I don't know how to break your quote apart to answer each section.
You should be able to either highlight each section you want to quote and click on the "quote" tag on the top panel where the editing options are. Or, just type [ quote] text you want to quote [ /quote] (without the spaces).
In reference to jungle trees-
<snip>
I fear I did not explain myself very well. The vanilla game textures all tree (birch, oak, pine, jungle) foliage using the foliage.png found in the assets>minecraft>textures>colormap directory. This works according to the biome color palette you referenced. Unfortunately, as I understand it, all the trees use the same coloring scheme and there is no way to differentiate between them. If you change the color for the forest biome then all the birch, oak, pine, and jungle trees will use that same color for their foliage in the forest biome. The same applies to whatever biome you change the color for.
This is where McPatcher steps in. You can create your own custom color palettes for various things using McPatcher. As described in the first post of this thread (though it is a bit outdated):
Below is a full list of files used by the Custom Colors mod:
/color.properties
/misc/redstonecolor.png - 16x1 redstone colors (0=fully off, 15=fully on)
/misc/stemcolor.png - 8x1 pumpkin/melon stem colors (0=sprout, 7=fully grown)
/misc/lavadropcolor.png - Nx1 lava drop colors (x=age of particle in ticks)
/misc/myceliumparticlecolor.png - any size, random mycelium particle colors
/misc/xporbcolor.png - any size, array of xp orb colors
/misc/swampgrasscolor.png - 256x256 swamp grass color palette
/misc/swampfoliagecolor.png - 256x256 swamp foliage color palette
/misc/pinecolor.png - 256x256 pine tree color palette
/misc/birchcolor.png - 256x256 birch tree color palette
/misc/watercolorX.png - 256x256 water color palette
/misc/underwatercolor.png - 256x256 underwater color
/misc/fogcolor0.png - 256x256 fog color for the overworld
/misc/skycolor0.png - 256x256 sky color for the overworld
/environment/lightmap0.png - Nx32 overworld lighting palettes
/environment/lightmap-1.png - Nx32 Nether lighting palettes
/environment/lightmap1.png - Nx32 End lighting palettes
Of particular note, using McPatcher you can create a pine.png or a birch.png file in the directory assets>minecraft>mcpatcher>colormap and each of these will follow the biome colormap you mentioned, except they will apply only to the pine and birch foliage respectively. This means that in the forest biome example above you can have dark green oak leaves, light green birch leaves, and a blue spruce for the pines. Each will use their own independent color palette for the foliage.
The problem I am having is that there is no such feature for jungle foliage. You cannot create a jungle.png biome palette - it just won't work. Unless there is something that I'm missing. The jungle still uses the same palette as the default foliage, which the oak uses also.
In reference to random textures-
<snip>
I understand pretty well how the weights are used. Unfortunately this is not a problem with weights as I am not using them (or, rather, they are used by default since mcpatcher determines automatically how many mobs are being used and gives each of them a fairly equal chance of being spawned).
The problem is that not all of my mobs are spawning. Assuming I have 20 skins of each mob type, and assuming they are in the correct directory and named appropriately, they should all have a chance of spawning. This isn't always happening. Here are the files I have in the mcpatcher>mobs directory and whether they are spawning or not:
cats> cat_black2, cat_red2, cat_siamese2 - none of these are spawning, just the default cats I have in the normal minecraft directory.
cow>cow2-13, mooshroom2-7 - all of these are spawning just fine.
creeper>creeper2-79, creeper.properties - all of these are spawning just fine. The creeper properties file just lists what biomes each of them will spawn in.
endercrystal>endercrystal2-5, endercrystal_beam2-3 - none of these are spawning, only the default one. To be fair I don't know whether they should or not. I would expect that you could have multiple skins for these, but it may need to be done through a different method - maybe ctm or something?
enderdragon>dragon2-7, dragon_eyes2-4, and dragon_exploding2-3 - the dragons are spawning just fine as far as I can tell (I only have the one in the end and don't know how to spawn in more) as it selects one of the 7 to spawn. I don't know whether the eyes or the exploding is spawning correctly, if at all.
I could go on through the list, but the point is some mobs are spawning just fine while others aren't. Everything is named correctly, else why are some able to spawn? I follow the same naming conventions with everything so that can't be the issue. The only difference between the ones that spawn and those that don't (that I can tell) is that all the mobs that are a single name (sheep, pig, spider, zombie, donkey, etc.) all spawn just fine, while many of the ones that have an underscore (cat_black, horse_brown, etc.) aren't spawning. Yet I can't imagine that there would be an issue with this as many that do have an underscore are spawning just fine. This led me to think that perhaps I need to create a properties file and do something with that to get them to work. However, I don't think you should even need them to get it working properly.
Perhaps it is just an issue with McPatcher or something. I don't know.
The problem I am having is that there is no such feature for jungle foliage. You cannot create a jungle.png biome palette - it just won't work. Unless there is something that I'm missing. The jungle still uses the same palette as the default foliage, which the oak uses also.
Low-tech solution is just to tint your base jungle texture. Assuming they're grayscale, adding a touch of color can set them off in rather random ways. Left square is jungle, right square is oak. Biomes are changed to Taiga, Forest, Desert, Hell, Sky...I added a bit of red to the grayscale leaves_jungle.png
With a bit of luck, I can take some time to see if a renderpass can be applied to the leaf textures.
I've played around with the random mobs a little bit. Some double name mobs work (iron_golem. zombie_pigmen, cave_spider), horses most definitely do not. I'm not sure how you get the other cats to spawn, but when I checked, most cat names are single titles, just listed under the cat folder as "black", "siamese" "ocelot" "red".
I got many a multi-colored ocelot, but they're the standard anyways so that isn't much help.
If you have single player commands, entering "/spawn list" will result in a list of all mobs you can spawn. You can enter a test world and spawn many a "/spawn EnderDragon" to check to see if that is working. You can also use single player commands to change the biomes in a set area. For example, create a 3x3 square of every biome to test your color scheme.
I'm afraid that is the most help I can be...for now.
Here is an updated version for creating lamp posts, or seamless vertical posts. This one is built off the netherbrick fence if you use it as provided. It tiles in all directions seamlessly (uh...atleast it did in trial). Also stacks vertically without the banding of my solution to how the fence is wrapped.
I know it doesn't wrap bands around the post where the arms attach. This is only evident if you continue the post above the arms. There isn't a real solution without having the bands all the way up the post.
Low-tech solution is just to tint your base jungle texture. Assuming they're grayscale, adding a touch of color can set them off in rather random ways. Left square is jungle, right square is oak. Biomes are changed to Taiga, Forest, Desert, Hell, Sky...I added a bit of red to the grayscale leaves_jungle.png
With a bit of luck, I can take some time to see if a renderpass can be applied to the leaf textures.
Great idea! I'll have to play around with it tomorrow and see if I can't get something working that looks good.
I've played around with the random mobs a little bit. Some double name mobs work (iron_golem. zombie_pigmen, cave_spider), horses most definitely do not. I'm not sure how you get the other cats to spawn, but when I checked, most cat names are single titles, just listed under the cat folder as "black", "siamese" "ocelot" "red".
I got many a multi-colored ocelot, but they're the standard anyways so that isn't much help.
Good catch on the cats! That's probably what my problem is with them - I think that's the old naming format and I had just forgotten to update it to the newer naming convention.
Still would be nice to get horses working.
If you have single player commands, entering "/spawn list" will result in a list of all mobs you can spawn. You can enter a test world and spawn many a "/spawn EnderDragon" to check to see if that is working. You can also use single player commands to change the biomes in a set area. For example, create a 3x3 square of every biome to test your color scheme.
I'm afraid that is the most help I can be...for now.
Thanks for the info! I'm guessing the "single player commands" is a mod or something? To test biome specific things I've been using Zan's minimap - I have waypoints set for each of the biomes so it's a simple matter of teleporting to them. It sure would be nice having a full spawn list though to check the mobs. Thanks again for your help - you've been very helpful!
I have been asking this for a while, but does anyone know a way i can change the glass texture of the beacon without having to change the glass block?
Thanks
You can set the texture you want for the beacon as the default glass tile, then use matchBlocks to change the glass using block ID. Then, the beacon will use the default texture, but glass and glass panes will use the CTM texture that you specified. This will break your pack for non-MCPatcher users, though. This is the only way that I can think of doing it, unless Kahr implements something special for it.
I can't get better glass to work. Any help? Thanks!
Could you post your properties file code, and the tiles you're using? There's no way for us to know what you're doing wrong if we don't know what you did in the first place.
You can set the texture you want for the beacon as the default glass tile, then use matchBlocks to change the glass using block ID. Then, the beacon will use the default texture, but glass and glass panes will use the CTM texture that you specified. This will break your pack for non-MCPatcher users, though. This is the only way that I can think of doing it, unless Kahr implements something special for it.
Yeah... i thought of that but i don't want to make two different versions of the pack... Anyway, thanks for your answer... I hope Kahr implements it...
Rollback Post to RevisionRollBack
"I have Two Thousand mods installed but i want YOU to fix my compatibility problem."
MCPatcher it self won't work for me. When I do patch on sixtygig It won't do anything.
You don't patch the pack, you patch Minecraft. The pack just goes into the same place that it normally does. If you're trying to add a pack through MCPatcher, you're doing it wrong.
Make sure you read the install instructions for MCPatcher, especially if you're installing other mods like Forge.
Sorry to ask again, but I couldn't find a response... is this possible?
Yes. Just set up your tile as normal, and then set up a set of random tiles to overwrite each individual image in the tile as yo use fit. Layering is the key here.
Yes. Just set up your tile as normal, and then set up a set of random tiles to overwrite each individual image in the tile as yo use fit. Layering is the key here.
However, what you CAN'T do is randomize every tile of a random pattern to match.
So, pretty much what you're trying to do won't work, as there is no current way to change how CTM affects groups of things. You can randomize tiles of the random pattern, but you couldn't try to choose a different repeat method when you would try to use it again.
Rollback Post to RevisionRollBack
"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
However, what you CAN'T do is randomize every tile of a random pattern to match.
So, pretty much what you're trying to do won't work, as there is no current way to change how CTM affects groups of things. You can randomize tiles of the random pattern, but you couldn't try to choose a different repeat method when you would try to use it again.
Couldn't you use matchTiles to target the individual tiles of a repeat method? For example, say you have a stone texture set to repeat but occasionally want one tile to have a flower on it. This should (to my knowledge) work for that. Unless of course there's something that I don't know about imposing once CTM method on individual tiles of another. Admittedly I haven't done much with this sort of thing, but I think it should be possible.
Couldn't you use matchTiles to target the individual tiles of a repeat method? For example, say you have a stone texture set to repeat but occasionally want one tile to have a flower on it. This should (to my knowledge) work for that. Unless of course there's something that I don't know about imposing once CTM method on individual tiles of another. Admittedly I haven't done much with this sort of thing, but I think it should be possible.
Yes, you could. I'm saying that you couldn't make the entire repeat pattern be randomized in some way, as there is no way to choose how that is used.
Specifically I'd like to add 'random' functionality to several 'repeat' tile pairings.
That to me sounds like they might be trying to say something like "use this repeat, and then when you're done, choose another random repeat pattern to use" which wouldn't work.
Rollback Post to RevisionRollBack
"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
Yes, you could. I'm saying that you couldn't make the entire repeat pattern be randomized in some way, as there is no way to choose how that is used.
That to me sounds like they might be trying to say something like "use this repeat, and then when you're done, choose another random repeat pattern to use" which wouldn't work.
I'm not sure what the original poster wanted, but I want several setup repeat patterns that do not change; the repeat patterns do not change, but the choice of repeat for a given set of blocks would be different. I hope that's clear, it seems a bit difficult to explain.
I'm trying to make a repeat and I'm wondering if you have to save the tiles individually, or if the entire image can be read as a whole. The image for that section suggests that this may be possible, but I don't know how to reference the tiles in a complete image. Is there a way to do this?
If not, is there an easy way to separate the tiles into individual files using GIMP? I'm working with very large patterns, and it will be very tedious to select each tile individually.
You should be able to either highlight each section you want to quote and click on the "quote" tag on the top panel where the editing options are. Or, just type [ quote] text you want to quote [ /quote] (without the spaces).
<snip>
I fear I did not explain myself very well. The vanilla game textures all tree (birch, oak, pine, jungle) foliage using the foliage.png found in the assets>minecraft>textures>colormap directory. This works according to the biome color palette you referenced. Unfortunately, as I understand it, all the trees use the same coloring scheme and there is no way to differentiate between them. If you change the color for the forest biome then all the birch, oak, pine, and jungle trees will use that same color for their foliage in the forest biome. The same applies to whatever biome you change the color for.
This is where McPatcher steps in. You can create your own custom color palettes for various things using McPatcher. As described in the first post of this thread (though it is a bit outdated):
Below is a full list of files used by the Custom Colors mod:
/color.properties
/misc/redstonecolor.png - 16x1 redstone colors (0=fully off, 15=fully on)
/misc/stemcolor.png - 8x1 pumpkin/melon stem colors (0=sprout, 7=fully grown)
/misc/lavadropcolor.png - Nx1 lava drop colors (x=age of particle in ticks)
/misc/myceliumparticlecolor.png - any size, random mycelium particle colors
/misc/xporbcolor.png - any size, array of xp orb colors
/misc/swampgrasscolor.png - 256x256 swamp grass color palette
/misc/swampfoliagecolor.png - 256x256 swamp foliage color palette
/misc/pinecolor.png - 256x256 pine tree color palette
/misc/birchcolor.png - 256x256 birch tree color palette
/misc/watercolorX.png - 256x256 water color palette
/misc/underwatercolor.png - 256x256 underwater color
/misc/fogcolor0.png - 256x256 fog color for the overworld
/misc/skycolor0.png - 256x256 sky color for the overworld
/environment/lightmap0.png - Nx32 overworld lighting palettes
/environment/lightmap-1.png - Nx32 Nether lighting palettes
/environment/lightmap1.png - Nx32 End lighting palettes
Of particular note, using McPatcher you can create a pine.png or a birch.png file in the directory assets>minecraft>mcpatcher>colormap and each of these will follow the biome colormap you mentioned, except they will apply only to the pine and birch foliage respectively. This means that in the forest biome example above you can have dark green oak leaves, light green birch leaves, and a blue spruce for the pines. Each will use their own independent color palette for the foliage.
The problem I am having is that there is no such feature for jungle foliage. You cannot create a jungle.png biome palette - it just won't work. Unless there is something that I'm missing. The jungle still uses the same palette as the default foliage, which the oak uses also.
<snip>
I understand pretty well how the weights are used. Unfortunately this is not a problem with weights as I am not using them (or, rather, they are used by default since mcpatcher determines automatically how many mobs are being used and gives each of them a fairly equal chance of being spawned).
The problem is that not all of my mobs are spawning. Assuming I have 20 skins of each mob type, and assuming they are in the correct directory and named appropriately, they should all have a chance of spawning. This isn't always happening. Here are the files I have in the mcpatcher>mobs directory and whether they are spawning or not:
cats> cat_black2, cat_red2, cat_siamese2 - none of these are spawning, just the default cats I have in the normal minecraft directory.
cow>cow2-13, mooshroom2-7 - all of these are spawning just fine.
creeper>creeper2-79, creeper.properties - all of these are spawning just fine. The creeper properties file just lists what biomes each of them will spawn in.
endercrystal>endercrystal2-5, endercrystal_beam2-3 - none of these are spawning, only the default one. To be fair I don't know whether they should or not. I would expect that you could have multiple skins for these, but it may need to be done through a different method - maybe ctm or something?
enderdragon>dragon2-7, dragon_eyes2-4, and dragon_exploding2-3 - the dragons are spawning just fine as far as I can tell (I only have the one in the end and don't know how to spawn in more) as it selects one of the 7 to spawn. I don't know whether the eyes or the exploding is spawning correctly, if at all.
I could go on through the list, but the point is some mobs are spawning just fine while others aren't. Everything is named correctly, else why are some able to spawn? I follow the same naming conventions with everything so that can't be the issue. The only difference between the ones that spawn and those that don't (that I can tell) is that all the mobs that are a single name (sheep, pig, spider, zombie, donkey, etc.) all spawn just fine, while many of the ones that have an underscore (cat_black, horse_brown, etc.) aren't spawning. Yet I can't imagine that there would be an issue with this as many that do have an underscore are spawning just fine. This led me to think that perhaps I need to create a properties file and do something with that to get them to work. However, I don't think you should even need them to get it working properly.
Perhaps it is just an issue with McPatcher or something. I don't know.
Anyways, thanks again for trying to help.
Low-tech solution is just to tint your base jungle texture. Assuming they're grayscale, adding a touch of color can set them off in rather random ways. Left square is jungle, right square is oak. Biomes are changed to Taiga, Forest, Desert, Hell, Sky...I added a bit of red to the grayscale leaves_jungle.png
With a bit of luck, I can take some time to see if a renderpass can be applied to the leaf textures.
I've played around with the random mobs a little bit. Some double name mobs work (iron_golem. zombie_pigmen, cave_spider), horses most definitely do not. I'm not sure how you get the other cats to spawn, but when I checked, most cat names are single titles, just listed under the cat folder as "black", "siamese" "ocelot" "red".
I got many a multi-colored ocelot, but they're the standard anyways so that isn't much help.
If you have single player commands, entering "/spawn list" will result in a list of all mobs you can spawn. You can enter a test world and spawn many a "/spawn EnderDragon" to check to see if that is working. You can also use single player commands to change the biomes in a set area. For example, create a 3x3 square of every biome to test your color scheme.
I'm afraid that is the most help I can be...for now.
Here is an updated version for creating lamp posts, or seamless vertical posts. This one is built off the netherbrick fence if you use it as provided. It tiles in all directions seamlessly (uh...atleast it did in trial). Also stacks vertically without the banding of my solution to how the fence is wrapped.
I know it doesn't wrap bands around the post where the arms attach. This is only evident if you continue the post above the arms. There isn't a real solution without having the bands all the way up the post.
Zip file is here:
http://thaylar.devia...10%3A1377748271
You are free to use the textures or .properties files in any way you like. The textures are 128x.
If you run into an issue bring it up and I'll try and figure out how to solve it.
Great idea! I'll have to play around with it tomorrow and see if I can't get something working that looks good.
Good catch on the cats! That's probably what my problem is with them - I think that's the old naming format and I had just forgotten to update it to the newer naming convention.
Still would be nice to get horses working.
Thanks for the info! I'm guessing the "single player commands" is a mod or something? To test biome specific things I've been using Zan's minimap - I have waypoints set for each of the biomes so it's a simple matter of teleporting to them. It sure would be nice having a full spawn list though to check the mobs. Thanks again for your help - you've been very helpful!
Thanks
You can set the texture you want for the beacon as the default glass tile, then use matchBlocks to change the glass using block ID. Then, the beacon will use the default texture, but glass and glass panes will use the CTM texture that you specified. This will break your pack for non-MCPatcher users, though. This is the only way that I can think of doing it, unless Kahr implements something special for it.
Could you post your properties file code, and the tiles you're using? There's no way for us to know what you're doing wrong if we don't know what you did in the first place.
Yeah... i thought of that but i don't want to make two different versions of the pack... Anyway, thanks for your answer... I hope Kahr implements it...
Make sure you read the install instructions for MCPatcher, especially if you're installing other mods like Forge.
Sorry to ask again, but I couldn't find a response... is this possible?
With the new launcher, there should be a new "MCpatcher" profile. if you have that, it worked.
However, what you CAN'T do is randomize every tile of a random pattern to match.
So, pretty much what you're trying to do won't work, as there is no current way to change how CTM affects groups of things. You can randomize tiles of the random pattern, but you couldn't try to choose a different repeat method when you would try to use it again.
"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
Yes, you could. I'm saying that you couldn't make the entire repeat pattern be randomized in some way, as there is no way to choose how that is used.
That to me sounds like they might be trying to say something like "use this repeat, and then when you're done, choose another random repeat pattern to use" which wouldn't work.
"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
I'm not sure what the original poster wanted, but I want several setup repeat patterns that do not change; the repeat patterns do not change, but the choice of repeat for a given set of blocks would be different. I hope that's clear, it seems a bit difficult to explain.
Hi all,
I'm trying to make a repeat and I'm wondering if you have to save the tiles individually, or if the entire image can be read as a whole. The image for that section suggests that this may be possible, but I don't know how to reference the tiles in a complete image. Is there a way to do this?
If not, is there an easy way to separate the tiles into individual files using GIMP? I'm working with very large patterns, and it will be very tedious to select each tile individually.
Thanks in advance for any help you can provide.
-T