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Shadowizard23
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Hey when I tried to use Mcpatcher fro 1.8, all of the mods were grayed out. I tried what was described in the post, and nothing happened. Is there anything I should do? When I mouse over them it says it cannot be installed because no classes are matched.
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Socially exiled from Minecraft community due to prefering civilization to anarchy. Our time will rise once more!
I thought that only applied to the double plants...is it necessary to apply that to all random ctm plants now? I'll certainly give it a try in the meantime. Many thanks.
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?
Use the matchBlocks= (or matchTiles=) property within the file instead of relying on the filename. Then it doesn't matter what the file is called. You can also use the weight= property to specify priority instead of relying on the default sorting. Although tile-based matches are always checked before block-based ones.
I thought that only applied to the double plants...is it necessary to apply that to all random ctm plants now? I'll certainly give it a try in the meantime. Many thanks.
You may be mixing up two separate things here. symmetry=all means use the same random texture for all faces (n,s,e,w,u,d) of the same block. linked=true means use the same random seed for both parts of a multipart block so that the two halves are synchronized. The linked property is meaningful only for a handful of block types, double plants being one of them, while symmetry is more useful generally.
Before 1.8, "crossed square"-type models like flowers didn't really have faces as far as the game was concerned, so symmetry=all was automatic. I would recommend using the symmetry property explicitly now. It will fix your problem in 1.8 and won't affect the behavior in 1.7.
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 hadn't noticed that, but it's possble there's a bug there. Could you turn Custom Colors logging to FINE (MCPatcher Options tab) once and see if it is applying the colormaps to the right blocks?
Posts keep breaking for me too, not all the time, but I'm getting used to things breaking down on me around the forums...I feel a lot less of a dunderhead now it's happened to you though! You should see what state my OP is in with all this formatting chaos...until I have time to gut it, I daren't even touch it. Last time I did, it exploded and there was no way back, even with the backup I always keep!
Kahr, everything is working well now with version 2 of the beta patcher from my perspective, the symmetry property worked a treat and I was able to intentionally leave some faces without symmetry for a little extra randomness. It's great to get all my plants back as normal and I do seem to remember conversations here about symmetry and the problem also of matching double plant tops and bottoms...so my own fault for not paying attention!
Many thanks for all your continued efforts on our part, the effect it has on my own world view and enjoyment of constructing stuff therein is vastly multiplied over a Minecraft without things like ctm, better skies, et al.
I hadn't noticed that, but it's possble there's a bug there. Could you turn Custom Colors logging to FINE (MCPatcher Options tab) once and see if it is applying the colormaps to the right blocks?
Okay, did it. Here's a sample of what I saw, using Grass for example
[Custom Colors] FINE: using TempHumidity{minecraft:mcpatcher/colormap/grass.png} for block minecraft:grass, default color ffffff
[Custom Colors] FINE: using TempHumidity{minecraft:textures/colormap/grass.png} for block minecraft:grass:snowy=false, default color 429415
[Custom Colors] FINE: using IntegerGrid{minecraft:mcpatcher/colormap/grass.png} for block minecraft:grass, default color 429415
And seriously, this forum software is the worst. Any time I try to quote or add an image, it breaks, and then it just breaks even worse when I try to fix it. Nothing good came out of this change.
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.
I did work out what I was doing wrong. I'd forgotten to edit the the properties file for the blocks I /didn't/ want to change, and then had metadata coming out my ears.
In the main spruce properties file, make sure you have
matchBlocks=planks
metadata=1
Then for the slab properties file, do like
matchBlocks=wooden_slab
metadata=1
And you probably want to do the same for the double_wooden_slab variant as well. Which I may go play with and see if I can do something cool for my creative pack. But this is how I got my monster eggs to texture independently of the stone types they inherit from. Which, now I'm only wondering if I'd imagined being able to change the held-item texture for them in the past, or if that's something that's just not working right now.
I'm working on a small resource patch with a futurist/modern theme and I'd like to be able to control how the smoke particles are displayed, for example I'd disable the smoke from torches but I'd keep it in the furnaces.
I did work out what I was doing wrong. I'd forgotten to edit the the properties file for the blocks I /didn't/ want to change, and then had metadata coming out my ears.
In the main spruce properties file, make sure you have
matchBlocks=planks
metadata=1
Then for the slab properties file, do like
matchBlocks=wooden_slab
metadata=1
And you probably want to do the same for the double_wooden_slab variant as well. Which I may go play with and see if I can do something cool for my creative pack. But this is how I got my monster eggs to texture independently of the stone types they inherit from. Which, now I'm only wondering if I'd imagined being able to change the held-item texture for them in the past, or if that's something that's just not working right now.
Thanks, mate, I appreciate the examples, but I'm still left confused by the logic. So how would one write the properties for oak or birch slabs...just for comparison's sake? Full mental blockage in force ---> me!
So metadata for planks and variants is basically the same as it was before 1.8. I shall sally forth and experiment and in best Monty P knightly fashion, will probably be back soon crying, "Run away!"
Oh, that's much better than the wiki page. Why do I never know about these things?
Well, I've got both shortcuts next to my ctm folder on my desktop now. I've never been so organised in years!
I know what you mean, loki. I always feel everyone else has all the answers...even after 4 years doing this, I still manage to lose all my essential info (including my brain) between updates. I probably need to lay off the drink!
I also had success at last with my birch and spruce slabs, with your pointers and the wiki link, my brain finally sparked once more into life...meaning the penny dropped and I finally understood again how the metadata works! ...It won't last!
I keep losing the previous versions of my packs to gremlins or something, so every time I want to do something that I took out of an earlier version and want to put back in, I wind up having to figure out all over again. Argh!
Hey, Kahr, does MCPatcher have the ability to change the double slabs? They're the only ones I can't get to work.
Loki are you using the proper naming for them, like double_wooden_slab? it should work
Yeah. I set it up exactly like I did with the monster eggs, with the new textures having the planks appear vertical, instead of horizontal. I can get the half slabs to change, but not the double ones.
I keep losing the previous versions of my packs to gremlins or something, so every time I want to do something that I took out of an earlier version and want to put back in, I wind up having to figure out all over again. Argh!
Hey, Kahr, does MCPatcher have the ability to change the double slabs? They're the only ones I can't get to work.
Have you tried 'matchBlocks=minecraft:double_stone_slab:variant=stone'
You'll have to look at the variant with what kind of double slab you're trying to get... wood slabs are double_wooden_slab
But i don't know how my renderpass.properties should look like now. Also what do i have to put in the mcpatcher/ctm/sensor.properties to enable the transparence then e.g. on the sides?
Hope someone can give an example.
Simple. Better glass and extra render passes are not in the 1.8 preview. When and if it is added, the format of the properties files should be the same as in 1.7.
Socially exiled from Minecraft community due to prefering civilization to anarchy. Our time will rise once more!
I thought that only applied to the double plants...is it necessary to apply that to all random ctm plants now? I'll certainly give it a try in the meantime. Many thanks.
Absolutely spot on...works a treat! You're a genius!
Nice to know there's the possibility to have one block high plants without symmetry too. Many thanks again, kwerti.
Use the matchBlocks= (or matchTiles=) property within the file instead of relying on the filename. Then it doesn't matter what the file is called. You can also use the weight= property to specify priority instead of relying on the default sorting. Although tile-based matches are always checked before block-based ones.
Fixed!
You may be mixing up two separate things here. symmetry=all means use the same random texture for all faces (n,s,e,w,u,d) of the same block. linked=true means use the same random seed for both parts of a multipart block so that the two halves are synchronized. The linked property is meaningful only for a handful of block types, double plants being one of them, while symmetry is more useful generally.
Before 1.8, "crossed square"-type models like flowers didn't really have faces as far as the game was concerned, so symmetry=all was automatic. I would recommend using the symmetry property explicitly now. It will fix your problem in 1.8 and won't affect the behavior in 1.7.
I hadn't noticed that, but it's possble there's a bug there. Could you turn Custom Colors logging to FINE (MCPatcher Options tab) once and see if it is applying the colormaps to the right blocks?
Kahr, everything is working well now with version 2 of the beta patcher from my perspective, the symmetry property worked a treat and I was able to intentionally leave some faces without symmetry for a little extra randomness. It's great to get all my plants back as normal and I do seem to remember conversations here about symmetry and the problem also of matching double plant tops and bottoms...so my own fault for not paying attention!
Many thanks for all your continued efforts on our part, the effect it has on my own world view and enjoyment of constructing stuff therein is vastly multiplied over a Minecraft without things like ctm, better skies, et al.
Okay, did it. Here's a sample of what I saw, using Grass for example
[Custom Colors] FINE: using TempHumidity{minecraft:mcpatcher/colormap/grass.png} for block minecraft:grass, default color ffffff
[Custom Colors] FINE: using TempHumidity{minecraft:textures/colormap/grass.png} for block minecraft:grass:snowy=false, default color 429415
[Custom Colors] FINE: using IntegerGrid{minecraft:mcpatcher/colormap/grass.png} for block minecraft:grass, default color 429415
Here's my colormap for grass, in case it helps:
And seriously, this forum software is the worst. Any time I try to quote or add an image, it breaks, and then it just breaks even worse when I try to fix it. Nothing good came out of this change.
I did work out what I was doing wrong. I'd forgotten to edit the the properties file for the blocks I /didn't/ want to change, and then had metadata coming out my ears.
In the main spruce properties file, make sure you have
matchBlocks=planks
metadata=1
Then for the slab properties file, do like
matchBlocks=wooden_slab
metadata=1
And you probably want to do the same for the double_wooden_slab variant as well. Which I may go play with and see if I can do something cool for my creative pack. But this is how I got my monster eggs to texture independently of the stone types they inherit from. Which, now I'm only wondering if I'd imagined being able to change the held-item texture for them in the past, or if that's something that's just not working right now.
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Thanks, mate, I appreciate the examples, but I'm still left confused by the logic. So how would one write the properties for oak or birch slabs...just for comparison's sake? Full mental blockage in force ---> me!
http://minecraft.gamepedia.com/Block_ids#Block_IDs
Thanks again, loki.
So metadata for planks and variants is basically the same as it was before 1.8. I shall sally forth and experiment and in best Monty P knightly fashion, will probably be back soon crying, "Run away!"
Great presentation, making that hugely helpful too! Many thanks, nebux.
Well, I've got both shortcuts next to my ctm folder on my desktop now. I've never been so organised in years!
I know what you mean, loki. I always feel everyone else has all the answers...even after 4 years doing this, I still manage to lose all my essential info (including my brain) between updates. I probably need to lay off the drink!
I also had success at last with my birch and spruce slabs, with your pointers and the wiki link, my brain finally sparked once more into life...meaning the penny dropped and I finally understood again how the metadata works! ...It won't last!
Hey, Kahr, does MCPatcher have the ability to change the double slabs? They're the only ones I can't get to work.
Yeah. I set it up exactly like I did with the monster eggs, with the new textures having the planks appear vertical, instead of horizontal. I can get the half slabs to change, but not the double ones.
with oak plank textures.I tried to do a second variant but I can`t allocate the "ID" because metadata doesn`t work any more for this case.....:(
Have you tried 'matchBlocks=minecraft:double_stone_slab:variant=stone'
You'll have to look at the variant with what kind of double slab you're trying to get... wood slabs are double_wooden_slab
Ah, no. I forgot about that. I thought the metadata should have been enough.
1,8 has made this so confusing.
Simple. Better glass and extra render passes are not in the 1.8 preview. When and if it is added, the format of the properties files should be the same as in 1.7.
Putting the CENDENT back in transcendent!