Your theory is not working, I recommend you fix that.
No lying. No corners.
The fact it's not working for you doesn't mean it doesn't work for everyone else. It could be a bug in a download, a conflict with a mod you use, human error, anything. Simple answer is: I don't know why it's not working for you, but it does for everyone else.
The fact it's not working for you doesn't mean it doesn't work for everyone else. It could be a bug in a download, a conflict with a mod you use, human error, anything. Simple answer is: I don't know why it's not working for you, but it does for everyone else.
Really? Once again, your theory is incorrect. Everybody that I asked to test my wools said only white wool was working. Why? Because it was the only one named terrain64.properties, instead of whitewool.properites,
They also stated that the problem WAS fixed when they renamed it to terrain###.properties
Really? Once again, your theory is incorrect. Everybody that I asked to test my wools said only white wool was working. Why? Because it was the only one named terrain64.properties, instead of whitewool.properites,
They also stated that the problem WAS fixed when they renamed it to terrain###.properties
Then I guess you messed up on tileIDs= or blockIDs=. It works.
I have to say this. Over all telling people to replace existing textures in their pack is bad. Think of new people coming here, they wont know that there are other ways to do it and they can add all their textures to another file. They will come in and sense you told them it's this way, they will think thats the only way to do such even with your touch base on adding them to another file. Thus this methood screws their packs for people who don't use CTM.
I came here hoping for some new tricks and to sort out a few smaller things that I've not figured out on my own, but on reading am shocked to see a pile of WTF with how some of this is shown.
You also clearly can not take 'it don't work' for an answer, as reading though this topic your only reply is 'yes it does you did it wrong'. I myself have used your method of naming the properties files, as it would be easier to keep track of them, but no it -does not work-. They are correct, copied right from your 'example' and no it don't.
I use optifine, and even decompiling the part of the code of the mod shows exactly how it reads the files. I have also NEVER seen any texture pack use a different file name (and I have a -lot- of such packs that I've downloaded to learn from how they did things) as mcpatcher AND optifine both use the block/item/terrain ID for the file name as that's what both look for when sorting out what block and such to change.
Here let me show you something. MY OWN PACK
Stone slab sides
block43.properties
source=/ctm/randomctm.png
method=random
tiles=4-7
metadata=0 http://i.imgur.com/t1eN7.png
Works like a charm. Subtle as thats how my pack is, but it's working.
Same file, renamed slab.properties
source=/ctm/randomctm.png blockIDs=43
method=random
tiles=4-7
metadata=0 http://i.imgur.com/qJhlG.png
Nope, don't work! All the blocks are the same now. Re-name back to block43.properties, works once again!
Lets try another one. terrain73.properties (SUGER CANE)
source=/ctm/randomctm.png
method=vertical
tiles=43-46 http://i.imgur.com/2kCoz.png
Yep works just fine.
reed.properties (right from your tutorial)
source=/ctm/randomctm.png tileIDs=73
method=vertical
tiles=43-46 http://i.imgur.com/AMqhc.png
Nope! Back to default reeds.
Sorry to say but this is a poor tutorial and with how defensive you become when others tell you the same and when they say thing's don't work, youn should change your sig, as you really from reading the posts here don't follow it one bit. You get flustered, defensive and when all else fails you end up just telling them that they did it wrong.
ALSO, take a look again at the mc patcher topic.
MCPatcher's Connected Textures Mod is compatible with the original CTM mod/Optifine, so if a texture pack already follows the /ctm.png standard, it should just work. Here's the template /ctm.png from the original thread for reference.
In addition, you can use connected textures with any block. The format is the same as above, but just the glass part. Here's a template with simple black outlines.
Both block-based and tile-based methods are supported. Name the file /ctm/block<block id>.png or /ctm/terrain<tile number>.png depending on which you want to use. Also remember that the image needs to be the same size as terrain.png (256x256 for 16x texture packs, etc.).
You can also specify multiple ctm blocks from the same image. Create a file called /ctm/block<block id>.properties or /ctm/terrain<tile number>.properties. In it, specify the name of the source image and the list of tiles to use. There must be exactly 48 tiles listed:
source=/ctm/myctm.png
tiles=64-75 80-91 96-107 112-123
See this sample texture pack for an example. It applies CTM to dark red, greed, blue, purple, and cyan wool using the same image.
You can also use the .properties file to specify random textures or repeat a larger pattern over several blocks. See the sample .properties file here for more information.
Also the example they do show is old, that methood isn't used anymore as it was *GASP* very buggy. It's also not supported by optifine, that uses the tileID.properties methood, just as mcpatcher has mainly used. That example was never updated to show that, but the topic it's self has as shown above.
Sorry to say but this is a poor tutorial and with how defensive you become when others tell you the same and when they say thing's don't work, you should change your sig, as you really from reading the posts here don't follow it one bit. You get flustered, defensive and when all else fails you end up just telling them that they did it wrong.
Sigh. I've been telling people time and time again, it does work. I'm not denying truth to cover myself, I'm not lying for whatever reason, I'm saying this because I know it does work.
# (Optional) List of block and/or tile IDs this method should apply to.
# Multiple .properties file can refer to the same block/tile and they will be
# processed in alphabetical order by filename. All tile-based entries are
# checked before block ID-based ones. The first match wins.
blockIDs=<list of block IDs 0-4095>
tileIDs=<list of tiles in terrain.png 0-255>
# These two properties can be omitted if they can be inferred from the filename
# instead:
# /ctm/block<id>.properties assumes
# blockIDs=<id>
# tileIDs=
# /ctm/terrain<tile>.properties assumes
# blockIDs=
# tileIDs=<tile>
# unless you specify them explicitly.
I have to say this. Over all telling people to replace existing textures in their pack is bad. Think of new people coming here, they wont know that there are other ways to do it and they can add all their textures to another file. They will come in and sense you told them it's this way, they will think thats the only way to do such even with your touch base on adding them to another file. Thus this methood screws their packs for people who don't use CTM.
I came here hoping for some new tricks and to sort out a few smaller things that I've not figured out on my own, but on reading am shocked to see a pile of WTF with how some of this is shown.
You also clearly can not take 'it don't work' for an answer, as reading though this topic your only reply is 'yes it does you did it wrong'. I myself have used your method of naming the properties files, as it would be easier to keep track of them, but no it -does not work-. They are correct, copied right from your 'example' and no it don't.
I use optifine, and even decompiling the part of the code of the mod shows exactly how it reads the files. I have also NEVER seen any texture pack use a different file name (and I have a -lot- of such packs that I've downloaded to learn from how they did things) as mcpatcher AND optifine both use the block/item/terrain ID for the file name as that's what both look for when sorting out what block and such to change.
Here let me show you something. MY OWN PACK
Stone slab sides
block43.properties
source=/ctm/randomctm.png
method=random
tiles=4-7
metadata=0 http://i.imgur.com/t1eN7.png
Works like a charm. Subtle as thats how my pack is, but it's working.
Same file, renamed slab.properties
source=/ctm/randomctm.png blockIDs=43
method=random
tiles=4-7
metadata=0 http://i.imgur.com/qJhlG.png
Nope, don't work! All the blocks are the same now. Re-name back to block43.properties, works once again!
Lets try another one. terrain73.properties (SUGER CANE)
source=/ctm/randomctm.png
method=vertical
tiles=43-46 http://i.imgur.com/2kCoz.png
Yep works just fine.
reed.properties (right from your tutorial)
source=/ctm/randomctm.png tileIDs=73
method=vertical
tiles=43-46 http://i.imgur.com/AMqhc.png
Nope! Back to default reeds.
Sorry to say but this is a poor tutorial and with how defensive you become when others tell you the same and when they say thing's don't work, youn should change your sig, as you really from reading the posts here don't follow it one bit. You get flustered, defensive and when all else fails you end up just telling them that they did it wrong.
ALSO, take a look again at the mc patcher topic.
Also the example they do show is old, that methood isn't used anymore as it was *GASP* very buggy. It's also not supported by optifine, that uses the tileID.properties methood, just as mcpatcher has mainly used. That example was never updated to show that, but the topic it's self has as shown above.
I agree fully.
And it is not an "Easy AND Friendly Guide", as when you tell them something doesn't work now apparently you're a jerk.
But on I side note, I must say that you just made an excellent post. Proof, examples, everything. Not cursing or bad grammar.
Sigh. I've been telling people time and time again, it does work. I'm not denying truth to cover myself, I'm not lying for whatever reason, I'm saying this because I know it does work.
I have tried those packs. and they also don't work. Not unless I rename all the files to their proper block/tile type.
You also failed to notice my repost from the MCPATCHER topic, that even tells you the right way, and my saying how the example that you just posted is OLD, and NOT USED ANYMORE because it was BUGGY something even said in the topic it's self some pages in.
But lets pop out some examples from your own packs.. your winter pack edits sand, cacti, leaves...
Nope no change from default or rather the packs default.
Lets try this other. this ones to change the reeds, stone slabs, and tree trunk tops and some others...
That's still default.
Logs still have all the same tops.. and not bothering with the rest as it's all default as well.
BUT WAIT!
Lets go in and rename your reeds.properties to terrain73.properties
Well what do you know, the reeds now work fine! Along side the non working logs that after renaming them as well worked just fine.(not shown, didn't feel like making another shot just to show logs working after renaming)
Maybe instead of going 'lol you did it wrong it does work' do a little research like I did and you find out -why- the methood you're using is old and outdated and isn't used anymore.
On note, this is still a very bad tutorial for those new to ctm, telling them to take out and change existing blocks in the main terrain file is a big nono for all texture artists. I feel bad for those new people that came in here who will now be trying thise very methoods of replacing textures from the terrain file and using methoods that are buggy and thus screwing up their pack or being flustered as to why its not working as said.
Naturally, this turns all my wools white, but I'm sure that can be changed by choosing a single metadata instead of all of them. The problem is none of them will connect.
Naturally, this turns all my wools white, but I'm sure that can be changed by choosing a single metadata instead of all of them. The problem is none of them will connect.
Hmm... I need to go talk to a certain Steelfeathers...
Hmm... I need to go talk to a certain Steelfeathers...
brb
The problem has been rectified. Patching in optifine using mcpatcher causes connect=metadata to fail. I now have... well... a lot of white wool. Gotta fix that.
The problem has been rectified. Patching in optifine using mcpatcher causes connect=metadata to fail. I now have... well... a lot of white wool. Gotta fix that.
And now there are new problems. When you don't define the wools all in a single .properties, they don't connect.
But if you do, they will. They'll just all be the same color, which defies the purpose.
I don't really see a point. The mcpatcher features already covers most ctm, and soon will have extra things like how to replace certain block sides (for log tops and such)
I think the thread restart is a good idea, glad you got your problems sorted too.
I would also advise getting a couple of others testing these things before claiming they work, I tried the example you posted and like the others, it did not work with your format. I dunno if you have a different version of MCPatcher or what, but I would just stick with the tried and true method of doing it (naming the properties file as the id) because it works for everyone and to be quite honest, is just as easy.
Well, i think it would be very convenient to have only one big properties file with all CTM settings in it - only doable with blockIDs/tileIDs entries. Let's hope it works in a future update.
Extra tutorials would still be very nice, but i think too that all of MCPather/Optifine infos should be collected in one thread - at the moment it's hard to get all of the infos, i still find bits of it cluttered all over the board.
That is kinda what the mcpatcjher topic is for. everything listed in there also works for optifine, and twice now the author said he would change the title to read such but hasn't gotten to it yet.
It already pretty much covers everything but a few small bits that are going to be added soon.
The fact it's not working for you doesn't mean it doesn't work for everyone else. It could be a bug in a download, a conflict with a mod you use, human error, anything. Simple answer is: I don't know why it's not working for you, but it does for everyone else.
Really? Once again, your theory is incorrect. Everybody that I asked to test my wools said only white wool was working. Why? Because it was the only one named terrain64.properties, instead of whitewool.properites,
They also stated that the problem WAS fixed when they renamed it to terrain###.properties
Then I guess you messed up on tileIDs= or blockIDs=. It works.
EDIT:
Tell you what, try this texture pack I made:
http://puu.sh/1eMJk
If the CTM works, we'll concede I'm right and you messed up the CTM. If it doesn't work, I'll admit I'm wrong and hang my head in shame.
I want pictures if it doesn't work though. Cactus, sand, and leaves should use CTM.
I did not mean to offend you or Joe, neither do I believe I said anything that should have, and you have extremely offended me.
There was no reason to do that.
I shall leave this thread now, it is CLEARLY not a good place to be.
Have a nice day Joe.
And you too, Epidemia.
I came here hoping for some new tricks and to sort out a few smaller things that I've not figured out on my own, but on reading am shocked to see a pile of WTF with how some of this is shown.
You also clearly can not take 'it don't work' for an answer, as reading though this topic your only reply is 'yes it does you did it wrong'. I myself have used your method of naming the properties files, as it would be easier to keep track of them, but no it -does not work-. They are correct, copied right from your 'example' and no it don't.
I use optifine, and even decompiling the part of the code of the mod shows exactly how it reads the files. I have also NEVER seen any texture pack use a different file name (and I have a -lot- of such packs that I've downloaded to learn from how they did things) as mcpatcher AND optifine both use the block/item/terrain ID for the file name as that's what both look for when sorting out what block and such to change.
Here let me show you something. MY OWN PACK
Stone slab sides
block43.properties
source=/ctm/randomctm.png
method=random
tiles=4-7
metadata=0
http://i.imgur.com/t1eN7.png
Works like a charm. Subtle as thats how my pack is, but it's working.
Same file, renamed slab.properties
source=/ctm/randomctm.png
blockIDs=43
method=random
tiles=4-7
metadata=0
http://i.imgur.com/qJhlG.png
Nope, don't work! All the blocks are the same now. Re-name back to block43.properties, works once again!
Lets try another one.
terrain73.properties (SUGER CANE)
source=/ctm/randomctm.png
method=vertical
tiles=43-46
http://i.imgur.com/2kCoz.png
Yep works just fine.
reed.properties (right from your tutorial)
source=/ctm/randomctm.png
tileIDs=73
method=vertical
tiles=43-46
http://i.imgur.com/AMqhc.png
Nope! Back to default reeds.
Sorry to say but this is a poor tutorial and with how defensive you become when others tell you the same and when they say thing's don't work, youn should change your sig, as you really from reading the posts here don't follow it one bit. You get flustered, defensive and when all else fails you end up just telling them that they did it wrong.
ALSO, take a look again at the mc patcher topic.
Also the example they do show is old, that methood isn't used anymore as it was *GASP* very buggy. It's also not supported by optifine, that uses the tileID.properties methood, just as mcpatcher has mainly used. That example was never updated to show that, but the topic it's self has as shown above.
Sigh. I've been telling people time and time again, it does work. I'm not denying truth to cover myself, I'm not lying for whatever reason, I'm saying this because I know it does work.
This texture pack:
http://puu.sh/1eMJk
contains proof that it works.
Or, if you prefer, this:
http://puu.sh/1f38j
EDIT:
Taken from the CTM documentation:
I agree fully.
And it is not an "Easy AND Friendly Guide", as when you tell them something doesn't work now apparently you're a jerk.
But on I side note, I must say that you just made an excellent post. Proof, examples, everything. Not cursing or bad grammar.
You just earned a rep.
So what if it apparently works for you? I doesn't work for me, Taiine, or any of my old testers.
I'm not calling you stupid or mean, I'm just saying like I've been this whole time, it does not work.
You also failed to notice my repost from the MCPATCHER topic, that even tells you the right way, and my saying how the example that you just posted is OLD, and NOT USED ANYMORE because it was BUGGY something even said in the topic it's self some pages in.
But lets pop out some examples from your own packs.. your winter pack edits sand, cacti, leaves...
Nope no change from default or rather the packs default.
Lets try this other. this ones to change the reeds, stone slabs, and tree trunk tops and some others...
That's still default.
Logs still have all the same tops.. and not bothering with the rest as it's all default as well.
BUT WAIT!
Lets go in and rename your reeds.properties to terrain73.properties
Well what do you know, the reeds now work fine! Along side the non working logs that after renaming them as well worked just fine.(not shown, didn't feel like making another shot just to show logs working after renaming)
Maybe instead of going 'lol you did it wrong it does work' do a little research like I did and you find out -why- the methood you're using is old and outdated and isn't used anymore.
On note, this is still a very bad tutorial for those new to ctm, telling them to take out and change existing blocks in the main terrain file is a big nono for all texture artists. I feel bad for those new people that came in here who will now be trying thise very methoods of replacing textures from the terrain file and using methoods that are buggy and thus screwing up their pack or being flustered as to why its not working as said.
Still can't get it to work.
method=ctm
source=/ctm/wool_ctm1.png
connect=block
metadata=0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Naturally, this turns all my wools white, but I'm sure that can be changed by choosing a single metadata instead of all of them. The problem is none of them will connect.
Hmm... I need to go talk to a certain Steelfeathers...
brb
The problem has been rectified. Patching in optifine using mcpatcher causes connect=metadata to fail. I now have... well... a lot of white wool. Gotta fix that.
And now there are new problems. When you don't define the wools all in a single .properties, they don't connect.
But if you do, they will. They'll just all be the same color, which defies the purpose.
I'm gonna go take a nice, long break.
Well now Im the one who feels like a huge jerk. Apologies.
I would also advise getting a couple of others testing these things before claiming they work, I tried the example you posted and like the others, it did not work with your format. I dunno if you have a different version of MCPatcher or what, but I would just stick with the tried and true method of doing it (naming the properties file as the id) because it works for everyone and to be quite honest, is just as easy.
That is kinda what the mcpatcjher topic is for. everything listed in there also works for optifine, and twice now the author said he would change the title to read such but hasn't gotten to it yet.
It already pretty much covers everything but a few small bits that are going to be added soon.
I know the stuff didn't really work, but it could have been slightly tweaked to be pretty awesome.
Well, the only problem was the block assignment info, as you were so enthusiastic to point out