You can grab the default textures right from your minecraft.jar
Can we have an example how the Connect type works? I can't seem to sort it out. I'm guessing it lets you add a seemless blend between two block types, but how? (like dirt + stone)
how to make big ctm tell. Glass I am able and others aren't present. Prompt as to make for example the iron block. I could make but I can not understand that is where shooters on a template.
how to make big ctm tell. Glass I am able and others aren't present. Prompt as to make for example the iron block. I could make but I can not understand that is where shooters on a template.
I haven't got a clue what you're trying to say here.
^They are not a native english speaker and they're asking for an example of the original CTM layout on something other than glass e.g. iron blocks.
I have a different question. I don't understand the section on Better Glass. Does it require a .properties file to activate? I'm not sure where the rendering pass information goes.
i cant seem to get my log tops working, can someone show me an example code to use.
i have my log top textures in a ctm folder within my texture pack, the png is called fixedctm.png.
One your block is wrong. Logs are block 17, sense all the logs are the same and just use meta data to tell the block what texture it uses (much like wool) all the files need to be name block17, but with a letter following it, like 17a, 17b, etc so we can call the same block, and use the metadata to tell it what texture to switch. . Also the file name can be anything you want.
Example code for the log tops:
(Clearly you want to replace the source and tiles to match your files)
Is this to add opacity? Because for the normal CTM function (making the panes/blocks connect) I didn't make any properties file and it works fine. Same with bookshelves.
Is this to add opacity? Because for the normal CTM function (making the panes/blocks connect) I didn't make any properties file and it works fine. Same with bookshelves.
The normal CTM uses the methood from the original CTM mod, that added a new file to a pack called ctm.png that defined where the glass was and bookcases and originally chests and sandstone as well. The file is still used by optifine so you can edit that, or use properties files. Though I would use properties files so you also work with mcpatcher as well.
Yes, that's because MCPatcher/Optifine uses the default CTM settings for the default CTM.png if nothing is defined. You have to make those files for glass only if you want to use the render pass stuff (or any other additional functions).
Fair enough, I'll keep all this in mind when I start toying with opacity with glass! It does look really neat when done right though! (like in your Frenden update, great job on that!)
The normal CTM uses the methood from the original CTM mod, that added a new file to a pack called ctm.png that defined where the glass was and bookcases and originally chests and sandstone as well. The file is still used by optifine so you can edit that, or use properties files. Though I would use properties files so you also work with mcpatcher as well.
I only use MCPatcher so it obviously works with that without a properties file too. As Meringue said though, I would need a properties file or two when I want to implement betterglass in my pack with opacity and what-not...
I'm attempting to use CTM to make it so that the carrots and potatoes look different while they're growing, but it doesn't seem to be working. I've tried several variations with the 'fixed' method.
Right now I'm using a series of four config files that look like this:
I gathered from the front post that this should cause one of the tiles from my ctm file to overwrite the tile in the terrain, and just for just the one block. In the case of the above, it would be the lowest stage of the growth (tile #200 in the terrain.png) for carrots (block #141). Naturally there would be additional files for the other stages, and corresponding files for potatos.
Unfortunately, it seems to be doing absolutely nothing at all. Any ideas?
Edit: I tried the same thing with sand and it works perfectly. Can anyone confirm whether or not this is a bug? If it is, whom do I report it to?
I'm trying to make my stained glass glowstone partially transparent. I kept the frames / filigree opaque and lowered the glass transparency down to about 50%, but I'm not sure exactly how to render it. I currently have inside the block89.properties renderPass=2, but it doesn't seem to be working.
EDIT: I'm slow tonight. Reset it to =1 and it works perfectly. Nevermind!
"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
Can we have an example how the Connect type works? I can't seem to sort it out. I'm guessing it lets you add a seemless blend between two block types, but how? (like dirt + stone)
I haven't got a clue what you're trying to say here.
I have a different question. I don't understand the section on Better Glass. Does it require a .properties file to activate? I'm not sure where the rendering pass information goes.
i have my log top textures in a ctm folder within my texture pack, the png is called fixedctm.png.
here is what i was trying to use
filename - block116
source=/ctm/fixedctm.png
method=fixed
faces=top bottom
tiles=0
can anyone see what im doing wrong here?
Example code for the log tops:
(Clearly you want to replace the source and tiles to match your files)
File name: block17.properties
source=/ctm/gd.png
method=random
tiles=12
faces=top bottom
metadata=1 5 9
#pine log top
File name: block17a.properties
source=/ctm/gd.png
method=random
tiles=13
faces=top bottom
metadata=2 6 10
#birch log top
File name: block17b.properties
source=/ctm/gd.png
method=random
tiles=14
faces=top bottom
metadata=3 7 11
#Jungle log top
Is this to add opacity? Because for the normal CTM function (making the panes/blocks connect) I didn't make any properties file and it works fine. Same with bookshelves.
The normal CTM uses the methood from the original CTM mod, that added a new file to a pack called ctm.png that defined where the glass was and bookcases and originally chests and sandstone as well. The file is still used by optifine so you can edit that, or use properties files. Though I would use properties files so you also work with mcpatcher as well.
Fair enough, I'll keep all this in mind when I start toying with opacity with glass! It does look really neat when done right though! (like in your Frenden update, great job on that!)
I only use MCPatcher so it obviously works with that without a properties file too. As Meringue said though, I would need a properties file or two when I want to implement betterglass in my pack with opacity and what-not...
Post in question:
Thanks for trying, though.
EDIT: I'm slow tonight. Reset it to =1 and it works perfectly. Nevermind!
I'm trying to texture upside down nether brick stairs, but using the metadata value "4" assumes 0x4 for 0x0. So would 1x4 - 3x4 be the others?
And how do I put it on the CTM sheet? I've tried things like 3x4 3,4 3:4 , ect. and none of them seem to work.
So what do I put for metadata for upside-down stairs facing in directions other than east?
EDIT: so.... wait, do you add it? Like 0x1 + 0x4 = 0x5?
I got it to work, with 4 5 6 7.
"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
How can i fix this? Thanks!
Here's my properties file, named "block2":
Here's what come; up in-game:
And here's what it should look like: