I've got a problem with connecting glasses on my ctm. Actually I'm editing one for my first texture pack, so i'd need even more help.
I need to put the right "pixels" in the right places, but i don't know which one they are. There are little squares that are in the wrong place, and i don't want to try to move them because i don't know where they're supposed to be at.
Some places are already good and when came with the original pack:
But the ones i'd like to fix and correct are these:
The ctm.png is here as jpg:
Could anyone help? I need to know how to make the squarelike be rounded with no pixels on the clean glasses at the middle.
For help with the CTM image, check this. It isn't the simplest thing to understand, but it is the most complex form of CTM.
My own question here. I never really looked into what metadata is, and I'm not sure what it effects. I think I have a basic understanding of what it is now, but would it change based on the amount of weight on a weighted pressure plate? I was thinking of adding a bar that would fill up more (looking almost like a progress bar) when the redstone signal it sends gets stronger.
For help with the CTM image, check this. It isn't the simplest thing to understand, but it is the most complex form of CTM.
Well, thank you for the help. But you're right, it's not simple. I actually didn't understand almost nothing about the arrows and it didn't help me so much. I'd need a very detailed explanation about every section of the ctm's glass.
EDIT:
This is for enhance the problem.
By the outside, the pixel on the middle doesn't appears...
Heres the same one above, but with a grid added (and bigger for easier seeing)
Making a CTM is as easy as making the shapes shown at the bottom, A and B, and then cutting out the bits in B shown for 1,2, and 3. You can then paste them over the 'clean' one, A, and place them in the CTM.
(Note, 2 is NOT centered to the grid on the bottom bit, it -needs- to be to work, just as you see in the fill sheet)
The other tiles should be self explanatory just by looking at the above with the grid.
I guess I'll ask this here since I didn't get any answers in another thread...
I was wondering if you could use blocks like grass and cobblestone with a damage value higher than 0.
For example:
/give @p 2 1 7
This would theoretically give you a block of grass with a damage value of "7". Now, suppose you made a property file for grass that assigned it a texture if it had a metadata value of 7. The code would give you a block with that texture. Since I couldn't get this to work, does this mean that there actually has to be a block type called 2:7 for this to work?
Hey thanks! Glad to know it's something to consider when doing textures. I'm still having a little trouble getting it to work properly so I'll have to mess around with it some more.
Do you think you could explain a little more about the differences between terrain and block properties?
Thanks, I've been looking over some of your work. I seem to have it all done the same way you have. The texture doesn't seem to change when I use the give command. What method do you use to get blocks with different metadata values?
I should also mention that I am trying this on cobblestone atm and I didn't know if it worked with those types of block. Most of the blocks you've applied this too in your pack already use other textures when they have a different metadata value e.g. wood, planks...
Um... 1.5? My CTM uses block properties and works well in the current snapshot?
After some experimentation, it does work with block ids. However, what if I wanted to separate white wool from magenta wool, or if I wanted have CTM stone and stone silverfish egg without having cobble and brick silverfish eggs affected?
I'm having some trouble with my iron bars. I have applied CTM classic to the flat face of the iron bars (looks like it's embedded in the floor and ceiling ), which is working just fine, but the edges have an issue. Wherever part of the bar texture it pulls that part from, it just so happens to be right on the gap between my bars. So, it looks like this:
I'm not sure what to do. I can't leave it, and I can't redo the texture. Anyone have a solution?
Shift the texture about one bar to the right. No need for CTM to fix this.
I could, but then I would have half a bar connecting to the walls, which was the main thing I was trying to avoid. I COULD, however, just shift the texture in the Terrain.PNG, which is where the side texture is pulled from. It would look funny in the inventory, but it would work. So, thanks, I guess.
I need to put the right "pixels" in the right places, but i don't know which one they are. There are little squares that are in the wrong place, and i don't want to try to move them because i don't know where they're supposed to be at.
Some places are already good and when came with the original pack:
But the ones i'd like to fix and correct are these:
The ctm.png is here as jpg:
Could anyone help? I need to know how to make the squarelike be rounded with no pixels on the clean glasses at the middle.
And no, i didn't edit the glass texture.
Sorry for any missunderstanding, i'm Brazilian.
My own question here. I never really looked into what metadata is, and I'm not sure what it effects. I think I have a basic understanding of what it is now, but would it change based on the amount of weight on a weighted pressure plate? I was thinking of adding a bar that would fill up more (looking almost like a progress bar) when the redstone signal it sends gets stronger.
"And with that, POW! I'm gone." ---Lord Crump
Well, thank you for the help. But you're right, it's not simple. I actually didn't understand almost nothing about the arrows and it didn't help me so much. I'd need a very detailed explanation about every section of the ctm's glass.
EDIT:
This is for enhance the problem.
By the outside, the pixel on the middle doesn't appears...
Heres the same one above, but with a grid added (and bigger for easier seeing)
Making a CTM is as easy as making the shapes shown at the bottom, A and B, and then cutting out the bits in B shown for 1,2, and 3. You can then paste them over the 'clean' one, A, and place them in the CTM.
(Note, 2 is NOT centered to the grid on the bottom bit, it -needs- to be to work, just as you see in the fill sheet)
The other tiles should be self explanatory just by looking at the above with the grid.
I was wondering if you could use blocks like grass and cobblestone with a damage value higher than 0.
For example:
This would theoretically give you a block of grass with a damage value of "7". Now, suppose you made a property file for grass that assigned it a texture if it had a metadata value of 7. The code would give you a block with that texture. Since I couldn't get this to work, does this mean that there actually has to be a block type called 2:7 for this to work?
Do you think you could explain a little more about the differences between terrain and block properties?
I should also mention that I am trying this on cobblestone atm and I didn't know if it worked with those types of block. Most of the blocks you've applied this too in your pack already use other textures when they have a different metadata value e.g. wood, planks...
Does that even works?
And an observation, the Optifine doesn't allows CTM's.
Just saying...
On topic: That does work, though I haven't personally tried it in the latest snapshot with the new format.
"And with that, POW! I'm gone." ---Lord Crump
Anyways, i like MC Patcher more, Optifine just lags a lot in my Computer.
After some experimentation, it does work with block ids. However, what if I wanted to separate white wool from magenta wool, or if I wanted have CTM stone and stone silverfish egg without having cobble and brick silverfish eggs affected?
I'm not sure what to do. I can't leave it, and I can't redo the texture. Anyone have a solution?
I could, but then I would have half a bar connecting to the walls, which was the main thing I was trying to avoid. I COULD, however, just shift the texture in the Terrain.PNG, which is where the side texture is pulled from. It would look funny in the inventory, but it would work. So, thanks, I guess.