I made a long winded post in Misa's thread so I will keep this one short...:P
Kahr your program is genius and I hope you realize exactly how many people rely on your work to complete their minecraft experience. I mean really... a lot.
As I said in Misa's thread I hope the new people at microsoft have a look around and realize the importance of your work and put you on the payroll....
K I figured out it was the texture pack I was using but now I have a new issue.
I'm getting that black triangle rendering issue with custom skies in 128x128 texture packs. Can't find any information on how to fix this/what exactly causes it. Images below:
It kind of stays in one position on your screen but warps and rotates itself based on where you're looking at in the sky. It's probably located at a seam in one of the nighttime sky textures, if that makes any sense.
I want to say this has to do with increasing the horizon position value in mcpatcher but I'm not so sure. This only happens with 128x128 packs' night skies. I haven't tried tons of them but I do have a few and it hasn't happened with any of my 32/64x packs' skies. Anyone know how I might be able to solve the issue?
Edit: Turning off clouds in the options, which weren't rendering properly at all, solved the issue. Not sure if it's even mcpatcher related but I'm glad I figured out what was going on. Sorry for the spammy posts!
Thanks very much for the preview, brightened my day after the MS news. Not clear what should/not be working yet, but as I see it, sheep colors and mycelium particle colors have no effect, and there's a nasty bug with wolf collars:
[00:08:47] [Client thread/ERROR]: Couldn't render entity
java.lang.ArrayIndexOutOfBoundsException: 3 <== index varies, small positive values
at csz.a(SourceFile:27) ~[1.8-mcpatcher.jar:?]
at csz.a(SourceFile:10) ~[1.8-mcpatcher.jar:?]
at cqv.a(SourceFile:411) ~[1.8-mcpatcher.jar:?]
Sky looks good, I'm getting blinking eyes from the 'anim' folder, biome water/foliage/grass seemed to be fine. Connected block textures seem to be mostly fine, though glass panes have extra stuff, which may be a soartex issue.
Are you considering doing something with banner colors? Sure would be nice to match my wools (and sheep once those are working).
Got the prototype 1.8 mcpatcher thing. Seems to be working great, though the only mod I'm using is random mobs, as the resource pack I'm working on only uses that for the moment.
The extreme changes to various block models I have are still okay and everything looks in order. Though I'm still being careful and keeping backups of my work in progress resource pack.
So, after updating to 3.2i, my new stones render as regular stone. The andersite, diorite and granite. Not sure if this is a function of the partial release or if it is a resource pack that needs some additional work. (Les 1.8 patch for Misa's) Which setting should I mess with to try to confirm where the issue is?
So, after updating to 3.2i, my new stones render as regular stone. The andersite, diorite and granite. Not sure if this is a function of the partial release or if it is a resource pack that needs some additional work. (Les 1.8 patch for Misa's) Which setting should I mess with to try to confirm where the issue is?
Considering I'm not having any issue with my stones, I'm guessing that it's your pack. Anything that addresses stone in general will overwrite the new stones since they're variants of that block. To stop this, you'll need to specify exactly which variants you want to be effected in your config files.
May I also take a moment to reiterate the issue I'm having with 3.2i, and again ask for assistance:
OK, so I'm testing the latest MCPatcher (the 1.8 prototype) and I can't for the life of me get double-tall grass and ferns to look right. Here's my .properties file:
No matter what I put in the "blocks" section it won't color the top half of the double-tall grass and ferns. In the versions posted above, you'll notice I even have "half=upper" specified in what should be redundant entries to try to correct this... yet it seems to be entirely disregarded in favor of the vanilla color map.
Thanks in advance for any help rendered.
Also, custom Redstone color just outright doesn't work. Kahr, I'm not sure if this was something that's been added yet or not (you didn't say which custom colors features are still missing), but if it was supposed to be in the 'working' category... it isn't. Otherwise, just disregard this as me being an anxious little artist type person.
Everything else that's supposed to work seems to be working, though.
I disabled clouds and it went away. Still means it'd be due to fog/render distance?
I don't know why it went away when you disabled clouds, but it's definitely the fog. Because the skybox is a box, and the fog is a straight wall that moves parallel to your face, it makes that exact shape when you look at the corner. Not to mention it's the same color as fog. This happens to me as well. The more fog, the larger the triangle in the corner is.
I've noticed some problems with case-sensitivity (going back to earlier releases). In at least two cases I've borrowed stuff from packs that didn't work until I changed 'matchBlocks' to 'matchblocks'. Presumably it worked for the authors, and though I happen to be on a Mac, that doesn't suggest any explanation for the issue. I'm not sure what other keywords might be affected, if any, which makes troubleshooting a bit tedious - seems like it should all be case-insensitive.
Edit: Eventually I noticed the comment in a sample file saying "All property names are case-sensitive," so I went back to take another look. Despite that statement, at least "matchBlocks" is NOT entirely sensitive, and the results are different. In the case of Lithos Luminous, which uses vertical tiling for stained_glass, it works correctly if I use lowercase, which is supposedly wrong. But if I use mixed case like I'm supposed to, then it does something wrong for the faces (=sides) that are supposed to be affected - not entirely clear what, but it looks like it uses the top face (i.e. the standard non-ctm texture) of the last glass color, for the sides of all 16 colors. Weird.
I don't know if it's a MC Patcher issue, but it's happened after 1.8 and I thought I'd ask anyway. Clouds and items are missing/having their sides broken. Anyone that can inform me why this is? I'm not sure what 1.8 changed.
Thanks! And amazing how fast you got a pre-alpha 1.8 MC patcher out Kahr!
This looks like it's just 1.8. They changed how transparency works. What's happening, most likely, is that you have transparent pixels on the edge of your items and clouds that are below the threshold for total transparency. Double check on a 1.8 install that doesn't have MCPatcher, but I'm almost completely certain that this is a vanilla Minecraft issue.
Thanks for the fast response Alvoria. How do you do semi transparency in 1.8 then? How does it work now?
Not entirely sure on the specifics, but Minecraft will try to render partial transparency on items as opposed to just making anything that's partially transparent completely opaque like it used to. There's also a minimum threshold where anything more than a certain percentage (50%?) of transparency will just be completely transparent rather than it's actual value.
To fix the problem you're having, just clean up all of the partially transparent pixels on your image. Make sure every pixel is either 100% opaque, or 100% transparent.
Also, this is very off topic now so if you need further assistance try posting a thread in Resource Pack Help.
has this been updated to 1.8 yet?
if not that explains why every single option says "can not be applied"
Do you see "1.8" in the list of versions in the title?
There's an unfinished prototype of a 1.8 version in one of Kahr's posts two or three pages back if you want to test it. Just a warning, it's unfinished and still has a few bugs. Most things are working well, though, so it's serviceable for the time being.
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Actually, I found MCPatcher's latest "test" update rectifies the issues I've been having with framerate since 1.8 came to the party. I understand it has a lot to do with how the water is rendered, but the impact is astounding. Thanks a lot for your work, Kahr. MC's been nearly unplayable up 'til now.
along with the wanted images,
but it doesn't seem to do anything.
anyone have an idea why ?
EDIT:
also, it seems like slabs cannot have their "middle" face changed
meaning bottom slabs disregard "top" face setting and top slabs disregard "bottom"
maybe this & the reeds thing are related somehow ?
Kahr your program is genius and I hope you realize exactly how many people rely on your work to complete their minecraft experience. I mean really... a lot.
As I said in Misa's thread I hope the new people at microsoft have a look around and realize the importance of your work and put you on the payroll....
Maybe even with a signing bonus for work donated
I'm getting that black triangle rendering issue with custom skies in 128x128 texture packs. Can't find any information on how to fix this/what exactly causes it. Images below:
It kind of stays in one position on your screen but warps and rotates itself based on where you're looking at in the sky. It's probably located at a seam in one of the nighttime sky textures, if that makes any sense.
I want to say this has to do with increasing the horizon position value in mcpatcher but I'm not so sure. This only happens with 128x128 packs' night skies. I haven't tried tons of them but I do have a few and it hasn't happened with any of my 32/64x packs' skies. Anyone know how I might be able to solve the issue?
Edit: Turning off clouds in the options, which weren't rendering properly at all, solved the issue. Not sure if it's even mcpatcher related but I'm glad I figured out what was going on. Sorry for the spammy posts!
[00:08:47] [Client thread/ERROR]: Couldn't render entity
java.lang.ArrayIndexOutOfBoundsException: 3 <== index varies, small positive values
at csz.a(SourceFile:27) ~[1.8-mcpatcher.jar:?]
at csz.a(SourceFile:10) ~[1.8-mcpatcher.jar:?]
at cqv.a(SourceFile:411) ~[1.8-mcpatcher.jar:?]
Sky looks good, I'm getting blinking eyes from the 'anim' folder, biome water/foliage/grass seemed to be fine. Connected block textures seem to be mostly fine, though glass panes have extra stuff, which may be a soartex issue.
Are you considering doing something with banner colors? Sure would be nice to match my wools (and sheep once those are working).
The extreme changes to various block models I have are still okay and everything looks in order. Though I'm still being careful and keeping backups of my work in progress resource pack.
I believe this is actually due to fog, increasing your render distance will solve this problem.
Considering I'm not having any issue with my stones, I'm guessing that it's your pack. Anything that addresses stone in general will overwrite the new stones since they're variants of that block. To stop this, you'll need to specify exactly which variants you want to be effected in your config files.
May I also take a moment to reiterate the issue I'm having with 3.2i, and again ask for assistance:
I mean, they will probably find out about MCPatcher's existence if they do some snooping around the place....
http://hypixel.net/threads/diax-resource-pack.199998/
I disabled clouds and it went away. Still means it'd be due to fog/render distance?
I don't know why it went away when you disabled clouds, but it's definitely the fog. Because the skybox is a box, and the fog is a straight wall that moves parallel to your face, it makes that exact shape when you look at the corner. Not to mention it's the same color as fog. This happens to me as well. The more fog, the larger the triangle in the corner is.
Edit: Eventually I noticed the comment in a sample file saying "All property names are case-sensitive," so I went back to take another look. Despite that statement, at least "matchBlocks" is NOT entirely sensitive, and the results are different. In the case of Lithos Luminous, which uses vertical tiling for stained_glass, it works correctly if I use lowercase, which is supposedly wrong. But if I use mixed case like I'm supposed to, then it does something wrong for the faces (=sides) that are supposed to be affected - not entirely clear what, but it looks like it uses the top face (i.e. the standard non-ctm texture) of the last glass color, for the sides of all 16 colors. Weird.
This looks like it's just 1.8. They changed how transparency works. What's happening, most likely, is that you have transparent pixels on the edge of your items and clouds that are below the threshold for total transparency. Double check on a 1.8 install that doesn't have MCPatcher, but I'm almost completely certain that this is a vanilla Minecraft issue.
Not entirely sure on the specifics, but Minecraft will try to render partial transparency on items as opposed to just making anything that's partially transparent completely opaque like it used to. There's also a minimum threshold where anything more than a certain percentage (50%?) of transparency will just be completely transparent rather than it's actual value.
To fix the problem you're having, just clean up all of the partially transparent pixels on your image. Make sure every pixel is either 100% opaque, or 100% transparent.
Also, this is very off topic now so if you need further assistance try posting a thread in Resource Pack Help.
if not that explains why every single option says "can not be applied"
Do you see "1.8" in the list of versions in the title?
There's an unfinished prototype of a 1.8 version in one of Kahr's posts two or three pages back if you want to test it. Just a warning, it's unfinished and still has a few bugs. Most things are working well, though, so it's serviceable for the time being.
i have a version of mclauncher which says 1.8 for some reason, i guess i will have to wait.
Yes there is a partial-feature beta version. However, you don't need MCPatcher to run HD texture packs -- that hasn't been necessary for years.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
I've tried this reeds.properties file
matchBlocks=minecraft:reeds
faces=sides
method=vertical
tiles=0-3
along with the wanted images,
but it doesn't seem to do anything.
anyone have an idea why ?
EDIT:
also, it seems like slabs cannot have their "middle" face changed
meaning bottom slabs disregard "top" face setting and top slabs disregard "bottom"
maybe this & the reeds thing are related somehow ?