alright, one thing not mentioned, is whether or not ctm supports animations. for instance, would it be possible to animate a depressed pressure plate? I suspect that it isn't, but I hope to the contrary.
I have a question about methods: Are multiple methods allowed in one properties file? If it is said so, I apologize. Also, I like this tutorial! Other tutorials I didn't quite understand; However, this is a very good one. I understand it right off the bat.
alright, one thing not mentioned, is whether or not ctm supports animations. for instance, would it be possible to animate a depressed pressure plate? I suspect that it isn't, but I hope to the contrary.
after a little bit of experimentation, I have found that it is indeed possible to animate ctm textures. it simply requires another properties file for the tile itself.
block84a.properties file? Thanks in advance to whoever replies. I'm a bit of noob at this kind of stuff.
EDIT: Actually, don't worry. After reading some comments I've realised that you can't have ct's on top faces of blocks. Silly me
Yes you would, after defining CTM for that block with block84.propeties. You could have a separate texture for each record using different .properties files attached to different metadata (block84.properties block84a.properties block84b.properties block84c.properties block84d.properties etc.) although that seems like a waste of resources to me. I do believe for the animation you want though, that'd use a .mcmeta, not another properties file.
And actually you've realized WRONG. You CAN replace just the top texture. For instance, you can do it with one .properties file and image if you just replace all of the non-empty jukebox metadata values:
block84.properties
#jukebox with record (generic)
metadata=1-11
faces=top
method=fixed
tiles=46
"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've been working on making CTM textures for fences and stairs. They're both pretty much complete. Would you be interested in hosting/linking to the files as part of a CTM guide? They're all my own work and I don't mind sharing them for others use.
Perhaps add a section to the guide called "Templates" and list them under it? I'm not a pro at CTM or a great texture artist, but I figured they might help others with an otherwise confusing texture.
tile connections connect if the tile is the same as the tile of its neighbour. material connections connect if the material of its neighbour is the same as its own.
Is this... is this a way to make ctm between different types of blocks? or does it just mean that if tile "2" shows up in a random pattern it should apply a ctm on all of the tile 2's that are next to each other.
So there is no way of activating a ctm if lets say snow falls on a block other than grass.
How about making ctm between snow grass (grass_side_snowed) and dirt? does that work?
As far as I know, there is no *real* way in CTM to make "snowy" versions of other blocks like how default does.
To connect snow grass and regular grass and/or dirt, that would be done with connect=material. However, this is based on what material the game considers it (or how mcpatcher interprets it?) and then it considers that as a connecting tile without actually retexturing it.
So, imagine any classic/horizontal/vertical CTM blocks connecting, and then replace that block with a different block of similar material. It keeps its texture, but the other blocks will keep the connecting setup they had before.
Why do this? Well, if you do connect=material with both blocks and have similar CTM, they will look like they are connected, even if they really aren't. A prime situation for this would probably be stone and ores, where you want the ore to look like it's overlayed on the classic CTM stone. This would most likely work for connecting grass and snow grass (maybe dirt?) depending on what materials each block is considered.
"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
hmm ok, I was thinking of making biome specific vertical ctm for spruce leaves, so that the top block will always have snow sides, ofc I could just add hte snow texture to the top of the block, but that would mean spruce leaves that are not exposed to the sky would have snow on them too :/
hmm ok, I was thinking of making biome specific vertical ctm for spruce leaves, so that the top block will always have snow sides
Yes, you could do that, but snow will be on the texture whether or not there is a layer of snow above the block. If you're going to do that, though, you'd be better off just making a biome-specific texture that had snow on the entire texture, like snow has fallen on the branches and needles of the tree. Like winter wonderland, christmas tree farm sort of thing.
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
I kinda want to make a biomespecifc snow texture for all blocks now xD
In terms of textures, it looks horrible, If I go with somethign like this I'l make a different top and different sides, this is just for inspiration. (needs to make custom spruce snow biome log :3 )
What I wrote in the post above was that I would put the snow texture I have and slap it ontop of the spruce texture (biome specific ofc) so even if there is snow ontop of the block or not does nto matter since it will have the same texture maped ontop of it anyway xD
Like so:
The bottom can toggle standard and fancy, but how do I make it so that the sides can as well? or ctm makes the toggle obsolete?
And sorry about the night time pictures
EDIT: After looking at some other packs I noticed some of them had their properties named leaves_spruce. Is that what I have to do? copy the whole vertical and fixed top ctm into a leaves_spruce properties (ofc make some of the dark parts in the vertical "fancyfied" aka empty space.
Well, you didn't mention about opacity in leaves, before! Yes, the last statement is in the right direction. CTM would override the block statically, but when you switch fancy/fast, the block's ability to be transparent changes. As what other packs do, you'd want to override the default images leaves_spruce.png and leaves_spruce_opaque.png respectively to respect their ability to be transparent.
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
I’m trying to make a continuous texture across more than one block type. I have borders on my dirt and grass blocks. I use ctm to make there be one border around all the dirt, but the grass border is separate. I’d like grass blocks on top of dirt blocks to be treated the same as dirt on top of dirt, when it comes to choosing the actual tile to place on the blocks. Is this possible?
Amazing ctm guide! Perfect for a dunderhead like myself and now my first port of call for all my ctm woes. Thanks for all the work, Deonyi and everyone contributing further explanations and examples.
It should be stickied, if it is not too bold to say.
after a little bit of experimentation, I have found that it is indeed possible to animate ctm textures. it simply requires another properties file for the tile itself.
Multiple methods are not allowed in a single properties file; make two and add an a to the second one.
Yes you would, after defining CTM for that block with block84.propeties. You could have a separate texture for each record using different .properties files attached to different metadata (block84.properties block84a.properties block84b.properties block84c.properties block84d.properties etc.) although that seems like a waste of resources to me. I do believe for the animation you want though, that'd use a .mcmeta, not another properties file.
And actually you've realized WRONG. You CAN replace just the top texture. For instance, you can do it with one .properties file and image if you just replace all of the non-empty jukebox metadata values:
block84.properties
"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've been working on making CTM textures for fences and stairs. They're both pretty much complete. Would you be interested in hosting/linking to the files as part of a CTM guide? They're all my own work and I don't mind sharing them for others use.
Perhaps add a section to the guide called "Templates" and list them under it? I'm not a pro at CTM or a great texture artist, but I figured they might help others with an otherwise confusing texture.
Edit: check out the CTM fence there: http://thaylar.deviantart.com/art/NetherBrick-Fence-396628225
I'm pretty sure I can simplify that though, I've learned more since I had made it.
Is this... is this a way to make ctm between different types of blocks? or does it just mean that if tile "2" shows up in a random pattern it should apply a ctm on all of the tile 2's that are next to each other.
How about making ctm between snow grass (grass_side_snowed) and dirt? does that work?
As far as I know, there is no *real* way in CTM to make "snowy" versions of other blocks like how default does.
To connect snow grass and regular grass and/or dirt, that would be done with connect=material. However, this is based on what material the game considers it (or how mcpatcher interprets it?) and then it considers that as a connecting tile without actually retexturing it.
So, imagine any classic/horizontal/vertical CTM blocks connecting, and then replace that block with a different block of similar material. It keeps its texture, but the other blocks will keep the connecting setup they had before.
Why do this? Well, if you do connect=material with both blocks and have similar CTM, they will look like they are connected, even if they really aren't. A prime situation for this would probably be stone and ores, where you want the ore to look like it's overlayed on the classic CTM stone. This would most likely work for connecting grass and snow grass (maybe dirt?) depending on what materials each block is considered.
"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 do that, but snow will be on the texture whether or not there is a layer of snow above the block. If you're going to do that, though, you'd be better off just making a biome-specific texture that had snow on the entire texture, like snow has fallen on the branches and needles of the tree. Like winter wonderland, christmas tree farm sort of thing.
"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 kinda want to make a biomespecifc snow texture for all blocks now xD
In terms of textures, it looks horrible, If I go with somethign like this I'l make a different top and different sides, this is just for inspiration. (needs to make custom spruce snow biome log :3 )
What I wrote in the post above was that I would put the snow texture I have and slap it ontop of the spruce texture (biome specific ofc) so even if there is snow ontop of the block or not does nto matter since it will have the same texture maped ontop of it anyway xD
Like so:
The bottom can toggle standard and fancy, but how do I make it so that the sides can as well? or ctm makes the toggle obsolete?
And sorry about the night time pictures
EDIT: After looking at some other packs I noticed some of them had their properties named leaves_spruce. Is that what I have to do? copy the whole vertical and fixed top ctm into a leaves_spruce properties (ofc make some of the dark parts in the vertical "fancyfied" aka empty space.
Well, you didn't mention about opacity in leaves, before! Yes, the last statement is in the right direction. CTM would override the block statically, but when you switch fancy/fast, the block's ability to be transparent changes. As what other packs do, you'd want to override the default images leaves_spruce.png and leaves_spruce_opaque.png respectively to respect their ability to be transparent.
"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