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.
For some reason MCpatcher doesnt recognize the latest version of liteloader, so profiles cant be made that include it. I dont know if its an MCpatcher thing or a liteloader thing, but I thought I should mention it.
can somebody tell me how i can fix the texture pack crash that would really be helpful
when ever i try to go to a texture pack minecraft just crashes can anybody help plz
Sounds like you are having memory issues. Have you set your java memory above the defaults? You pretty much have to in order to allow for the higher res textures.
Do we really still need the patcher after 1.5 added HD texture support?
Depends on which pack you're using. Many packs are created specifically with MCPatcher's mods in mind, and will look horrible without it. Some won't use MCPatcher at all, and some treat it as a "nice but not necessary" sort of thing.
My recommendation: If you want the most out of your resource pack use MCPatcher.
Khar actually hasn't been seen since July Bastikeks so for the moment I think it would be wise to stop making connected textures and just do random, unfortunately.
He moved in June so he may have had complications that are preventing him from getting on.
When he does return however I expect that the change to block states changeable models and minecraft supporting random textures may cause a longer than normal delay in an update. Connected textures might not even be possible anymore we will have to wait and see.
Connected textures might not even be possible anymore we will have to wait and see.
They should still be possible. I don't see how it could mess up CTM. The only thing that we (resource pack artist) would have to do is probably just redo the .properties files a little bit.
In fact, CTM could probably piggyback off of the vanilla code even more now. I can see metadata being replaced with "variant=" and faces referencing the element faces, but MC already has a nice model in place for CTM (think random models, fences, glass panes, etc).
In fact, CTM could probably piggyback off of the vanilla code even more now. I can see metadata being replaced with "variant=" and faces referencing the element faces, but MC already has a nice model in place for CTM (think random models, fences, glass panes, etc).
True it could piggyback off the vanilla code. But what I meant by changing the .properties files are just changing the "metadata=" with ""variant=".
I am using ATLauncher to host a large modpack. Optifine is incompatible, and I want to get the most out of resource packs. However, the MCPatcher installer is designed for the vanilla launcher and vanilla folder structure. It is inconvenient for clients to copy and paste the modpack into the vanilla folder structure, as the modpack is updated often. Is there a method for using MCPatcher with another launcher? Can I run MCPatcher for the vanilla launcher and copy/paste the files it adds/changes to ATLauncher's folders? Would a developer or experienced player let me know all the files that are added/changed?
True it could piggyback off the vanilla code. But what I meant by changing the .properties files are just changing the "metadata=" with ""variant=".
How does the new MC 1.8 'random' thing work at the moment, markacashion?
Having been away for so long, and only slowly catching up, I haven't seen any detailed mention of it, just vague references. As I count you and Alvoria as my main sources of expertise around these parts (for which I am in your debt), I'd be grateful if you could point me in the direction of any threads that deal with the subject and how to use "variant=". I swear, If you take your eye off the ball for just one second around here it feels like drowning.
The way some natural blocks randomly orient themselves came as a bit of a surprise discovery, that means I've had to go back through lots of textures to see how they look in vanilla MC! Does a list exist of what blocks are effected by this?
Sorry if these questions aren't really an MCPatcher specific thing, but they're surely going to effect kahr and MCPatcher and I'm as curious as everyone here as to how he will deal with such things when he's back and up and running.
How does the new MC 1.8 'random' thing work at the moment, markacashion?
Having been away for so long, and only slowly catching up, I haven't seen any detailed mention of it, just vague references. As I count you and Alvoria as my main sources of expertise around these parts (for which I am in your debt), I'd be grateful if you could point me in the direction of any threads that deal with the subject and how to use "variant=". I swear, If you take your eye off the ball for just one second around here it feels like drowning.
The way some natural blocks randomly orient themselves came as a bit of a surprise discovery, that means I've had to go back through lots of textures to see how they look in vanilla MC! Does a list exist of what blocks are effected by this?
Sorry if these questions aren't really an MCPatcher specific thing, but they're surely going to effect kahr and MCPatcher and I'm as curious as everyone here as to how he will deal with such things when he's back and up and running.
After messing around on the wiki and this forum with some Extended HD stuff, I wondered if it was possible to re-texture the death particles, which are the smoke particles, without interfering with the Nether Portal, Endermen/Enderchest and regular smoke particles. Is this possible with MCPatcher?
After messing around on the wiki and this forum with some Extended HD stuff, I wondered if it was possible to re-texture the death particles, which are the smoke particles, without interfering with the Nether Portal, Endermen/Enderchest and regular smoke particles. Is this possible with MCPatcher?
@ Meringue: Many thanks, mate. You've gone to a lot of trouble there, for which I'm very grateful.
That's a lot for me to digest and the use of the term 'model' gets me slightly confused because I immediately associate it with the new 'modelling' function that you folk have all been experimenting with. I take it all blocks and objects that appear in the world are referred to as 'models' for the sake of facing, etc. and the examples you give above are just for orientation of variants of a block or model, etc. not just for the new 3d models.
Do I understand correctly that this new 'variant' method is what effects the random orientation of some of the natural blocks like stone and dirt in 1.8?
I must say, once brackets and other coding punctuation start appearing, I get shivers up my spine and very easily get confused! I will do my best to get my head around this and the link to the wiki is much appreciated, but it's only when I look at your examples that I appreciate how easy kahr made it for us...well for the likes of me!
Much appreciate the trouble you went to, Meringue.
I don't know if this is a bug in MCPatcher or it there's a particular reason for not drawing the overlay.
Sounds like you are having memory issues. Have you set your java memory above the defaults? You pretty much have to in order to allow for the higher res textures.
Depends on which pack you're using. Many packs are created specifically with MCPatcher's mods in mind, and will look horrible without it. Some won't use MCPatcher at all, and some treat it as a "nice but not necessary" sort of thing.
My recommendation: If you want the most out of your resource pack use MCPatcher.
He moved in June so he may have had complications that are preventing him from getting on.
When he does return however I expect that the change to block states changeable models and minecraft supporting random textures may cause a longer than normal delay in an update. Connected textures might not even be possible anymore we will have to wait and see.
They should still be possible. I don't see how it could mess up CTM. The only thing that we (resource pack artist) would have to do is probably just redo the .properties files a little bit.
Putting the CENDENT back in transcendent!
True it could piggyback off the vanilla code. But what I meant by changing the .properties files are just changing the "metadata=" with ""variant=".
I am using ATLauncher to host a large modpack. Optifine is incompatible, and I want to get the most out of resource packs. However, the MCPatcher installer is designed for the vanilla launcher and vanilla folder structure. It is inconvenient for clients to copy and paste the modpack into the vanilla folder structure, as the modpack is updated often. Is there a method for using MCPatcher with another launcher? Can I run MCPatcher for the vanilla launcher and copy/paste the files it adds/changes to ATLauncher's folders? Would a developer or experienced player let me know all the files that are added/changed?
Any reply is greatly appreciated
With warm regards,
- PoliteMaster
How does the new MC 1.8 'random' thing work at the moment, markacashion?
Having been away for so long, and only slowly catching up, I haven't seen any detailed mention of it, just vague references. As I count you and Alvoria as my main sources of expertise around these parts (for which I am in your debt), I'd be grateful if you could point me in the direction of any threads that deal with the subject and how to use "variant=". I swear, If you take your eye off the ball for just one second around here it feels like drowning.
The way some natural blocks randomly orient themselves came as a bit of a surprise discovery, that means I've had to go back through lots of textures to see how they look in vanilla MC! Does a list exist of what blocks are effected by this?
Sorry if these questions aren't really an MCPatcher specific thing, but they're surely going to effect kahr and MCPatcher and I'm as curious as everyone here as to how he will deal with such things when he's back and up and running.
Many thanks in advance.
I guess Meringue beat me to it Glimmar, but what Meringue said is correct.
http://hypixel.net/threads/diax-resource-pack.199998/
lol, it's fine
No you can't.
http://hypixel.net/threads/diax-resource-pack.199998/
That's a lot for me to digest and the use of the term 'model' gets me slightly confused because I immediately associate it with the new 'modelling' function that you folk have all been experimenting with. I take it all blocks and objects that appear in the world are referred to as 'models' for the sake of facing, etc. and the examples you give above are just for orientation of variants of a block or model, etc. not just for the new 3d models.
Do I understand correctly that this new 'variant' method is what effects the random orientation of some of the natural blocks like stone and dirt in 1.8?
I must say, once brackets and other coding punctuation start appearing, I get shivers up my spine and very easily get confused!
Much appreciate the trouble you went to, Meringue.
I wish so too!!!
no mods,
vanilla textures
WHAT THE FLYING [email protected]%# HAPPENED TO THE WATER ??
EDIT:
if I turn "Custom Colors" -> "water" to false in the config file it stops,
but I (and others) do use custom water color so please fix this
Why are you using Forge if you have no other mods installed??? Just use Vanilla Minecraft with MCPatcher.