The Meaning of Life, the Universe, and Everything.
Join Date:
12/26/2012
Posts:
54
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i'm back and once again struggling. but this time i know someone can easily help me.
all of my past work has been on a texture pack for 1.5.2. I recently made the jump to 1.7.9 and had to convert my pack to a resource pack but I cannot figure out where my folders have to go now. I read that they were supposed to go in the /assets/ folder instead of the root folder of the pack, but that's not working. I have cit, ctm, better skies and random mobs. can someone please help?
i'm back and once again struggling. but this time i know someone can easily help me.
all of my past work has been on a texture pack for 1.5.2. I recently made the jump to 1.7.9 and had to convert my pack to a resource pack but I cannot figure out where my folders have to go now. I read that they were supposed to go in the /assets/ folder instead of the root folder of the pack, but that's not working. I have cit, ctm, better skies and random mobs. can someone please help?
/assets/minecraft/mcpatcher is where you put your /ctm /cit /sky & /mobs folder for the 1.6+ Resource Pack layout
The Meaning of Life, the Universe, and Everything.
Join Date:
12/26/2012
Posts:
54
Member Details
I simply copied and pasted the folders into that location and it's still not working. Do I have to edit my .properties files in any way to get them to work in the new format?
EDIT: mcpatcher has not even installed correctly for me. It's got a bug report that i'll take to the appropriate thread. Thanks for trying to help anyway
for cmt, i can't seem to find how to get blocks 46-54 to show up. are they unused? only show up for some weird shape i'm not understanding? i'm using optifine. maybe optifine doesn't support those block numbers?
for cmt, i can't seem to find how to get blocks 46-54 to show up. are they unused? only show up for some weird shape i'm not understanding? i'm using optifine. maybe optifine doesn't support those block numbers?
Are you talking about classic CTM tiles?
If so, tiles 44-47 are unused in classic CTM, because the original CTM sheet used the right 4 tiles for other textures. Tiles 48-51 are basic CTM tiles (Read: not funky corners) and should be showing up.
Note that this is the default numbering scheme for classic CTM:
tiles=0-11 16-27 32-43 48-59
(note the gaps)
If you didn't include the gaps, that would put you at 46 being the last tile, and 46 is also unused/blank (it just makes a perfect rectangle). So likely you changed the numbering scheme resulting in this confusion, so if your CTM works fine, leave it (you also might be able to change the tile number to just 0-46), or change it back to meet the classic CTM "template". Iin other words, like asking someone "hey, what is tile 34 again?" and I could say "Oh, that's the tile that isn't adjacent to any sides or corners! It's what you see in large walls of material, making this completely transparent is inconvenient because it makes it look like there is no glass there.".
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"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Hello. I was wondering if someone could help me out. Is it possible to replace the texture the game uses when it's touching another block?
I've hated forever how if you place glass in water it displays the flowing water animation. I'm curious if it's possible through ctm to force the game to use a different more realistic texture when water touches transparent blocks like glass.
Hello. I was wondering if someone could help me out. Is it possible to replace the texture the game uses when it's touching another block?
I've hated forever how if you place glass in water it displays the flowing water animation. I'm curious if it's possible through ctm to force the game to use a different more realistic texture when water touches transparent blocks like glass.
Thank you for your time!
No, unfortunately that's not possible. A LOT of people have requested it, though, so hopefully someday it will be. Not today, though.
I think I remember reading about a feature that allowed you to specify different textures, or different sets of textures, to be applied to a mob/block/plant etc depending on its block height in the world, but I don't see anything about it here. Does anyone remember this at all, or how to do it?
Actually with the current MCPatcher; you just add the variable 'heights= 1-255' replacing the 1-255 to be whatever you like, I've used it a ton in reworking my stone textures.
Thanks a bunch for the help! I actually ended up finding a wiki that has info on nearly all of the MCpatcher features, which further helped in understanding how heights work, haha.
Actually that leads me into another question, because I found MCpatcher supports custom item textures for different enchantments. Since armor can be enchanted, is it possible to create custom textures for different enchantments of armor? Or does that only apply to the item image itself, and not the actual armor texture.
Is it possible to create custom textures for different enchantments of armor? Or does that only apply to the item image itself, and not the actual armor texture.
Yes, it's in the wiki that Alvoria linked. It's also possible to have different looking armor textures and items for something renamed.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/26/2012
Posts:
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Ok I have a question. Is there a function in which I can define a tile to use for the particles when you're breaking a block, landing on a block, etc?
and by particle, I mean the little bits that "fall" off of the block as you're mining it. It would be awesome If i could define which tile I wanted to have appear when, for instance, an ore is being broken.
Ok I have a question. Is there a function in which I can define a tile to use for the particles when you're breaking a block, landing on a block, etc?
and by particle, I mean the little bits that "fall" off of the block as you're mining it. It would be awesome If i could define which tile I wanted to have appear when, for instance, an ore is being broken.
No, there isn't a way to change the Breaking Block Particles. Those particles are taken from the block's texture themselves.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/26/2012
Posts:
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Member Details
thanks mark. as always, your help is appreciated.
EDIT:
I did find a workaround in case it ever helps anybody else. While you can't change the particles, you can in fact use "method=fixed" and "renderpass=3" to change what the block LOOKS like without changing what the game uses for the particles. It even looks like you want it to look like when held.
I was even able to use multiple render passes to make an animated texture appear behind my repeat and when stacked correctly, the fixed method achieved the desired effect.
Does anyone know, is it possible to create a connected texture for all stairs, regardless of which way they are facing?
I have a shape in game like this:
_| |_
_ _
| |
four stairs in a cross-type shape. i want to draw a circle in the middle of the four. possible?
The good ole' terrain.png got replaced, and it's now blocks, items, gui, environment, etc. all inside of the assets folder!
(So, if you could change the post to resource pack format, and change the folder types, that would rock!)
all of my past work has been on a texture pack for 1.5.2. I recently made the jump to 1.7.9 and had to convert my pack to a resource pack but I cannot figure out where my folders have to go now. I read that they were supposed to go in the /assets/ folder instead of the root folder of the pack, but that's not working. I have cit, ctm, better skies and random mobs. can someone please help?
/assets/minecraft/mcpatcher is where you put your /ctm /cit /sky & /mobs folder for the 1.6+ Resource Pack layout
EDIT: mcpatcher has not even installed correctly for me. It's got a bug report that i'll take to the appropriate thread. Thanks for trying to help anyway
Are you talking about classic CTM tiles?
If so, tiles 44-47 are unused in classic CTM, because the original CTM sheet used the right 4 tiles for other textures. Tiles 48-51 are basic CTM tiles (Read: not funky corners) and should be showing up.
Note that this is the default numbering scheme for classic CTM:
(note the gaps)
If you didn't include the gaps, that would put you at 46 being the last tile, and 46 is also unused/blank (it just makes a perfect rectangle). So likely you changed the numbering scheme resulting in this confusion, so if your CTM works fine, leave it (you also might be able to change the tile number to just 0-46), or change it back to meet the classic CTM "template". Iin other words, like asking someone "hey, what is tile 34 again?" and I could say "Oh, that's the tile that isn't adjacent to any sides or corners! It's what you see in large walls of material, making this completely transparent is inconvenient because it makes it look like there is no glass there.".
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
thanks for help!
I've hated forever how if you place glass in water it displays the flowing water animation. I'm curious if it's possible through ctm to force the game to use a different more realistic texture when water touches transparent blocks like glass.
Thank you for your time!
Thanks for the reply! Some things just linger forever in this game. =T
Actually that leads me into another question, because I found MCpatcher supports custom item textures for different enchantments. Since armor can be enchanted, is it possible to create custom textures for different enchantments of armor? Or does that only apply to the item image itself, and not the actual armor texture.
Yes, it's in the wiki that Alvoria linked. It's also possible to have different looking armor textures and items for something renamed.
and by particle, I mean the little bits that "fall" off of the block as you're mining it. It would be awesome If i could define which tile I wanted to have appear when, for instance, an ore is being broken.
No, there isn't a way to change the Breaking Block Particles. Those particles are taken from the block's texture themselves.
EDIT:
I did find a workaround in case it ever helps anybody else. While you can't change the particles, you can in fact use "method=fixed" and "renderpass=3" to change what the block LOOKS like without changing what the game uses for the particles. It even looks like you want it to look like when held.
I was even able to use multiple render passes to make an animated texture appear behind my repeat and when stacked correctly, the fixed method achieved the desired effect.
I have a shape in game like this:
_| |_
_ _
| |
four stairs in a cross-type shape. i want to draw a circle in the middle of the four. possible?