You're correct, there are the default glass textures included with optifine, modified to have ctm.
EDIT: This has been resolved. Had to edit the variants to not include flipped and rotated.
Since this thread actually has some activity right now, I need some help with my repeating stone. I have 64 textures that all match up (and when tiled to 8x8, all 4 8x8 sides and the 8x8 top/bottom are tiled as well, so it should be seamless), and my properties file looks like this:
block01.properties
source=/ctm/stone/1.png
method=repeat
matchBlocks=1
tiles=1-64
width=8
height=8
I started the first image with the filename as "1" instead of "0", as it was easier to export from PS that way, and this change is reflected in the properties.
for some reason though, I'm getting tiling in game
I know that it should be seamless because I split a whole, tileable (checked for tileability via the offset tool) image into 64 smaller images:
But for some reason, I'm still getting tiling... Any ideas guys?
I've been tinkering with the biome feature of CTM and have reached a stand still.
I have 2 Variations for my oak CTM one for normal and one for Hell biome. I somehow got it to work yesterday but when I added another variations for acacia planks with biomes they both stopped working. Even if I remove the acacia variation the oak still refuses to work.
Note:The default CTM of both does work. Just not the biome variants.
Im having trouble doing layering ctm for bookshelves. I want to do horizontal ctm with random as well. I have 6 different textures of bookshelves. For each of those 6 textures I have created 4 tiles to match the Horizontal method. I have 6 “0” tile textures, 6 “1” tile textures, 6 “2” tile textures and 6 “3” tile textures. (They are numbered 1-24 since there are 6 sets of 4 textures.). I have the base properties file that looks like this
method=horizontal
tiles=1-4
then I have 4 property files for each horizontal tile so I have a bookshelf0.properties for all the “0” tile textures (the border on the left and opening on the right. Then I have a bookshelf1.properties for “1” tile textures (both sides open), bookshelf2.properties for all “2” tile textures (left is open, right is border) and finally a bookshelf3.properties for “3” tile textures (the stand alone block). All these files and images (1-24) are in the same folder at optifine/ctm/bookshelf.
the bookshelf0.properties folder looks like this(again these are all the left border/right open textures)
matchTiles=./1.png
method=random
tiles=1 5 9 13 17 21
weights=10 8 6 4 2 1
faces=sides
The bookshelf1.properties folder looks like this (right and left open)
matchTiles./2.png
method=random
tiles= 2 6 10 14 18 22
weights=10 8 6 4 2 1
faces=sides
the bookshelf2.properties looks like this (left open, right border)
matchTiles./3.png
method=random
tiles=3 7 11 15 19 23
weights=10 8 6 4 2 1
faces=sides
and lastly bookshelf3.properties (stand alone)
matchTiles./4.png
method=random
tiles=4 8 12 16 20 24
weights=10 8 6 4 2 1
faces=sides
The problem I am facing is that the textures are randomized but they arent appearing seamless. Out of 20 blocks places, 2 would be seamlessly connected. I wont get the proper horizontal connections on them at all, ill have full block textures next to left open textures or right open textures and sometimes I will get open sided textures in the middle. I followed the layering ctm instructions.
Im in optifine 1.13 btw. How do I go about making the bookshelves seamless and following the horizontal method while also being randomized?
I can also zip up my entire ctm/bookshelf file,with all the textures and property files, if you need them to help solve my problem.
Interesting, I normally just use method=CTM so I've never tried that before but it is doable. Thank you for causing me to use a new aspect of CTM that I've been unaware of til now. This is how I did it: http://www.mediafire.com/file/ladgha4dfsg8ma4/CTM.zip/file It's nothing but the 5 properties files and 12 images needed for me to re-create what you're trying to do, they're tagged numerically so I could see how it was changing in game. Hope it helps.
Good news it work. However, It works off the flower seed chart thingy where another flower will never grow on that spot, it will always be the one flower. For me, its a bookshelf texture, this is for the changes I made to my pack, not yours. I modified these textures from alternate textures that already existed, therefore, there was a blockstate file that had weights for the different whole block bookshelf textures, so I had to delete the blockstate folder cause it kept placing whole block textures instead of the connected textures. This means if I wanted to play without optifine (say optifine didnt upgrade but minecraft did but the texture pack still worked) I would have to reinstall the blockstate file for bookshelf. I dont suppose you have a solution to this new problem? Lol
Good news it work. However, It works off the flower seed chart thingy where another flower will never grow on that spot, it will always be the one flower. For me, its a bookshelf texture, this is for the changes I made to my pack, not yours. I modified these textures from alternate textures that already existed, therefore, there was a blockstate file that had weights for the different whole block bookshelf textures, so I had to delete the blockstate folder cause it kept placing whole block textures instead of the connected textures. This means if I wanted to play without optifine (say optifine didnt upgrade but minecraft did but the texture pack still worked) I would have to reinstall the blockstate file for bookshelf. I dont suppose you have a solution to this new problem? Lol
So, if I understand correctly: You have a resource pack that uses blockstates to assign random bookshelf.pngs to the block based on it's location in the world in vanilla the same way method=random does with optifine so you had to delete the blockstate in order to get the CTM working. So, right now, the issue is that your CTM is working but if you turn off optifine only the 1 bookshelf from the default bookshelf.png will be used, is that correct? Sadly, unless they add the ability to call a new model for a block when doing CTM, I don't think it'll be possible to have all the vanilla aspect and the optifine aspect preserved in the same pack. Your best bet, if you can't live without the vanilla, would probably be to create your CTM, CIT and anything else that requires optifine as a stand-alone pack and include with it the vanilla bookshelf model and blockstate. As long as your run the CTM and vanilla blockstate/model over the main pack it should over-ride the custom model/state from the vanilla pack and apply your textures. Then in the future, if optifine stops updating for some reason, you would just turn off your CTM pack and that would cause the game to default to the main resourcepack's model/state.
One benefit to this would be that by using the vanilla model and changing the texture used for the top/bottom from oak_planks to something like bookshelf_top you can give the top of your bookshelves a special texture and apply a CTM to that as well (if you haven't already).
Basically. However, the based on position thing is what is happening now. Without optifine, I just have alternate textures for bookshelfs which have a weight on in the blockstate folder so that is actually random. However, now that the blockstate folder is gone, whenever I place a bookshelf, it connects, which is good, but it always comes out to one of the pieces and never changes no matter how many times I break and replace.
Also, if I put the ctm pack over the resource pack with the alternate bookshelves in the resource pack selector screen, for some reason, the resource pack alternate textures take priority over connected textures even though its further down the list from the ctm pack. I think this is because the game looks for textures first before ctm, so when it passes my ctm pack, with no textures, it passes it by first finds the resource pack textures and then comes back and looks for optifine stuff. I can make it work and not work just by removing or adding in the blockstate folder in the resource pack thats below the ctm pack. So it either has to do with blockstate, blockstate pulling from models/block or models/block pulling from textures/block.
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When bundling your CTM as the stand-alone pack are you including a model and blockstate file in assets/minecraft/models and assets/minecraft/blockstates that is extracted from the minecraft version? Resource packs load the assets from the top pack first and then try to fill any missing content with files going down the list. If your CTM pack contains your optifine folder as well as a models and blockstates files (if the blockstate is the only offending issue then you most likely won't need the one for the model) for bookshelf as they are extracted from the game then placing the CTM as the top pack, over your resource pack, will cause the model/blockstate to over-ride the custom one from your pack. I've done this before so I'm not sure why it would be causing your issues. I might be able to help you more but I'd almost need to look at the pack. If you want to continue this conversation here https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/resource-packs/wip-resource-pack but I feel like this is getting a little off topic from CTM. If you've got what you need and just want to get back to work, then best of luck- hope you figure it all out.
Ill try that. Thanks for all the help anyway. I wouldnt have gotten it to work (even though there is a slight problem) without you, which is more than I was ever able to do. So thank you for the help.
I wish OP expanded on what Metadata was, or at least pointed us somewhere! I'm trying to add ctm to my 1.5.2 game version & I'm a little bit lost, and struggling to find proper info on certain things!
Edit: Finally figured out something about metadata.
If you look at item IDs, a solid number (e.g. 44) will have 'sub-IDs' (44:1, 44:2 etc) which seems to point to other similar blocks, in blockID 44's case, 44:1 is sandstone slab, 44:3 is cobblestone slab.
The metadata value simply points to those sub-IDs, far as I can tell. So, metadata=1 found in block44.properties refers to Sandstone Slabs. Bon apetite.
You're correct, there are the default glass textures included with optifine, modified to have ctm.
EDIT: This has been resolved. Had to edit the variants to not include flipped and rotated.
Since this thread actually has some activity right now, I need some help with my repeating stone. I have 64 textures that all match up (and when tiled to 8x8, all 4 8x8 sides and the 8x8 top/bottom are tiled as well, so it should be seamless), and my properties file looks like this:
block01.properties
for some reason though, I'm getting tiling in game
I know that it should be seamless because I split a whole, tileable (checked for tileability via the offset tool) image into 64 smaller images:
But for some reason, I'm still getting tiling... Any ideas guys?
Hey guys/gals,
I've been tinkering with the biome feature of CTM and have reached a stand still.
I have 2 Variations for my oak CTM one for normal and one for Hell biome. I somehow got it to work yesterday but when I added another variations for acacia planks with biomes they both stopped working. Even if I remove the acacia variation the oak still refuses to work.
Note:The default CTM of both does work. Just not the biome variants.
Here is my oak files
Acacia Files:
If anyone can figure out what I've done wrong I will love you haha
Im having trouble doing layering ctm for bookshelves. I want to do horizontal ctm with random as well. I have 6 different textures of bookshelves. For each of those 6 textures I have created 4 tiles to match the Horizontal method. I have 6 “0” tile textures, 6 “1” tile textures, 6 “2” tile textures and 6 “3” tile textures. (They are numbered 1-24 since there are 6 sets of 4 textures.). I have the base properties file that looks like this
method=horizontal
tiles=1-4
then I have 4 property files for each horizontal tile so I have a bookshelf0.properties for all the “0” tile textures (the border on the left and opening on the right. Then I have a bookshelf1.properties for “1” tile textures (both sides open), bookshelf2.properties for all “2” tile textures (left is open, right is border) and finally a bookshelf3.properties for “3” tile textures (the stand alone block). All these files and images (1-24) are in the same folder at optifine/ctm/bookshelf.
the bookshelf0.properties folder looks like this(again these are all the left border/right open textures)
matchTiles=./1.png
method=random
tiles=1 5 9 13 17 21
weights=10 8 6 4 2 1
faces=sides
The bookshelf1.properties folder looks like this (right and left open)
matchTiles./2.png
method=random
tiles= 2 6 10 14 18 22
weights=10 8 6 4 2 1
faces=sides
the bookshelf2.properties looks like this (left open, right border)
matchTiles./3.png
method=random
tiles=3 7 11 15 19 23
weights=10 8 6 4 2 1
faces=sides
and lastly bookshelf3.properties (stand alone)
matchTiles./4.png
method=random
tiles=4 8 12 16 20 24
weights=10 8 6 4 2 1
faces=sides
The problem I am facing is that the textures are randomized but they arent appearing seamless. Out of 20 blocks places, 2 would be seamlessly connected. I wont get the proper horizontal connections on them at all, ill have full block textures next to left open textures or right open textures and sometimes I will get open sided textures in the middle. I followed the layering ctm instructions.
Im in optifine 1.13 btw. How do I go about making the bookshelves seamless and following the horizontal method while also being randomized?
I can also zip up my entire ctm/bookshelf file,with all the textures and property files, if you need them to help solve my problem.
Interesting, I normally just use method=CTM so I've never tried that before but it is doable. Thank you for causing me to use a new aspect of CTM that I've been unaware of til now. This is how I did it: http://www.mediafire.com/file/ladgha4dfsg8ma4/CTM.zip/file It's nothing but the 5 properties files and 12 images needed for me to re-create what you're trying to do, they're tagged numerically so I could see how it was changing in game. Hope it helps.
Good news it work. However, It works off the flower seed chart thingy where another flower will never grow on that spot, it will always be the one flower. For me, its a bookshelf texture, this is for the changes I made to my pack, not yours. I modified these textures from alternate textures that already existed, therefore, there was a blockstate file that had weights for the different whole block bookshelf textures, so I had to delete the blockstate folder cause it kept placing whole block textures instead of the connected textures. This means if I wanted to play without optifine (say optifine didnt upgrade but minecraft did but the texture pack still worked) I would have to reinstall the blockstate file for bookshelf. I dont suppose you have a solution to this new problem? Lol
So, if I understand correctly: You have a resource pack that uses blockstates to assign random bookshelf.pngs to the block based on it's location in the world in vanilla the same way method=random does with optifine so you had to delete the blockstate in order to get the CTM working. So, right now, the issue is that your CTM is working but if you turn off optifine only the 1 bookshelf from the default bookshelf.png will be used, is that correct? Sadly, unless they add the ability to call a new model for a block when doing CTM, I don't think it'll be possible to have all the vanilla aspect and the optifine aspect preserved in the same pack. Your best bet, if you can't live without the vanilla, would probably be to create your CTM, CIT and anything else that requires optifine as a stand-alone pack and include with it the vanilla bookshelf model and blockstate. As long as your run the CTM and vanilla blockstate/model over the main pack it should over-ride the custom model/state from the vanilla pack and apply your textures. Then in the future, if optifine stops updating for some reason, you would just turn off your CTM pack and that would cause the game to default to the main resourcepack's model/state.
One benefit to this would be that by using the vanilla model and changing the texture used for the top/bottom from oak_planks to something like bookshelf_top you can give the top of your bookshelves a special texture and apply a CTM to that as well (if you haven't already).
Basically. However, the based on position thing is what is happening now. Without optifine, I just have alternate textures for bookshelfs which have a weight on in the blockstate folder so that is actually random. However, now that the blockstate folder is gone, whenever I place a bookshelf, it connects, which is good, but it always comes out to one of the pieces and never changes no matter how many times I break and replace.
Also, if I put the ctm pack over the resource pack with the alternate bookshelves in the resource pack selector screen, for some reason, the resource pack alternate textures take priority over connected textures even though its further down the list from the ctm pack. I think this is because the game looks for textures first before ctm, so when it passes my ctm pack, with no textures, it passes it by first finds the resource pack textures and then comes back and looks for optifine stuff. I can make it work and not work just by removing or adding in the blockstate folder in the resource pack thats below the ctm pack. So it either has to do with blockstate, blockstate pulling from models/block or models/block pulling from textures/block.
When bundling your CTM as the stand-alone pack are you including a model and blockstate file in assets/minecraft/models and assets/minecraft/blockstates that is extracted from the minecraft version? Resource packs load the assets from the top pack first and then try to fill any missing content with files going down the list. If your CTM pack contains your optifine folder as well as a models and blockstates files (if the blockstate is the only offending issue then you most likely won't need the one for the model) for bookshelf as they are extracted from the game then placing the CTM as the top pack, over your resource pack, will cause the model/blockstate to over-ride the custom one from your pack. I've done this before so I'm not sure why it would be causing your issues. I might be able to help you more but I'd almost need to look at the pack. If you want to continue this conversation here https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/resource-packs/wip-resource-pack but I feel like this is getting a little off topic from CTM. If you've got what you need and just want to get back to work, then best of luck- hope you figure it all out.
Ill try that. Thanks for all the help anyway. I wouldnt have gotten it to work (even though there is a slight problem) without you, which is more than I was ever able to do. So thank you for the help.
I wish OP expanded on what Metadata was, or at least pointed us somewhere! I'm trying to add ctm to my 1.5.2 game version & I'm a little bit lost, and struggling to find proper info on certain things!
Edit: Finally figured out something about metadata.
If you look at item IDs, a solid number (e.g. 44) will have 'sub-IDs' (44:1, 44:2 etc) which seems to point to other similar blocks, in blockID 44's case, 44:1 is sandstone slab, 44:3 is cobblestone slab.
The metadata value simply points to those sub-IDs, far as I can tell. So, metadata=1 found in block44.properties refers to Sandstone Slabs. Bon apetite.
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