Please explain how you can do it. I would like to know how this is posisble.
I actually may have been mistaken, but I'll explain a few things.
There's a new assets folder in a recent snapshot called "assets/minecraft/blockstates". Inside are jsons that define the model to use for each. If you open one up (stone.json), you may notice something familiar. Random Textures. A variant has this when it is a JsonArray with multiple model objects. The way Mojang shipped it by default is similar to Optifine's Natural Textures.
As for the adding additional blocks, I have a theory, but am unable to test it or get it into the world. I either don't know how to properly use /setblock or it needs to be done programatically (mcedit). The theory is that I could add a variant to a block (such as dirt) and give a custom model. Something like this.
The particles used when you kill something or something dies is the same as the smoke particles and nether particles, and I wondered if you could add custom death particles? Ones that don't change the nether or smoke particles etc.?
Since installing MCPatcher I'm getting an issue where the side textures of grass blocks don't change color with biomes, and so do not match the top, which looks terrible. Googling only comes up with several years old discussions, suggesting one should disable Connected Textures if it's bothersome.
I'm starting to get worried. Kahr hasn't shown up in a while already.
Don't be. There are three good reasons why he hasn't posted:
1) He just got done with a big move. Kahr is probably still settling into a routine. New place to live, new commute to work, etc. Gotta get real life sorted before working on Minecraft.
2) He probably doesn't want to work with the snapshots right now. With Mojang changing so much of how Minecraft works, a lot of MCPatcher is going to have to be completely re-thought. The block model system, for example, changes how CTM works since there's no longer a perfectly reliable way to determine how any given surface is facing. With Mojang continuing to make improvements and changes to how rendering works on a weekly basis, trying to update to a snapshot every week is probably a fool's errand.
3) This is Kahr we're talking about. Have you seen his post count recently? For someone as well-known and extremely important to the community he has comparatively few posts. Most people who have been around since 2011 have post counts in the thousands. Kahr? He's more the quiet type who is just silently awesome and generally prefers to let the awesomeness of his creation speak for him. That's just how he rolls.
Oh, and he's probably still reading the forums without logging in. He does that too. It would be nice if he'd pop in and say "hi" every now and again, but barring sudden death I doubt he'd abandon this without notice. He doesn't seem like the type to do that. Not after all this time.
Did you change the base texture AND the overlay? If you didn't, that would explain your problem. If you did? Whelp. I don't know
I did not change any of the textures myself. I'm using Sphax BDCraft with Minecraft version 1.7.10 and it's been working perfectly. But as soon as I ran MCPatcher, with all the options checked, this problem appeared.
Are you saying I need to do something to the textures manually?
I've been thinking about the proposed custom block models feature and it seems that it would be really REALLY unwieldy.
In standard CTM, there are four primary directions (n,s,e,w) and four secondary directions (1,2,3,4). In three dimensions, this would turn into six primary (n,s,e,w,y,d), twelve secondary (Ne,Nw,Ny,Nd,Se,Sw,Sy,Sd,Ey,Ed,Wy,Wd), and eight tertiary (1,2,3,4,5,6,7,8). So instead of 47 tiles, there would be over 2000! The listed ones aren't even all of them!
You may need to edit the textures manually, and check if they are correct. If not, you can fix them yourself if you know how, but if you can't, sorry man. Unless the makers of Sphax update it, no fix
I've been thinking about the proposed custom block models feature and it seems that it would be really REALLY unwieldy.
In standard CTM, there are four primary directions (n,s,e,w) and four secondary directions (1,2,3,4). In three dimensions, this would turn into six primary (n,s,e,w,y,d), twelve secondary (Ne,Nw,Ny,Nd,Se,Sw,Sy,Sd,Ey,Ed,Wy,Wd), and eight tertiary (1,2,3,4,5,6,7,8). So instead of 47 tiles, there would be over 2000! The listed ones aren't even all of them!
And now you realize why Minecraft is made of just blocks This kind of thing needs to be done procedurally, and differently for every type of tile.
You may need to edit the textures manually, and check if they are correct. If not, you can fix them yourself if you know how, but if you can't, sorry man. Unless the makers of Sphax update it, no fix
I could certainly edit the textures myself, but I'm sure they are not the problem. Sphax's textures are correct. Investigating further it seems that something goes wrong when I have both Forge and MCpatcher installed at the same time.
And now you realize why Minecraft is made of just blocks This kind of thing needs to be done procedurally, and differently for every type of tile.
I could certainly edit the textures myself, but I'm sure they are not the problem. Sphax's textures are correct. Investigating further it seems that something goes wrong when I have both Forge and MCpatcher installed at the same time.
Although taking out redundant models (rotations) brings the count down to 154, if my math is correct.
I could certainly edit the textures myself, but I'm sure they are not the problem. Sphax's textures are correct. Investigating further it seems that something goes wrong when I have both Forge and MCpatcher installed at the same time.
Re-installed Minecraft completely and applied MCpatcher and nothing else. With the vanilla textures everything looks fine, but Sphax's textures immediately get the static side grass color problem. So I added DokuCraft x64 just to try it and it's working fine!
I've looked through the textures in both packs and they are done in exactly the same way, with 'grass_side.png' containing the full side texture with dirt and the basic green grass, 'grass_side_overlay.png' only has the grassy part in grey and the dirt part transparent, and 'grass_top.png' is the grass top in grey.
I don't understand what could be causing Sphax's grass to misbehave like this. Are there any other files in there somewhere that might affect grass coloring with MCpatcher? Remember, Sphax works perfectly without MCpatcher...
Since installing MCPatcher I'm getting an issue where the side textures of grass blocks don't change color with biomes, and so do not match the top, which looks terrible. Googling only comes up with several years old discussions, suggesting one should disable Connected Textures if it's bothersome.
Surely there's been some fix for this by now?
It turns out there was an error in the texture pack I was using. Sphax PureBDCraft. It contains CTM textures for the sides of grass blocks which don't really work because MCPatcher will not render the grass side overlay on top of them, and so they will not get the biome coloring.
The simplest fix is to just disable Connected Textures in MCPatcher, but that's boring. The better way is to delete the file "assets\minecraft\mcpatcher\ctm\misc\grass_side.properties" inside the PureBDCraft resource pack. This will disable CTM for the grass sides but keep it enabled for everything else.
So you're saying that the Sphax has the texture for the BLOCK not the OVERLAY. If you can delete the dirt in the grass side block texture and rename the files etc. it could work. But if they don't render correctly nothing I can help with.
No, no, Sphax has the normal 'grass_side.png' and 'grass_side_overlay.png' so it works without any issues as long as you don't use the "Connected Textures" option in MCPatcher. What is causing the problem I described is that Sphax ALSO has several variations of 'grass_side.png' that are used with CTM, but MCPatcher will not render 'grass_side_overlay.png' on the grass block sides if there are CTM textures for it. It will only draw the base texture.
I don't know if this is a bug in MCPatcher or it there's a particular reason for not drawing the overlay.
I actually may have been mistaken, but I'll explain a few things.
There's a new assets folder in a recent snapshot called "assets/minecraft/blockstates". Inside are jsons that define the model to use for each. If you open one up (stone.json), you may notice something familiar. Random Textures. A variant has this when it is a JsonArray with multiple model objects. The way Mojang shipped it by default is similar to Optifine's Natural Textures.
As for the adding additional blocks, I have a theory, but am unable to test it or get it into the world. I either don't know how to properly use /setblock or it needs to be done programatically (mcedit). The theory is that I could add a variant to a block (such as dirt) and give a custom model. Something like this.
If this isn't possible, hopefully Dinnerbone or Grum will add that functionality before release.
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The particles used when you kill something or something dies is the same as the smoke particles and nether particles, and I wondered if you could add custom death particles? Ones that don't change the nether or smoke particles etc.?
http://hypixel.net/threads/diax-resource-pack.199998/
Surely there's been some fix for this by now?
He has, he's just busy, and he checks the forums regularly while not logged in.
http://hypixel.net/threads/diax-resource-pack.199998/
Don't be. There are three good reasons why he hasn't posted:
1) He just got done with a big move. Kahr is probably still settling into a routine. New place to live, new commute to work, etc. Gotta get real life sorted before working on Minecraft.
2) He probably doesn't want to work with the snapshots right now. With Mojang changing so much of how Minecraft works, a lot of MCPatcher is going to have to be completely re-thought. The block model system, for example, changes how CTM works since there's no longer a perfectly reliable way to determine how any given surface is facing. With Mojang continuing to make improvements and changes to how rendering works on a weekly basis, trying to update to a snapshot every week is probably a fool's errand.
3) This is Kahr we're talking about. Have you seen his post count recently? For someone as well-known and extremely important to the community he has comparatively few posts. Most people who have been around since 2011 have post counts in the thousands. Kahr? He's more the quiet type who is just silently awesome and generally prefers to let the awesomeness of his creation speak for him. That's just how he rolls.
Oh, and he's probably still reading the forums without logging in. He does that too. It would be nice if he'd pop in and say "hi" every now and again, but barring sudden death I doubt he'd abandon this without notice. He doesn't seem like the type to do that. Not after all this time.
I did not change any of the textures myself. I'm using Sphax BDCraft with Minecraft version 1.7.10 and it's been working perfectly. But as soon as I ran MCPatcher, with all the options checked, this problem appeared.
Are you saying I need to do something to the textures manually?
[deleted this cringe]
Simple. You don't. It's not supported.
Putting the CENDENT back in transcendent!
In standard CTM, there are four primary directions (n,s,e,w) and four secondary directions (1,2,3,4). In three dimensions, this would turn into six primary (n,s,e,w,y,d), twelve secondary (Ne,Nw,Ny,Nd,Se,Sw,Sy,Sd,Ey,Ed,Wy,Wd), and eight tertiary (1,2,3,4,5,6,7,8). So instead of 47 tiles, there would be over 2000! The listed ones aren't even all of them!
Putting the CENDENT back in transcendent!
http://hypixel.net/threads/diax-resource-pack.199998/
And now you realize why Minecraft is made of just blocks
I could certainly edit the textures myself, but I'm sure they are not the problem. Sphax's textures are correct. Investigating further it seems that something goes wrong when I have both Forge and MCpatcher installed at the same time.
Although taking out redundant models (rotations) brings the count down to 154, if my math is correct.
Putting the CENDENT back in transcendent!
Re-installed Minecraft completely and applied MCpatcher and nothing else. With the vanilla textures everything looks fine, but Sphax's textures immediately get the static side grass color problem. So I added DokuCraft x64 just to try it and it's working fine!
I've looked through the textures in both packs and they are done in exactly the same way, with 'grass_side.png' containing the full side texture with dirt and the basic green grass, 'grass_side_overlay.png' only has the grassy part in grey and the dirt part transparent, and 'grass_top.png' is the grass top in grey.
I don't understand what could be causing Sphax's grass to misbehave like this. Are there any other files in there somewhere that might affect grass coloring with MCpatcher? Remember, Sphax works perfectly without MCpatcher...
http://hypixel.net/threads/diax-resource-pack.199998/
when ever i try to go to a texture pack minecraft just crashes can anybody help plz
Nobody can help you... unless you post a crash log. Then maybe somebody can help you.
Here's my original post:
It turns out there was an error in the texture pack I was using. Sphax PureBDCraft. It contains CTM textures for the sides of grass blocks which don't really work because MCPatcher will not render the grass side overlay on top of them, and so they will not get the biome coloring.
The simplest fix is to just disable Connected Textures in MCPatcher, but that's boring. The better way is to delete the file "assets\minecraft\mcpatcher\ctm\misc\grass_side.properties" inside the PureBDCraft resource pack. This will disable CTM for the grass sides but keep it enabled for everything else.
http://hypixel.net/threads/diax-resource-pack.199998/
I don't know if this is a bug in MCPatcher or it there's a particular reason for not drawing the overlay.