I actually patched it with MCPatcher and it works fine. It has nothing to do with meta data I think, but rails themselves. Posted it in the thread and optifine dude said it's on his todo list though.
One rule of thumb: don't use both mcpatcher and optifine. They don't coop to well. Some times they might, but more often then not they clash badly.
Optifine is also a little behind in features compared to mcpatcher but each update adds more and more things. I will always stick with optifine however
Is the tutorial still available? Or any other CTM tutorial at all? I haven't found anything much informative yet. Even the info for texture artists in the MCPatcher thread doesn't seem all that insightful. I'd prefer to have the option of downloading other packs to figure it out as a last resort.
Is the tutorial still available? Or any other CTM tutorial at all? I haven't found anything much informative yet. Even the info for texture artists in the MCPatcher thread doesn't seem all that insightful. I'd prefer to have the option of downloading other packs to figure it out as a last resort.
Many thanks for any answer on this.
Well, no, because apparently the tutorial I had written was based on my own outdated knowledge.
Is the tutorial still available? Or any other CTM tutorial at all? I haven't found anything much informative yet. Even the info for texture artists in the MCPatcher thread doesn't seem all that insightful. I'd prefer to have the option of downloading other packs to figure it out as a last resort.
Does CTM currently work with non default mod textures? For instance, I want to make a randomizer for terrafirmacraft's rock types. Can I make a randomrocks.png, do all my textures in there, then make a bunch of properties files named terrarock0.properties and so on? Terrarock.png is the mod's actual texture file.
The properties file would still have to be named like normal files, just with whatever block ID the new blocks use. However I don't think ctm works currently for mod added blocks.
It does something, I tried it on granite (ID209) and this happened.
So it can recognize mod added blocks at least, but I might be doing something wrong in the config file or something, and it's showing up as a missing texture.
This is all I have in the block209.properties file:
source=/ctm/randomrock.png
method=random
tiles=0 1 2 3
So, I'm having this technical block problem. I've been inspired by Epiclinkfan's bevels pack to make custom fences, so I used his pack as a reference. I made the textures and the properties file, and it clearly read it, because the textures are changed, but there are errors.
This is what the fence blocks look like from one side, just what I wanted to see,
This is the top, I'm not sure of anything I can do, as it seems to utilize a different texture than the rest of the fence.
And this is the other side, it must use the texture differently from the front, and has the post texture in the middle of each ending cross board.
Does anyone know how I would fix this problem? Either the top (perhaps another properties file for wherever the game gets the top texture from) or the back?
To fix the top, I think it should work with another properties file, just like you said. For the name you just have to add an "a" behind the terrain-what-ever-number-it-is, then add faces=top inside the file and done. At least I think so, because I didn´t make custom fences yet. For the other problem I´ve got no idea at all. Maybe just compare your properties files and textures with his again and you´ll find the mistake.
It's not terrain-what-ever-number-it-is, it's block.
Thanks guys! I got the top working, and I made a plank top texture for the top of the post. I think it looks good. (it's unfortunate that the back is still not working, but perhaps I may stumble across a fix for it)
OKAY lets ask this here and see if we have better luck!
Does renderpass work with optifine? I've been trying to add a semi transparent shade over my glass so it don't look as 'empty' and you wont mistake it for a clear path... but thus far I've failed to make it show on anything but the block you hold in hand.
I use MCPatcher, so renderpass functions for glass properly, but I wanted to try fiddling with it. I decided to make the inactive redstone lamp partially transparent, so I made the following:
I tried it in game, and found that all CTM related features did nothing. I deleted the properties files for the redstone lamp, and everything worked again. Any help? Is it even possible to do it?
Thanks! I got it working. I thought I tried that, but I guess I either remember wrong, or I typed it in wrong the first time. I think it looks good now.
Rollback Post to RevisionRollBack
Fare well everyone! My time to retire has come! "And with that, POW! I'm gone." ---Lord Crump
Pretty sure Optifine has issues with metadata. I just tested patching optifine over mcpatcher and it broke my rails.
I couldn't replace rails metadata or not though. Oh well.
Either way, it's optifine.
I miss it too
Optifine is also a little behind in features compared to mcpatcher but each update adds more and more things. I will always stick with optifine however
Go look at the topic
http://www.minecraftforum.net/topic/1414510-
. It covers CTM tutorials.
Well, no, because apparently the tutorial I had written was based on my own outdated knowledge.
I'm making one soon.
So it can recognize mod added blocks at least, but I might be doing something wrong in the config file or something, and it's showing up as a missing texture.
This is all I have in the block209.properties file:
source=/ctm/randomrock.png
method=random
tiles=0 1 2 3
This is what the fence blocks look like from one side, just what I wanted to see,
This is the top, I'm not sure of anything I can do, as it seems to utilize a different texture than the rest of the fence.
And this is the other side, it must use the texture differently from the front, and has the post texture in the middle of each ending cross board.
Does anyone know how I would fix this problem? Either the top (perhaps another properties file for wherever the game gets the top texture from) or the back?
"And with that, POW! I'm gone." ---Lord Crump
It's not terrain-what-ever-number-it-is, it's block.
Fence is a block not a texture.
source=/ctm/whatev.png
method=random
tiles=where your texture is
faces=top bottom
As for the pack side.. that sadly can';t be fixed as thats just how the fence maps it's texture. You can see it in the guide to texturing.
How the fences are mapped normally from the normal wood plank, the red stripe going down the center of the texture.
Only way I know how to fix this is on your texture make the post have a section that runs across like that as well. :/
"And with that, POW! I'm gone." ---Lord Crump
Does renderpass work with optifine? I've been trying to add a semi transparent shade over my glass so it don't look as 'empty' and you wont mistake it for a clear path... but thus far I've failed to make it show on anything but the block you hold in hand.
block20.properties
source=/ctm/glass.png
method=ctm
tiles=64-75 80-91 96-107 112-123
renderPass=3
Never messed with renderpass before, something I'm overlooking, or does it just not work with optifine alone?
I use MCPatcher, so renderpass functions for glass properly, but I wanted to try fiddling with it. I decided to make the inactive redstone lamp partially transparent, so I made the following:
Block123.properties
block123a.properties
experimentals.png
I tried it in game, and found that all CTM related features did nothing. I deleted the properties files for the redstone lamp, and everything worked again. Any help? Is it even possible to do it?
"And with that, POW! I'm gone." ---Lord Crump
"And with that, POW! I'm gone." ---Lord Crump