Feeling kind of dumb here, I tried unstitching a texture pack and it seemed to be working fine, said everything was done successfully...except it didn't create the "blocks" and "items" folders with all the separate .png files...the converted .zip still had the original setup with the original terrain.png. Am I doing something wrong?
Feeling kind of dumb here, I tried unstitching a texture pack and it seemed to be working fine, said everything was done successfully...except it didn't create the "blocks" and "items" folders with all the separate .png files...the converted .zip still had the original setup with the original terrain.png. Am I doing something wrong?
Open your extracted, editable texture pack folder, select all files and folders, compress them into a .zip archive, open the unstitcher, open from a file and choose the .zip archive you created, unstitch, a new .zip archive should appear with the converted texture layout. The terrain.png will still exist, but will have most textures removed, and there should be a folder called "textures" in which there are "blocks" and "items" folders that contain said textures.
Anything there amiss to you? If not, then I can't say. I haven't had any problems, which would sound like a good thing, but it doesn't really give me any way to help people who do have a problem.
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Fare well everyone! My time to retire has come! "And with that, POW! I'm gone." ---Lord Crump
I tried using the unstitcher from the jar on a zipped texture-pack but for some reason it just says skipping blocks and skipping items. anyone have this problem?
I tried using the unstitcher from the jar on a zipped texture-pack but for some reason it just says skipping blocks and skipping items. anyone have this problem?
I'm not sure. Have you checked for anything that may cause incompatibility between the items / terrain images and the unstitcher? Possibly a difference in resolution? And have you checked that they are up-to-date? Both of those are probably maddeningly unhelpful, but It's the basic things that I would check, and it is really the only thing I could think of. You could also refer to my last post (right behind yours) and go over the process to make sure you didn't skip anything.
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Fare well everyone! My time to retire has come! "And with that, POW! I'm gone." ---Lord Crump
Open your extracted, editable texture pack folder, select all files and folders, compress them into a .zip archive, open the unstitcher, open from a file and choose the .zip archive you created, unstitch, a new .zip archive should appear with the converted texture layout. The terrain.png will still exist, but will have most textures removed, and there should be a folder called "textures" in which there are "blocks" and "items" folders that contain said textures.
Anything there amiss to you? If not, then I can't say. I haven't had any problems, which would sound like a good thing, but it doesn't really give me any way to help people who do have a problem.
I did all of that, and it did create a new zip. But it didn't have the "textures" folder, and the original terrain.png didn't have any textures removed...quite frustrating. I tried this with multiple different texture packs, same thing happens every time. Thanks for trying to help, anyway.
nope I did everything on that list. I may also note that i'm using a mac (it may not work for mac?)
I don't have a mac, but haven't I heard that executable files don't work on mac? I don't know. It's not really my place to answer anyway. I just helped the last person because I thought I may have a vague solution, and decided to answer you as well, but I don't really know much about this at all... I suppose I should just wait for someone who does understand it better to come in.
Can someone make something that will do the clock and compass textures automatically? Kinda annoyed me that the one thing that i'd really need the help doing is the one thing it didn't do.
Can someone make something that will do the clock and compass textures automatically? Kinda annoyed me that the one thing that i'd really need the help doing is the one thing it didn't do.
Sadly with the change in how those textures are made (they are not a single image anymore) you will need to grab them from the new snapshot and make all anew, sense they are now handled sort of like animated blocks, rather than being hard coded in the game (and thus uneditable unless modded)
While the unstitcher will grab them, they will grab just the single frame, and not the animation that you now need.
Just open the jar of the snapshot and drag out the new Textures folder, and have everything you need?
The unstitcher is only for current custom texturepacks to convert them into the new style. Even packs that had a custom clock and such, they needed mods to over write what was hard coded into minecraft. It sounds like you are asking for the custom texture to be ripped with the animation.. sorry thats not happening. As is before the items were hard coded in the game, any texture edit didn't change their looks unless using a mod like mcpatcher, even then the item was a transparent image with some hardcoded bits that changed the image, like what direction the needle pointed.
Now they are no longer hard coded in, and instead of bits being hard coded in it is all one animation file.
I don't see why it wouldn't be possible for someone to make a converter that would layer things like the game would and rip them out to the sheet properly for the necessary directions.
I mean, they had to do something similar themselves to make the new default textures, didn't they? There's simply too great a margin for error in trying to get the compass needle and rotating background image for the clock pointed perfectly otherwise, not to mention the game handles said rotation in a very specific way.
The thing is, that bit before was hard coded, no graphics, it was all deta. Theres no way to rip that into a texture. Remember the old packs, any 'custom' texture had to have mods to edit the look, else it defaulted to what was hard coded. And for like the clock used a split image for the rotating dile, that looked rather buggy. Theres no way to rip a single custom texture, and add in the hard coded bits from minecraft. Can you imagen the mess up if that could be done and the clock and such didn't align right? Be a bigger mess.
You also seem stuck on the idea that say a clock, has to be a clock, and that the rotation of that, and the compass are so strict.
It is -not- anymore. Now you can customize it however you see fit. Jeb even posted a edit to the clock to make it a digital clock.
Can do the same with the compass.. as is now you have more control, and are not as limited as before with it being hard coded.
Just grab the images from the new snapshot like the rest of us are and edit it. If all you're changing is the look of say the clock body, then it be a simple copy and paste it over for all the frames and leav the sun/moon alone.. or even same for the compass and just cut out the part the needles on..
OR come up with your own new ideas like I've been seeing people do, like making the compass display the direction headings, N, S, E, W, and a lot of stuff.
Really just dig in and mess around, you seem to think it's a lot harder then it really is.
The converter refuses to convert my blocks (terrain.png) but converts items just fine. Tried multiple times, with no change. The log says "skipping terrain". What gives?
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I was born one morning when the sun didn't shine...
I went to do this for you but I think I know why you are having this issue. You have you folder within the zip. Instead of the files being the main zip.
I couldn't get it to work after rezipping it so I would suggest altering your main zip and zip all the files together rather than zipping the folder that they are all in.
Nice idea I like! But I think you can get a bit more creative with the over all design. That stuff in a box looks boring.
It fits with the theme of the pack. That 'box' is a CRT display.
I've also got plans for a Naval style compass and one that's not even a compass at all. (Just a gauge that goes to full when you are pointing towards spawn.)
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Tis far better to be a witty fool than a foolish wit.
Thank you. I couldn't figure out wtf he meant by "open" it and it should tell me, when I opened it with winrar.
Open your extracted, editable texture pack folder, select all files and folders, compress them into a .zip archive, open the unstitcher, open from a file and choose the .zip archive you created, unstitch, a new .zip archive should appear with the converted texture layout. The terrain.png will still exist, but will have most textures removed, and there should be a folder called "textures" in which there are "blocks" and "items" folders that contain said textures.
Anything there amiss to you? If not, then I can't say. I haven't had any problems, which would sound like a good thing, but it doesn't really give me any way to help people who do have a problem.
"And with that, POW! I'm gone." ---Lord Crump
I'm not sure. Have you checked for anything that may cause incompatibility between the items / terrain images and the unstitcher? Possibly a difference in resolution? And have you checked that they are up-to-date? Both of those are probably maddeningly unhelpful, but It's the basic things that I would check, and it is really the only thing I could think of. You could also refer to my last post (right behind yours) and go over the process to make sure you didn't skip anything.
"And with that, POW! I'm gone." ---Lord Crump
I did all of that, and it did create a new zip. But it didn't have the "textures" folder, and the original terrain.png didn't have any textures removed...quite frustrating. I tried this with multiple different texture packs, same thing happens every time. Thanks for trying to help, anyway.
I don't have a mac, but haven't I heard that executable files don't work on mac? I don't know. It's not really my place to answer anyway. I just helped the last person because I thought I may have a vague solution, and decided to answer you as well, but I don't really know much about this at all... I suppose I should just wait for someone who does understand it better to come in.
"And with that, POW! I'm gone." ---Lord Crump
Sadly with the change in how those textures are made (they are not a single image anymore) you will need to grab them from the new snapshot and make all anew, sense they are now handled sort of like animated blocks, rather than being hard coded in the game (and thus uneditable unless modded)
While the unstitcher will grab them, they will grab just the single frame, and not the animation that you now need.
Just open the jar of the snapshot and drag out the new Textures folder, and have everything you need?
The unstitcher is only for current custom texturepacks to convert them into the new style. Even packs that had a custom clock and such, they needed mods to over write what was hard coded into minecraft. It sounds like you are asking for the custom texture to be ripped with the animation.. sorry thats not happening. As is before the items were hard coded in the game, any texture edit didn't change their looks unless using a mod like mcpatcher, even then the item was a transparent image with some hardcoded bits that changed the image, like what direction the needle pointed.
Now they are no longer hard coded in, and instead of bits being hard coded in it is all one animation file.
I mean, they had to do something similar themselves to make the new default textures, didn't they? There's simply too great a margin for error in trying to get the compass needle and rotating background image for the clock pointed perfectly otherwise, not to mention the game handles said rotation in a very specific way.
You also seem stuck on the idea that say a clock, has to be a clock, and that the rotation of that, and the compass are so strict.
It is -not- anymore. Now you can customize it however you see fit. Jeb even posted a edit to the clock to make it a digital clock.
Can do the same with the compass.. as is now you have more control, and are not as limited as before with it being hard coded.
Just grab the images from the new snapshot like the rest of us are and edit it. If all you're changing is the look of say the clock body, then it be a simple copy and paste it over for all the frames and leav the sun/moon alone.. or even same for the compass and just cut out the part the needles on..
OR come up with your own new ideas like I've been seeing people do, like making the compass display the direction headings, N, S, E, W, and a lot of stuff.
Really just dig in and mess around, you seem to think it's a lot harder then it really is.
link to texture-pack thread
http://www.minecraftforum.net/topic/1638362-16x-anodomani-wip-146-cartoony-rpg-critique-welcome/
I went to do this for you but I think I know why you are having this issue. You have you folder within the zip. Instead of the files being the main zip.
I couldn't get it to work after rezipping it so I would suggest altering your main zip and zip all the files together rather than zipping the folder that they are all in.
Compass
Clock
Nice idea I like! But I think you can get a bit more creative with the over all design. That stuff in a box looks boring.
I've also got plans for a Naval style compass and one that's not even a compass at all. (Just a gauge that goes to full when you are pointing towards spawn.)