Just starting in the realm of ctm, and it's actually for tekkit not vanilla minecraft. As a test, I tried doing a series of marble textures and made a block142.properties file. Loaded up, and all the marble blocks are invisible (along with some others).
What is causing this?
It's a copy of Misa's, and so far I've just replaced the first row of textures. If it worked, I'd be updating the other rows for other blocks I want to adjust.
I'm sure it might just be an incompatability, and is just an experiment to see if I could get it to work, or not.
I already learned most of this, theres just two things I cant figure out.
1. How to make CTM ores connect with CTM stone. As it stands now, no matter what I do theres always an edge around ores when it should be smooth.
2. how to apply ctm to mod textures. As mentioned earlier in this thread, they always turn out invisible as if the properites file cant locate the texture.
I already learned most of this, theres just two things I cant figure out.
1. How to make CTM ores connect with CTM stone. As it stands now, no matter what I do theres always an edge around ores when it should be smooth.
2. how to apply ctm to mod textures. As mentioned earlier in this thread, they always turn out invisible as if the properites file cant locate the texture.
1. For the moment, MCPatcher doesn't support blocks connecting to other blocks. For me that's really frustrating because I wanted to make a Borderlands-style fake cel-shaded pack.
2. MCPatcher only supports the CTMing of tiles in the terrain.png. You might be able to get away with mod support, I think, if you used blockIDs= and then used the block ID in question.
1. For the moment, MCPatcher doesn't support blocks connecting to other blocks. For me that's really frustrating because I wanted to make a Borderlands-style fake cel-shaded pack.
2. MCPatcher only supports the CTMing of tiles in the terrain.png. You might be able to get away with mod support, I think, if you used blockIDs= and then used the block ID in question.
1.Damn I really wanted that. They NEED to add that.
2. That's what I thought, block IDS, after all, the MCPatcher thread DOES say 0-4000ish, so I must assume that means mods too.
MCPatcher does support blocks connecting to other blocks, I'll edit this post with the proof as soon as I find it (it was a while back in the TAU thread)
I have no idea how the guy did it (he posted instructions but they were basically chinese to me) but maybe you can decipher it and add it here!
No, don't delete it - i know what post you meant (stone and dirt blended together), but it wasn't a "real" connection between different blocks, it's a clever use of vertical and renderpass methods. Not applicable on a lot of blocks, but still a very nice trick!
Oh well, it's lost in the depths of the internet now!
I didn't really understand what was being said so I assumed the dude had figured out how to connect blocks but yea, whatever. Maybe that will be a feature that's added in the future!
I thought at first too that it had to do something with the connect type option of MCPatcher, but Grar told me it's a vertical CTM for the dirt block with only the stone bit for the lowest block of the "dirt pillar", the rest of the 4 needed texture tiles is transparent.
The big problem is: If you put dirt on anything else than stone... then you have a problem.
So it's hard for me to find a useful application, don't know if there is one at all.
I tested it here (vertical dirt ctm with partial stone texture, vertical wood ctm with partial grass texture):
Someone should seriously make a mod where that works properly. And it MUST be ctm compatible.
1.Damn I really wanted that. They NEED to add that.
2. That's what I thought, block IDS, after all, the MCPatcher thread DOES say 0-4000ish, so I must assume that means mods too.
That's what I thought, but even using a blockXXX.properties file using a mod block, it's blocks then turn invisible. Something must be conflicting somewhere.
You win.
But what would you put instead of tileIDs for TNT Top Replacement?
Thanks.
What is causing this?
source=/ctm/plx_rp_ordered.png
method=random
tiles=0-15
TIA
It's a copy of Misa's, and so far I've just replaced the first row of textures. If it worked, I'd be updating the other rows for other blocks I want to adjust.
I'm sure it might just be an incompatability, and is just an experiment to see if I could get it to work, or not.
1. How to make CTM ores connect with CTM stone. As it stands now, no matter what I do theres always an edge around ores when it should be smooth.
2. how to apply ctm to mod textures. As mentioned earlier in this thread, they always turn out invisible as if the properites file cant locate the texture.
1. For the moment, MCPatcher doesn't support blocks connecting to other blocks. For me that's really frustrating because I wanted to make a Borderlands-style fake cel-shaded pack.
2. MCPatcher only supports the CTMing of tiles in the terrain.png. You might be able to get away with mod support, I think, if you used blockIDs= and then used the block ID in question.
1.Damn I really wanted that. They NEED to add that.
2. That's what I thought, block IDS, after all, the MCPatcher thread DOES say 0-4000ish, so I must assume that means mods too.
*Removed contents of post because^
Only metadata Sheep, only metadata.
Ok, I'm gonna delete my post now... xD
Well, you didn't have to do THAT xP
EDIT: I'm the king of page 4!
Oh well, it's lost in the depths of the internet now!
I didn't really understand what was being said so I assumed the dude had figured out how to connect blocks but yea, whatever. Maybe that will be a feature that's added in the future!
Someone should seriously make a mod where that works properly. And it MUST be ctm compatible.
That's what I thought, but even using a blockXXX.properties file using a mod block, it's blocks then turn invisible. Something must be conflicting somewhere.