Kahr, Better Skies at night are acting very strangely indeed with your beta5 installment of MCPatcher. Here's what's happening:
other examples:
It's as if the horizon line has shifted up by 20 degrees or so. This happens all night long and the sky is continuously milky white...the pics illustrate what I mean. It also happens for me with some but not all texture packs, not just my own. Everything was fine with all previous versions of MCPatcher, and is fine when I switch back to earlier profiles using my pack and other favorite texture packs...just beta5.
Many thanks as usual for all the efforts and sorry to land something else on your plate.
[edit] Sorry, forgot to include an example of what I normally get with my night sky:
All stars, starfields and Milky Way are distinct against the blue/black sky, not whited out, like in the middle of a well lit city centre.
TP is running well in the new 1.7.2 update, MCPatcher MODS are not however. I think I have the latest version, mcpatcher-4.2.2 but I can't use any of the mods, so I am assuming it has to be updated to support the new TP. Or is there a newer version ?
This is my first time using mcPatcher so I'm probably doing something wrong but since I have patched the game I receive this error on startup. It's to big for the forums so here's the link. http://pastebin.com/D1wY3pAR
Any word if the glass panes/beacon issue is an MCPatcher problem, or an MC problem?
Basically, they both ignore partial-transparency when you use CTM. Thus the panes that use the same textures as my stained glass blocks render solid, instead if using partial transparency.
First off, thanks for keeping this going in the face of everything. We all appreciate it so much. I'm looking forward to working with the new biome system... as soon as I figure out what the files are supposed to be named and where they're supposed to go.
The main thing is I'm wondering if you made any changes to the enchantment overlays in CIT. I haven't fiddled with it much, but right now it looks like it's using the option it's supposed to go to last all the time.
Did you make a change in how weights are ordered, or is this a bug? It was working fine in 1.6, and I don't really want to mess with it if I don't have to. Thanks.
Edit: OK, I'm not sure what it's doing. When I get rid of my "last resort" option, it seems to work normally. It also seems to be working normally for swords, axes, shovels, hoes, and pickaxes... but not for any sort of armor or other tools. This is true even for files like the ones that govern the Unbreaking enchantment in my pack, which are applied to anything with that enchantment regardless of its type.
Oh, and also another Bug Report for you: When I use "blend=replace" as a method for an enchanting-type CIT it doesn't respect the transparency. Please fix this in the next version. Thanks.
Hey, I'm trying to test the new Misa-style biome pallet. I'm trying to get it to work for my grass biome, but I'm not sure what the correct file name is. I've tried both grass.png and grasscolor.png in the folder \mcpatcher\colormap\, and neither seems to be working. And yes, I have a grass.properties file in that directory.
Can anyone tell me what the correct file names are?
Hey, I'm trying to test the new Misa-style biome pallet. I'm trying to get it to work for my grass biome, but I'm not sure what the correct file name is. I've tried both grass.png and grasscolor.png in the folder \mcpatcher\colormap\, and neither seems to be working. And yes, I have a grass.properties file in that directory.
Can anyone tell me what the correct file names are?
I know where the normal one goes. I'm talking about the new version introduced in the latest MCPatcher which uses an entirely different layout.
If that is what you meant... then this feature is utterly useless. I refuse to completely ruin my pack for those who don't use MCPatcer just to get this benefit.
If that is what you meant... then this feature is utterly useless. I refuse to completely ruin my pack for those who don't use MCPatcer just to get this benefit.
Kahr and Misa said in their explanations that it would be a separate image file that overrides the other one when specified in MCPatcher. I'm pretty sure Killjoy just thought you meant the original one.
Though I still haven't found anything about what this mysterious new filename should actually be.
I know where the normal one goes. I'm talking about the new version introduced in the latest MCPatcher which uses an entirely different layout.
If that is what you meant... then this feature is utterly useless. I refuse to completely ruin my pack for those who don't use MCPatcer just to get this benefit.
Here's a copy of my post, so that anyone who better understands these things (I depend on your understanding of these matters, Alvoria, for my own sanity! ) might figure out what to do. The .properties naming convention completely befuddled me:
Here's the sample biome reference .png that Misa posted about a month ago to my request for an example of what she was proposing:
I downloaded it back then to better understand her explanation of how it would fit with all the new biomes. The perpendicular lines exactly match all the biomes listed here:
The color change from bottom to top of each line goes from bedrock to the highest point in a world and simulates altitude effect on block color, as far as I understand (kahr just recently mentioned it was now possible to specify variable blend points on each line...again, if I understood him correctly!).
I tried to get this to work using the .properties convention kahr first mentioned he'd implemented in one of the snapshots about 3 weeks ago and tried every which way to get it to work, but couldn't see any effect in game. I'm assuming you'd need one of these biome 'charts' for each block you wanted biome and height to effect (such as grass, foliage, stone, etc.).
Of course I might have completely misunderstood Misa's original explanation and things could well have changed since then.
I haven't had time to experiment further, due to all the extra work Mojang landed us with, but you guys are better at this sort of thing for sure. Hope this helps in some way. At least you've got the graphic that Misa originally posted, which since completely disappeared off the forum (this might indicate that Misa and kahr have changed the method by which biome coloring would be implemented).
I understand the concept fine, but it doesn't help since I have no idea where to put the files or what to call them so that MCPatcher reads them.
I'm sure all will be revealed at some stage. I think both Misa and kahr have a lot on their plate at the moment. After my initial attempts to get it to work on grass, I gave up, as there was plenty to be going on with re-texturing logs, plants and stained glass!
I'm sure all will be revealed at some stage. I think both Misa and kahr have a lot on their plate at the moment. After my initial attempts to get it to work on grass, I gave up, as there was plenty to be going on with re-texturing logs, plants and stained glass!
Yea, I know and I agree. I'm in a little better boat since I'm caught up to the latest version, though, and I want something to tinker with in my spare time.
It's just frustrating that Kahr said "You can try out the new format", which I'd love to do... but can't because I don't have enough information to do so.
Yea, I know and I agree. I'm in a little better boat since I'm caught up to the latest version, though, and I want something to tinker with in my spare time.
It's just frustrating that Kahr said "You can try out the new format", which I'd love to do... but can't because I don't have enough information to do so.
Well, it's reassuring that it wasn't just my incompetent brain failing me when I couldn't get it to work...which is the normal state of affairs when I try to understand MCPatcher terminology.
Well, it's reassuring that it wasn't just my incompetent brain failing me when I couldn't get it to work...which is the normal state of affairs when I try to understand MCPatcher terminology.
Either that or I'm getting dumber.
Just kidding. I'm pretty sure we're both just suffering from a lack of information on this one.
With MCPatcher Beta 5, the iron golem holds out an empty hand instead of a rose/poppy. Tested with the default textures, and it works as expected when using my non-patched 1.7.2.
other examples:
It's as if the horizon line has shifted up by 20 degrees or so. This happens all night long and the sky is continuously milky white...the pics illustrate what I mean. It also happens for me with some but not all texture packs, not just my own. Everything was fine with all previous versions of MCPatcher, and is fine when I switch back to earlier profiles using my pack and other favorite texture packs...just beta5.
Many thanks as usual for all the efforts and sorry to land something else on your plate.
[edit] Sorry, forgot to include an example of what I normally get with my night sky:
All stars, starfields and Milky Way are distinct against the blue/black sky, not whited out, like in the middle of a well lit city centre.
http://pastebin.com/D1wY3pAR
Basically, they both ignore partial-transparency when you use CTM. Thus the panes that use the same textures as my stained glass blocks render solid, instead if using partial transparency.
First off, thanks for keeping this going in the face of everything. We all appreciate it so much. I'm looking forward to working with the new biome system... as soon as I figure out what the files are supposed to be named and where they're supposed to go.
The main thing is I'm wondering if you made any changes to the enchantment overlays in CIT. I haven't fiddled with it much, but right now it looks like it's using the option it's supposed to go to last all the time.
Did you make a change in how weights are ordered, or is this a bug? It was working fine in 1.6, and I don't really want to mess with it if I don't have to. Thanks.
Edit: OK, I'm not sure what it's doing. When I get rid of my "last resort" option, it seems to work normally. It also seems to be working normally for swords, axes, shovels, hoes, and pickaxes... but not for any sort of armor or other tools. This is true even for files like the ones that govern the Unbreaking enchantment in my pack, which are applied to anything with that enchantment regardless of its type.
Oh, and also another Bug Report for you: When I use "blend=replace" as a method for an enchanting-type CIT it doesn't respect the transparency. Please fix this in the next version. Thanks.
Can anyone tell me what the correct file names are?
It goes in minecraft:textures/colormap/grass.png
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If that is what you meant... then this feature is utterly useless. I refuse to completely ruin my pack for those who don't use MCPatcer just to get this benefit.
Kahr and Misa said in their explanations that it would be a separate image file that overrides the other one when specified in MCPatcher. I'm pretty sure Killjoy just thought you meant the original one.
Though I still haven't found anything about what this mysterious new filename should actually be.
Just posted about this here:
http://www.minecraftforum.net/topic/870780-biome-palette-template-up-to-date-with-live-working-on-new-template-for-snapshot/page__st__140__gopid__25578132#entry25578132
Here's a copy of my post, so that anyone who better understands these things (I depend on your understanding of these matters, Alvoria, for my own sanity! ) might figure out what to do. The .properties naming convention completely befuddled me:
I downloaded it back then to better understand her explanation of how it would fit with all the new biomes. The perpendicular lines exactly match all the biomes listed here:
http://minecraft.gamepedia.com/index.php?title=Data_values&oldid#Biome_IDs
The color change from bottom to top of each line goes from bedrock to the highest point in a world and simulates altitude effect on block color, as far as I understand (kahr just recently mentioned it was now possible to specify variable blend points on each line...again, if I understood him correctly!).
I tried to get this to work using the .properties convention kahr first mentioned he'd implemented in one of the snapshots about 3 weeks ago and tried every which way to get it to work, but couldn't see any effect in game. I'm assuming you'd need one of these biome 'charts' for each block you wanted biome and height to effect (such as grass, foliage, stone, etc.).
Of course I might have completely misunderstood Misa's original explanation and things could well have changed since then.
I haven't had time to experiment further, due to all the extra work Mojang landed us with, but you guys are better at this sort of thing for sure. Hope this helps in some way. At least you've got the graphic that Misa originally posted, which since completely disappeared off the forum (this might indicate that Misa and kahr have changed the method by which biome coloring would be implemented).
Best of luck.
I'm sure all will be revealed at some stage. I think both Misa and kahr have a lot on their plate at the moment. After my initial attempts to get it to work on grass, I gave up, as there was plenty to be going on with re-texturing logs, plants and stained glass!
It's just frustrating that Kahr said "You can try out the new format", which I'd love to do... but can't because I don't have enough information to do so.
Well, it's reassuring that it wasn't just my incompetent brain failing me when I couldn't get it to work...which is the normal state of affairs when I try to understand MCPatcher terminology.
Just kidding. I'm pretty sure we're both just suffering from a lack of information on this one.
thats the lower part of the log, and i tried in with minecraft 1.6.4 and all of them said yes.
any help would be appreciated
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Use MCPatcher 4.3.0 beta 5 for Minecraft 1.7.2, see the link on the front page of that thread or http://www.minecraftforum.net/topic/1496369-172-164-and-earlierupdate-1030-mcpatcher-hd-fix-422/page__st__9360#entry25502301