Alrighty, first attempt to use the second preview, I used the patch button and the patch wouldn't go through... resolved this through using the 'patch' in the drop down menus.I also noticed that the primary profile that the patcher wants to go to is the 'top of the list' which for me is a 1.7_optifine_shaders patch.
Most of my textures after manually converting is alright but also still dealing with stone textures using heights having random changes as I move around. If you want to see what I'm talking about give this a whirl - My MCPatcher addon test for 1.8
So if I'm correct about the naming new naming system, changing the
matchBlocks=47
in the bookshelf properties will now be changed to code] matchBlocks=minecraft:bookshelf [code/] and glass panes will be matchBlocks=minecraft:glass_pane ?
No, this is different actually. It's about block metadata rather than block names. You really shouldn't be using numeric block IDs anymore even in 1.7, by the way.
In 1.8 things have changed yet again, this time axing numeric metadata, the 0-15 values that differentiate variants of the same block. Mojang switched to a system of named properties and values. I was able to figure out how to convert numeric metadata to the new system in most cases, but it's not perfect and, like numeric block IDs, I can't promise support for it indefinitely.
For comparison
# Don't do this anymore!
matchBlocks=83:0-3
# 1.7 and earlier
minecraft:block_name:numeric metadata
e.g.,
minecraft:reeds:0-3
# 1.8
minecraft:block_name:property1=value1,value2:property2=value:...
e.g.,
minecraft:reeds:age=0-3
# Compatible across all versions
minecraft:block_name:numeric metadata:property1=value1,value2:property2=value:...
e.g.,
minecraft:reeds:0-3:age=0-3
The last format is the one I recommend, especially for new work. And again, the MCPatcher output window will offer a potential conversion that works in most cases, but it's up to you to double-check and update your properties files.
Kahr I'm still very glad that Better Glass is still on the table! I had almost lost all hope of it actually being implemented. Did the MCP help you in any way?
MCP has certainly helped, although I'd gotten pretty knowledgeable of cln.class and its friends without it. Still pretty much limited to weekends for development. 1.8 is really difficult to work with and I just don't have enough time or energy after a day at work.
Hi! I'm having a lot of fun messing around with the 1.8 preview, so I thought I'd let you know of a few interesting issues I bumped into! I'm not sure all of these are necessarily caused by the patcher, but I figured the more information the better.
MCPatcher doesn't touch that part of the code, so maybe it's just an artifact of the additional load CTM etc. put on the rendering. Tempting as it is, a proper optimization would require some fundamental rearchitecting of the 1.8 code. Things like having to allocate a new "BlockPosition" object every single time I want to look at a neighboring block simply can't be fixed at the bytecode level.
Most of my textures after manually converting is alright but also still dealing with stone textures using heights having random changes as I move around. If you want to see what I'm talking about give this a whirl - My MCPatcher addon test for 1.8
Oddly, your link didn't work for me until I quoted your post and looked at the raw BB code. Thanks, I'll take a look at it. I often make up test packs with dummy textures, but it always helps to have real-world test cases from the community.
How do you name properties files when you have several of them for the same block? The only way I can find to get it to work is to still use the numeric value (block3.properties, block3a.properties, et cetera). Is there a way to get that to work using the block names?
How do you name properties files when you have several of them for the same block? The only way I can find to get it to work is to still use the numeric value (block3.properties, block3a.properties, et cetera). Is there a way to get that to work using the block names?
You have to use the weight= property, which determines the order in which the files are loaded. Higher weights are loaded first.
Yes, you can add random models, in vanilla Minecraft, but I lack the skills on knowing how to. CTM for block models should theoretically work, but you have to make sure they have the same shape as the model, otherwise you may end up with blank spots, or stretched out areas
Glad MCP could help you out... I think it's odd that the url did that same mess. I'm glad you might be able to use my pack as a test to help iron out some of those issues. I'm sure I'll give you another here after I get done with building Chromatose... When I get Complete & Total Mayhem resurrected... I'm sure I can find some way to build a pack that is so excessive in it's use of CTM that people will be crying as their computers fry... or die trying XD
Hell I was plotting on using the old Metadata when it was viable to push packs to their limit... now with the new method it's just a matter of a bit of experimentation much like before...
Is there any way to enable connected textures in the vanilla resource pack? If not, has anyone made a connected textures pack based on vanilla? (not faithful 32x32+ packs, etc.)
Is there any way to enable connected textures in the vanilla resource pack? If not, has anyone made a connected textures pack based on vanilla? (not faithful 32x32+ packs, etc.)
No, it's not possible without a resource pack since MCPatcher doesn't contain any texture files.
As for whether or not someone has made a pack that does this... yea, someone probably has. Good luck in finding it since it shouldn't be on the forum. Any such pack would use Mojang's textures as a base which isn't supposed to be allowed here due to copyright concerns and all that.
Although I'm probably misunderstanding your comment here and you might have figured the problem.
If I want to apply ctm to say a spruce slab, how do I refer to it if it doesn't have a unique name of it's own? And if it does have a unique name, I can't for the life of me find it at the moment. For example, how do I distinguish a spruce slab from a birch slab if we can't use meta numbers? I've looked at the wiki lists of new block names, but can't find specific names for things like wood plank slabs to distinguish them.
Any example ctm instructions for slabs (eg. like random sides) for use with a 1.8 MCPatcher would be very helpful and very gratefully received.
Having been away from editing things in my ctm folder for some months and coming back to a 1.8 world I'm obviously not grasping certain aspects.
Every time I launch my minecraft with Mcpatcher, It crashes. I have forge and my mods are: Optifine, Bettersprint, Player API, and damage indicators. Someone help me please ;-;
Every time I launch my minecraft with Mcpatcher, It crashes. I have forge and my mods are: Optifine, Bettersprint, Player API, and damage indicators. Someone help me please ;-;
Start by removing Optifine. It's really not compatible with MCPatcher anymore
.
If you need further assistance, try posting a crash log rather than just telling us it crashed. It'd be much better for us to be able to examine what happened rather than just guessing.
Although I'm probably misunderstanding your comment here and you might have figured the problem.
If I want to apply ctm to say a spruce slab, how do I refer to it if it doesn't have a unique name of it's own? And if it does have a unique name, I can't for the life of me find it at the moment. For example, how do I distinguish a spruce slab from a birch slab if we can't use meta numbers? I've looked at the wiki lists of new block names, but can't find specific names for things like wood plank slabs to distinguish them.
Any example ctm instructions for slabs (eg. like random sides) for use with a 1.8 MCPatcher would be very helpful and very gratefully received.
Having been away from editing things in my ctm folder for some months and coming back to a 1.8 world I'm obviously not grasping certain aspects.
Thanks, guys.
Try hitting F3 ingame. They added something in 1.8, so when you look at a block it tells you it's info. Spruce Slab would be wooden_slab:variant=spruce
Now...something I need help with...my colormaps aren't being read. They work perfectly in 1.7, but not now. Does palette.format=grid not work anymore?
Try hitting F3 ingame. They added something in 1.8, so when you look at a block it tells you it's info. Spruce Slab would be wooden_slab:variant=spruce
Now...something I need help with...my colormaps aren't being read. They work perfectly in 1.7, but not now. Does palette.format=grid not work anymore?
I also have one other noticeable problem which seems to have carried over from the early 1.8 snapshots into the current MCPatcher beta version for 1.8. Most of my random plants: flowers, tallgrass, etc, are still jumbled up, meaning the two cross-intersected textures don't match each other, or to put it another way, as you walk round the flower or grass it changes from one texture to another and back. Am I missing an instruction I should be using for keeping my random plant textures instep? Everything worked fine in 1.7
Other than the above, everything else (except my brain) seems to be working ok from what I've checked, although I'll go back and thoroughly check what effect my colormaps are having now.
I also have one other noticeable problem which seems to have carried over from the early 1.8 snapshots into the current MCPatcher beta version for 1.8. Most of my random plants: flowers, tallgrass, etc, are still jumbled up, meaning the two cross-intersected textures don't match each other, or to put it another way, as you walk round the flower or grass it changes from one texture to another and back. Am I missing an instruction I should be using for keeping my random plant textures instep? Everything worked fine in 1.7
Other than the above, everything else (except my brain) seems to be working ok from what I've checked, although I'll go back and thoroughly check what effect my colormaps are having now.
Alrighty, first attempt to use the second preview, I used the patch button and the patch wouldn't go through... resolved this through using the 'patch' in the drop down menus.I also noticed that the primary profile that the patcher wants to go to is the 'top of the list' which for me is a 1.7_optifine_shaders patch.
Most of my textures after manually converting is alright but also still dealing with stone textures using heights having random changes as I move around. If you want to see what I'm talking about give this a whirl - My MCPatcher addon test for 1.8
https://dl.dropboxusercontent.com/u/32905740/mc/Chromatose/x64/SRD's Chromatose [MCPatcher Addons] (copy).zip
Hope that helps you out some Kahr. You're a beast for working this hard!
Thanks. Fixed some and added the rest to the todo list.
No, this is different actually. It's about block metadata rather than block names. You really shouldn't be using numeric block IDs anymore even in 1.7, by the way.
In 1.8 things have changed yet again, this time axing numeric metadata, the 0-15 values that differentiate variants of the same block. Mojang switched to a system of named properties and values. I was able to figure out how to convert numeric metadata to the new system in most cases, but it's not perfect and, like numeric block IDs, I can't promise support for it indefinitely.
For comparison
The last format is the one I recommend, especially for new work. And again, the MCPatcher output window will offer a potential conversion that works in most cases, but it's up to you to double-check and update your properties files.
MCP has certainly helped, although I'd gotten pretty knowledgeable of cln.class and its friends without it. Still pretty much limited to weekends for development. 1.8 is really difficult to work with and I just don't have enough time or energy after a day at work.
Gah, I was sure I fixed that. Ok, now it should really be fixed for next time.
MCPatcher doesn't touch that part of the code, so maybe it's just an artifact of the additional load CTM etc. put on the rendering. Tempting as it is, a proper optimization would require some fundamental rearchitecting of the 1.8 code. Things like having to allocate a new "BlockPosition" object every single time I want to look at a neighboring block simply can't be fixed at the bytecode level.
Oddly, your link didn't work for me until I quoted your post and looked at the raw BB code. Thanks, I'll take a look at it. I often make up test packs with dummy textures, but it always helps to have real-world test cases from the community.
You have to use the weight= property, which determines the order in which the files are loaded. Higher weights are loaded first.
Putting the CENDENT back in transcendent!
Can be added a custom Connection models (block models) support? Like connect textures.
Example: the fences, redstone wire, glass pane, etc.
or
Can be support CTM for custom block models?
I don't need an signature : P
http://hypixel.net/threads/diax-resource-pack.199998/
Glad MCP could help you out... I think it's odd that the url did that same mess. I'm glad you might be able to use my pack as a test to help iron out some of those issues. I'm sure I'll give you another here after I get done with building Chromatose... When I get Complete & Total Mayhem resurrected... I'm sure I can find some way to build a pack that is so excessive in it's use of CTM that people will be crying as their computers fry... or die trying XD
Hell I was plotting on using the old Metadata when it was viable to push packs to their limit... now with the new method it's just a matter of a bit of experimentation much like before...
No, it's not possible without a resource pack since MCPatcher doesn't contain any texture files.
As for whether or not someone has made a pack that does this... yea, someone probably has. Good luck in finding it since it shouldn't be on the forum. Any such pack would use Mojang's textures as a base which isn't supposed to be allowed here due to copyright concerns and all that.
The point is, make a connection models such as fence, cobblestone wall, variants based.
Trying to make a 3d model CTM Bookshelf.
Well, that's the example.
what is try, do on quartz columns with 3d model and connection.
Example[.
Attachment 1]
And the error for me (wrong for me)
[Attachment 2]
ok, is all.
Thank you for your attention.
I don't need an signature : P
loki, I'm interested in the same thing.
Although I'm probably misunderstanding your comment here and you might have figured the problem.
If I want to apply ctm to say a spruce slab, how do I refer to it if it doesn't have a unique name of it's own? And if it does have a unique name, I can't for the life of me find it at the moment. For example, how do I distinguish a spruce slab from a birch slab if we can't use meta numbers? I've looked at the wiki lists of new block names, but can't find specific names for things like wood plank slabs to distinguish them.
Any example ctm instructions for slabs (eg. like random sides) for use with a 1.8 MCPatcher would be very helpful and very gratefully received.
Having been away from editing things in my ctm folder for some months and coming back to a 1.8 world I'm obviously not grasping certain aspects.
Thanks, guys.
Had gone back to using the old launcher as CIT never seemed to work in the new launcher with Better Than Wolves
But works fine now
Thanks
edit having blood wood saplings or and bloodwood leaves in inventory makes Minecraft crash.
Start by removing Optifine. It's really not compatible with MCPatcher anymore
.
If you need further assistance, try posting a crash log rather than just telling us it crashed. It'd be much better for us to be able to examine what happened rather than just guessing.
*hugs* Thank you so much for this love Kahr
Try hitting F3 ingame. They added something in 1.8, so when you look at a block it tells you it's info. Spruce Slab would be wooden_slab:variant=spruce
Now...something I need help with...my colormaps aren't being read. They work perfectly in 1.7, but not now. Does palette.format=grid not work anymore?
Ah! Many thanks...will try that.
******************************************************
I also have one other noticeable problem which seems to have carried over from the early 1.8 snapshots into the current MCPatcher beta version for 1.8. Most of my random plants: flowers, tallgrass, etc, are still jumbled up, meaning the two cross-intersected textures don't match each other, or to put it another way, as you walk round the flower or grass it changes from one texture to another and back. Am I missing an instruction I should be using for keeping my random plant textures instep? Everything worked fine in 1.7
Other than the above, everything else (except my brain) seems to be working ok from what I've checked, although I'll go back and thoroughly check what effect my colormaps are having now.
symmetry=all ?
Putting the CENDENT back in transcendent!