Minecraft Pre-Release 4 now supports HD textures automatically. This program, while it helped for about a year now and everyone is grateful to the creators as well, is obsolete.
PR 2 did too, you know. the issue is that it isn't FULLY fixed. certain textures, like on bricks, have artifacts on them, like the fire/water animations.
What's the point of being able to set up load order if the patcher doesn't even overwrite old files with ones higher up in the list? It's annoying having to manually deselect class files just to have a patch work.
It'll still work -- the patcher generally just asks you if you want to overwrite it, unless the mod conflicts with the patching of textures, font or bettergrass.
The next MCPatcher release will have some changes that texture pack authors need to know about.
For texture packs with custom fonts: In order to fix the bug that causes the enchantment table font to be scrunched up, I had to change how the font widths are calculated. This causes existing custom fonts to be more spaced out. If you've added invisible "spacer pixels" to the edges of characters to get the spacing you want in the past, you'll probably want to take them out. To allow for more control over the widths of individual characters, I have included a way to specify them manually. Create a text file called /font/default.properties or /font/alternate.properties. Each line in this file specifies the width of a character:
width.<ASCII value 0-255>=<Width 0-8>
For example, to specify the widths of capital A, B, and C, you might use
width.65=5.9
width.66=5
width.67=5.25
Values can be floating point numbers (Notch's original code only supported integer widths) and range from 0-8 regardless of the resolution of the font. You do not need to specify widths for all characters, only ones where you want to override the default width.
The space character is special. Its default width is 1/2 of the average of the widths of A-Z, a-z, and 0-9. This makes the spacing between words match the overall width of the font. However you can override this the same way, by setting width.32 to a custom value.
For texture packs with custom animations: Existing custom animations will not change, but as an experimental feature, you can now make any tile in terrain.png or items.png animated. Create an image called custom_terrain_###.png or custom_item_###.png in the root of your pack. ### is the index (0-255) of the tile in terrain.png or items.png. It is not the block ID or item ID. The format of the image is the same as the other custom_*.png images: A vertical strip of frames the same size as the texture pack. Transparency will work only if it works in the original tile.
Texture pack authors can go ahead and create the new files, and the current patcher will ignore them. In the meantime, I will finish up some final details and release a new version of MCPatcher soon.
Does this change apply to the fonts embedded into Minecraft .jar ?
("Thanks" to notch, we're forced to step back into 80's and create a separate bitmap for every codepage...)
Does this change apply to the fonts embedded into Minecraft .jar ?
("Thanks" to notch, we're forced to step back into 80's and create a separate bitmap for every codepage...)
It should work the same way. For each font png, create a corresponding .properties file if you need to specify widths. Can you point me to an example set of bitmaps I can try to make sure?
It should work the same way. For each font png, create a corresponding .properties file if you need to specify widths. Can you point me to an example set of bitmaps I can try to make sure?
Another question is: will it be significantly harder to read width mappings from PNG text field? (Assuming I will find a way to put it there... which i'm lacking currently, although specification says it's possible to embed comments into PNG files.)
That seemed to work ok. I used these fonts and created default.properties files with some made-up values. It seemed to read them just fine from minecraft.jar.
Another question is: will it be significantly harder to read width mappings from PNG text field? (Assuming I will find a way to put it there... which i'm lacking currently, although specification says it's possible to embed comments into PNG files.)
If there's a standard Java API for it, possibly. I'd rather not add more 3rd-party libraries to MCPatcher.
I'm having issues with using this on 1.9-Pre4. Every time I patch, it just gives me a blackscreen after I log in. I run MC off of a RamDisk and have selected the .jar from it. This patcher worked with every other version I patched on this RamDisk, but I just can't get this to work for me. I would love any help and I'll keep trying and get back to you if I can figure it out.
Edit: It seems to only break if I select "HD Textures", which doesn't help my cause. It also seems to patch the default location just fine, AppData\... Oh well, I guess I'll just stick with default for now.
I'm having issues with using this on 1.9-Pre4. Every time I patch, it just gives me a blackscreen after I log in. I run MC off of a RamDisk and have selected the .jar from it. This patcher worked with every other version I patched on this RamDisk, but I just can't get this to work for me. I would love any help and I'll keep trying and get back to you if I can figure it out.
Edit: It seems to only break if I select "HD Textures", which doesn't help my cause. It also seems to patch the default location just fine, AppData\... Oh well, I guess I'll just stick with default for now.
Important note for texture pack authors For texture packs with custom animations: Existing custom animations will not change, but as an experimental feature, you can now make any tile in terrain.png or items.png animated. Create an image called custom_terrain_###.png or custom_item_###.png in the root of your pack. ### is the index (0-255) of the tile in terrain.png or items.png. It is not the block ID or item ID. The format of the image is the same as the other custom_*.png images: A vertical strip of frames the same size as the texture pack. Transparency will work only if it works in the original tile.
Very, very cool indeed. Is there any chance that this would also apply to the KZ.png file? Having animated pictures could also open many new possibilities.
Patcher updated to 2.2.0. I'll be updating the OP with more details. Github links don't work yet until I beat the github uploader into submission again. Fixed.
Very, very cool indeed. Is there any chance that this would also apply to the KZ.png file? Having animated pictures could also open many new possibilities.
For now just terrain and items since those are the only textures currently set up to handle animations. But I'll look into animating other textures in the future.
By the way, if anyone wants a headache, here's a texture pack with every single terrain and item tile animated. I made it to stress-test the custom animations code.
So, I tried patching a brand-spanking-new 1.8 jar file with modloader added to the patcher as you described in the first post. I also checked Bettergrass, 'cause I need my Bettergrass. And yet, it's still grey in-game. Any idea why?
Edit: Derp, I was using an old version and hadn't even noticed.
Glitchy.
Donate to help me buy people Minecraft accounts!
The next MCPatcher release will have some changes that texture pack authors need to know about.
For texture packs with custom fonts: In order to fix the bug that causes the enchantment table font to be scrunched up, I had to change how the font widths are calculated. This causes existing custom fonts to be more spaced out. If you've added invisible "spacer pixels" to the edges of characters to get the spacing you want in the past, you'll probably want to take them out. To allow for more control over the widths of individual characters, I have included a way to specify them manually. Create a text file called /font/default.properties or /font/alternate.properties. Each line in this file specifies the width of a character:
For example, to specify the widths of capital A, B, and C, you might use
Values can be floating point numbers (Notch's original code only supported integer widths) and range from 0-8 regardless of the resolution of the font. You do not need to specify widths for all characters, only ones where you want to override the default width.
The space character is special. Its default width is 1/2 of the average of the widths of A-Z, a-z, and 0-9. This makes the spacing between words match the overall width of the font. However you can override this the same way, by setting width.32 to a custom value.
For texture packs with custom animations: Existing custom animations will not change, but as an experimental feature, you can now make any tile in terrain.png or items.png animated. Create an image called custom_terrain_###.png or custom_item_###.png in the root of your pack. ### is the index (0-255) of the tile in terrain.png or items.png. It is not the block ID or item ID. The format of the image is the same as the other custom_*.png images: A vertical strip of frames the same size as the texture pack. Transparency will work only if it works in the original tile.
Texture pack authors can go ahead and create the new files, and the current patcher will ignore them. In the meantime, I will finish up some final details and release a new version of MCPatcher soon.
("Thanks" to notch, we're forced to step back into 80's and create a separate bitmap for every codepage...)
It should work the same way. For each font png, create a corresponding .properties file if you need to specify widths. Can you point me to an example set of bitmaps I can try to make sure?
thatsssssss a very nice ssssssignature you have there
I'll need to make adjustments to the script first to calculate widths.
Or if you are fine with php, there's the script and example bitmaps:
http://project.dyndns.org/.offload/ttfToMinecraftRaster.rar
Another question is: will it be significantly harder to read width mappings from PNG text field? (Assuming I will find a way to put it there... which i'm lacking currently, although specification says it's possible to embed comments into PNG files.)
That seemed to work ok. I used these fonts and created default.properties files with some made-up values. It seemed to read them just fine from minecraft.jar.
If there's a standard Java API for it, possibly. I'd rather not add more 3rd-party libraries to MCPatcher.
Yeah, that was essentially this question.
Edit: It seems to only break if I select "HD Textures", which doesn't help my cause. It also seems to patch the default location just fine, AppData\... Oh well, I guess I'll just stick with default for now.
Check my post, it's the first one in this page.
the 512x texture packs take FOREVER to download!!!
i love the patcher tho
I already tried that, still not working for me. Let me try just one more thing.
Very, very cool indeed. Is there any chance that this would also apply to the KZ.png file? Having animated pictures could also open many new possibilities.
Github links don't work yet until I beat the github uploader into submission again.Fixed.For now just terrain and items since those are the only textures currently set up to handle animations. But I'll look into animating other textures in the future.
By the way, if anyone wants a headache, here's a texture pack with every single terrain and item tile animated. I made it to stress-test the custom animations code.
Edit: Derp, I was using an old version and hadn't even noticed.
GIMP can do that (Image - Image properties - "Comment" tab).