at fv.a(SourceFile:50)
at fn.a(SourceFile:380)
at fn.a(SourceFile:48)
at fn.a(SourceFile:380)
at fn.a(SourceFile:48)
at fz.a(SourceFile:106)
at fz.a(SourceFile:71)
at fz.a(SourceFile:67)
at bfy.a(SourceFile:77)
at qs.e(SourceFile:129)
at qs.c(SourceFile:81)
at net.minecraft.server.MinecraftServer.k(SourceFile:315)
at cyk.a(SourceFile:111)
at cyk.i(SourceFile:127)
at net.minecraft.server.MinecraftServer.run(SourceFile:417)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.8
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 64632 bytes (0 MB) / 1060372480 bytes (1011 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
Profiler Position: N/A (disabled)
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Very likely; Jar signature invalidated
As a end user dummy, not knowing squat about code I tried out 3.2i and I must say THANK YOU! Glass is super transparent, as in it's not really visible. I'll take that over the regular. Most important of all, water in Misa's pack is blue again, not white! And the font's look good again. This is on a Mac if that matters at all for your bug checkoff list.
The one thing I thought odd was, all my carpets went white. Don't know if it's a bug, an incomplete bit of code, or what. But it's a small price to pay at this point in time. If they're still white in the end release I'll try to replace them and see what happens, but for now the glass, water and fonts being fixed make me very, very happy. Thanks Kahr!
edit: seems carpets must be in the incomplete coloring you referenced. If I break a blue (now white) carpet, the fragments show blue but the carpet remains white. Eh, a small price in the grand scheme of things. I'm still a happy camper that I have the properly colored water.
OK, so I'm testing the latest MCPatcher (the 1.8 prototype) and I can't for the life of me get double-tall grass and ferns to look right. Here's my .properties file:
No matter what I put in the "blocks" section it won't color the top half of the double-tall grass and ferns. In the versions posted above, you'll notice I even have "half=upper" specified in what should be redundant entries to try to correct this... yet it seems to be entirely disregarded in favor of the vanilla color map.
Thanks in advance for any help rendered.
Also, custom Redstone color just outright doesn't work. Kahr, I'm not sure if this was something that's been added yet or not (you didn't say which custom colors features are still missing), but if it was supposed to be in the 'working' category... it isn't. Otherwise, just disregard this as me being an anxious little artist type person.
Everything else that's supposed to work seems to be working, though.
Anyone know why I might be having issues with Better Skies in 1.7.10? Not rendering custom skies or clouds, as if I don't have my file patched w/MCPatcher.
Edit: It's been a while since I've used MCPatcher but holy crap. The custom horizon distance feature is just way too good. I used MCPatcher so much in 1.4/1.5, not sure if this feature was around. I'd probably forgotten what MC was like when the moon/sun weren't right in your face because it's been so long since I've played.
I feel hardly anyone comments on this. Thanks a lot for its existence, Kahr. It's an insane improvement that really makes the game feel larger in atmosphere.
If MCPatcher has been able to incorporate textures and animation above 16x for years now, and Mojang is fully aware of this, why hasn't this code adjustment been worked into a version years ago? Is this a political push back against modifying the game? If so, why then include a resource pack function? I'm not trying to start a "***** fest", just to understand. Is it technical or political?
Default, unmodified minecraft has been able to use HD textures and animation for at least a couple years now.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
Now, I could be incorrect in saying this, but from my understanding and knowledge eleazzaar is correct in saying minecraft can support HD textures and has been for years. McPatcher just improves and adds to this support to make it even better with things like better glass, better grass, connected textures and many other resource pack functions that the original game just doesn't do.
Hope this helps. ^^
Second of all, the resource pack I'm using requires MCPatcher to fix some textures such as the birch wood and the transparency of regular glass and glass on doors. It doesn't matter how many times I patch, it doesn't fix the issue with the texture pack. What do I need to do?
I'm using 1.7.10.
EDIT: Nevermind. Made the mistake of using optifine with mcpatcher. It's fixed.
It is a technical reason why it is needed, for a few reasons. TL;DR is "Mojang adds features, just not for the people that use the features"
HD textures are supported, but this is basic functionality, and if there are any issues related to HD compatibility, it seems Mojang claim it is not supported. See Grum's comment on MC-63485. Although this may just be Grum with this sort of attitude (He wasn't aware zombies and skeletons had hat layers, and then said if they do it wasn't intended, despite this functionality being added before he worked at Mojang).
Animations were added, but only on blocks and items. MCpatcher allows you to add animations to ANYTHING, and rather than animating the entire thing, you can animate a small patch that is placed on top of something else, which is not only easier, adds more options with timing and such.
Random mobs and classic/h+v/repeat CTM are not in vanilla. MCpatcher adds this.
Random textures are in vanilla as of 1.8, however, through an extremely complex and technical model system. Basic random textures on a set of faces and even randomly rotated textures(models, really) are possible in vanilla, but if you want all 6 faces to use a random textures, it gets exponentially more complex the more texture options you have. MCpatcher uses an "abstracted" system, meaning if you're using 2 texture options or 100, it's just as easy to set it to make each face random rather than each block.
Another reason is that the devs don't want to give us ANY control over how things are rendered, even something as simple as removing backface culling from glass, which will allow you to see the other side of glass (which allows you to know where it actually is, especially with large structures). Even when it comes to SAPLINGS, I got told by Grum I should be using an inverted cube, which I AM, and which causes Z-fighting when held in 3rd person, because it doesn't do backface culling even though the world, inventory, and 1st person views do. And then there's MCpatcher: which allows you to change if a block has backface culling or not (directly!), and which allows you to make blocks partially transparent which vanilla does not allow. Like partially transparent glass? Vanilla for some reason does not allow it.... but if rendering issues are gone/reduced, why can't regular glass have it? You know, the thing that generates in villages, the thing most people use? No, stained glass existing does not excuse regular glass being forced to be simple and ugly.
MCpatcher also allows changing individual textures for things that are hardcoded in vanilla, such as potions and mob spawn eggs (I for one made certain mob eggs use icons of mobs they spawn). Yes, both are still hardcoded in 1.8.
MCpatcher also has a more sane method of biome coloring, because Mojang doesn't seem to understand that humans make resource packs, not automated programs that de-obfuscate the JAR and analyze the game code to determine which specific points on the biome color map act as start and stop points for specific biomes, and what sections in a tilted line correlate to which height, and exactly how it decides to do variation based on the some 3-pixel wide line. TL;DR on this point, most artists who modify the vanilla biome colormap probably just paint something in and hope it looks good, or need to use Misa's guide (and still do something easier), rather than making it exactly how they'd like.
Also on biome coloring, MCpatcher allows you to add a color map to ANY block. Mojang decided some things like spruce or birch should use hardcoded colors, or that some biomes should use the color map but add a tint to it, while MCpatcher not only allows you to make a color map for spruce/birch, you could add a color map for STONE if you wanted to.
MCpatcher also allows to to use CTM based on biome or height if you wish. You could make grass appear different in the extreme hills biome, or a random sand texture in the desert biome, or foggy glass in the cold taiga biome, or stone when close to the void, etc etc.
MCpatcher also allows us to still edit the Mojang logo at the start of the game, while Mojang decided "yeah, you've been able to change that for the entirety of the game that supported packs, but we should remove that ability now, because why would people want to improve it or make it in a different style?"....
I think it could also be summarized as "Mojang devs don't even try to see things from our perspective". Apparently even asking for the ability to make glass look better or skeleton skull blocks render like they actually do on skeletons (OR EVEN THE ZOMBIE HEAD BLOCK!) is unreasonable. Many of the basic things that we've been asking for have only been granted in 1.8 because it aligned with the goals to progress to the plugin-API, a long-promised tool to the mod community.
So yeah, MCpatcher still exists because it still has a reason to exist. Kahr alone (I assume, at least) has granted many of the things that the resource packing community wants, things that Mojang has been unable/uncaring to grant. As long as that holds true, MCpatcher (and likely more projects!) will likely continue to exist, even if on the surface it seems like they're outmoded. (if the plugin API doesn't do much, Forge will likely still exist)
EDIT: After reading SRD's comment..... that is a good point, why DIDN'T they hire Kahr? I mean, they contracted Mog to fix a bug with LWJGL and he blasted the community there..... and they STILL hired him.... and he's still a loose cannon. Now I'm not sure if Kahr has any experience with LWJGL, but all of the stuff he has done with MCpatcher with de-obfuscated (in other words, not source) code, or sometimes even updating to OBFUSCATED code is impressive, IMO. I'm sure, based on what he's done, he at least knows a thing or two about rendering, if not more since he does stuff with lightmaps and RENDER PASSES.
If you see this Kahr: Do you know your way around LWJGL? Do you think you could have implemented GLSL shaders into Minecraft to a more complete and fuctional extent than Mog has? (which is basically just modifying screen output and nothing more, no "acid-world" type stuff)
My memory is a bit fuzzy on this, did they offer to hire you? Or did they ask to implement MCpatcher, or to buy it?
As for "suggestions" of what to do for updating, couldn't you tie in CTM ideals into the model system? In other words:
1. .properties files stay the same. You add a new "tool" that analyzes them, and creates model files and blockstates for them. This is most useful for those that want to make a large pool of random textures that have the possibility of being individually random for each face. I suppose you could build this into the game itself, OR possibly as a patcher tool (although that would likely create tons of model possibilities inside packs)
2. port repeat CTM to the model system. I'm not exactly sure how the random system works (is it a set seed based on options, or does it store in block data somehow?), could it be exploited by switching out the "random" component and setting it to use models that create the repeat pattern? Like in a top-down sense, it would call models 1a, 2a, 3a, 4a, and 1 block down it would call 1b, 2b, 3b, 4b, etc. etc. Would get more complex the larger the repeat pattern is. But on a fundamental level, a 2x2 repeat pattern, or any size repeat pattern just on the TOP of the blocks shouldn't be too complicated.
3. porting h+v connect and classic CTM would probably be the worst due to need of being dynamic, plus needing a ton of models for different outcomes. I mean, classic, wow, 47 options on EACH SIDE, you would need a model for EVERY outcome. Possibly MILLIONS of models, I suppose it could be less if you factored how each could be rotated instead, and it would probably not be as bad with a dynamic system that not only calculated which models were NEEDED, but could also CREATE those models. A dynamic system would probably be better for #2 anyways, before you implemented innerSeams, I've liked the idea of a dynamic repeat pattern. In other words, it would repeat where it could PERFECTLY repeat, and leave the edge blocks alone. Maybe something more ingenious than that....
Anyways, that's all I got, hoping it's a viable idea, but the only one I'm really iffy on is #3. The first two might be easier to accomplish than porting and patching your old code into 1.8...
"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
I could post a guide if it would help people. It's not a complex process, but it does mean knowing a couple things. Here's a point-form guide:
1. Create a rectangle with 1% transparency/alpha (whatever your program calls it, I use Inkscape)
2. Place it under all of your leaf layer, right at the very bottom
Check the color value of the transparent layer/object: Minecraft will increase the alpha to 100% (removing the transparent effect) when graphics are set to "Fast". This means if it's 1% red, it's going to turn out red in Fast graphics and clash with your leaves. Ironic since it's hard to (but not impossible) to change leaf colors in most cases.
The trick is technically clever but unnecessarily complex. I hope this help you. ^^
First thing to know
Packs are not more full backward compatible between release since 1.5.2.
Backward compatibility no more garanteed.
Why all these problemes ?
-After 1.5.2 block texture have split into single tiles.
-Mojang has started with renaming the tiles and made lot of error and change between releases.
-Mojang don't gave detailed infos about there change. And if community wasn't there to do there job, we never had HD texture or mods.
-There are 2 teams using enhanced HD options MCpatcher and Optifine. Some artistes make support for both , some only for one. Not evrything is working same way in both team ,
this means things may work or not.
-Last problemes is 3D with Minecraft 1.8 it is not compatible with 3D in snapshot.
-Mohang has starded to use 3D block who makes displaying blocks false and with white spots on some blocks.
-Put Midmap to zero in video option if glass do not display right.
-For info flags are working in HD. I have done it.
Fixing texture pack between release is lot of work, this is why a lot of hd packs not fully HD or blocks are not changed.
Little hint how to update or make new pack.
-Make a copy of minecraft release for which you want and extract the jar of the client.
-Extract a ressource pack who is made for the release you want to make your pack.
Replace ../asset folder with /asset from client jar. You will have an original minecraft 16x16 pack.
-Now copy your own texture over the original texture. All textures who are still 16X16 are the textures you need to update.
-For CTM and enhanced HD just wait until mods are updated... maybe 2015 if Searge is quick to update MCP and not playing other games
For 3D i think its better to make an extra pack , add the texture for your models.
Do not make 3D with all block, it can dramaticaly slow down the game.
You will be able to do lot of this without mod with the the new 3D but not all block have same behaviour.
Transparence and rotation are not possible for all blocks.
You can use more texture or other texture than in pack for the 3D
You can use random textures .
My 3D pack is comming soon.
<snip>
Hi Kahr, hope you're doing well. I was wondering if a partial release is possible, maybe as a beta? With the new resource pack features in vanilla, the only thing my personal RP is missing right now is Better Skies and Random Mobs. The only part of CTM I ever needed was random textures; I personally don't like the look of Better Grass, and never saw a need to support Better Glass or CIT in my pack, so from my perspective you've already completed MCPatcher.
Damn you virus!!!
First thing you'll notice is the Mods list is shorter. Custom Textures and Models (CTM, get it?) is intended to cover Connected Textures, Custom Item Textures, and the custom colormaps feature of Custom Colors. All of those things depend (or will depend in the case of CIT which isn't working yet) heavily on Mojang's model system in 1.8 so it was easier for me to combine them. I may break the features up again later, but for now this is what you'll see.
Featurewise, not much visible progress since my last post, as I was stuck on a severe performance problem for several days. Some change Mojang introduced in 1.8-pre2 interacted badly with custom colormaps and caused the game to stutter and slow to single digits if they were enabled. It was only yesterday that I was able to track the problem down.
tl;dr Download MCPatcher 3-2i, so complex it has imaginary parts! exe jar
For the record, I've never had any contact with anyone at Mojang. As far as I know, they are completely unaware of MCPatcher's existence, or still think its only purpose is to hi-res enable packs on old versions of the game.
That isn't my site or my program posted there. It's some other utility with the same name.
I testet it out and font, random mobs with its animations , skybox work fine for me , only birch- and pineleaves are gray as default in the txt pack,
jungle,acacia and oak leaves are ok!
Description: Exception while adding particle
java.lang.NoClassDefFoundError: com/prupe/mcpatcher/cc/ColorizeBlock
at chh.<init>(SourceFile:22)
---snip---
-- Particle being added --
Details:
ID: 30
Parameters: [I@407956a5
Position: -408.16,112.82,635.41 - World: (-409,112,635), Chunk: (at 7,7,11 in -26,39; contains blocks -416,0,624 to -401,255,639), Region: (-1,1; contains chunks -32,32 to -1,63, blocks -512,0,512 to -1,255,1023)
Stacktrace:
at ckn.a(SourceFile:2121)
Full report here
It seems that standard CTM always applies to all six faces regardless of specification, and connect type is currently ignored, defaulting to block. matchTiles also uses connect=block. I realize that this will likely be added when more model compatibility is added.
As well, custom colormaps no longer appear on the item form of blocks, nor does CTM affect items. I realize that CIT has not been added, so this is likely known.
Strangely enough, fixed CTM works in the Nether, but not in the End.
Oh, and there seems to be a massive memory leak somewhere.
Putting the CENDENT back in transcendent!
The one thing I thought odd was, all my carpets went white. Don't know if it's a bug, an incomplete bit of code, or what. But it's a small price to pay at this point in time. If they're still white in the end release I'll try to replace them and see what happens, but for now the glass, water and fonts being fixed make me very, very happy. Thanks Kahr!
edit: seems carpets must be in the incomplete coloring you referenced. If I break a blue (now white) carpet, the fragments show blue but the carpet remains white. Eh, a small price in the grand scheme of things. I'm still a happy camper that I have the properly colored water.
No matter what I put in the "blocks" section it won't color the top half of the double-tall grass and ferns. In the versions posted above, you'll notice I even have "half=upper" specified in what should be redundant entries to try to correct this... yet it seems to be entirely disregarded in favor of the vanilla color map.
Thanks in advance for any help rendered.
Also, custom Redstone color just outright doesn't work. Kahr, I'm not sure if this was something that's been added yet or not (you didn't say which custom colors features are still missing), but if it was supposed to be in the 'working' category... it isn't. Otherwise, just disregard this as me being an anxious little artist type person.
Everything else that's supposed to work seems to be working, though.
Edit: It's been a while since I've used MCPatcher but holy crap. The custom horizon distance feature is just way too good. I used MCPatcher so much in 1.4/1.5, not sure if this feature was around. I'd probably forgotten what MC was like when the moon/sun weren't right in your face because it's been so long since I've played.
I feel hardly anyone comments on this. Thanks a lot for its existence, Kahr. It's an insane improvement that really makes the game feel larger in atmosphere.