These fences are supposed to have some details made in gold... and it was realized pixel by pixel...
Hope you guys like it!
@Piano-Creeper: Looking spiffy! I like the accent. Looks much better than my stocky wooden ones.
I -think- I've got the wooden stairs all figured out. I've uploaded the stairs and half planks folders to my Deviant page. Sooner or later, I may decide to figure out the sides to be side specific so that the ends of the wooden boards match up for both the upside down and rightside up blocks.
Stairs are...kind of crazy. I've almost got oak planks completely CTM'd also.
(my resource pack is still very much a WIP and there is still a few textures in there from the Aurora texture pack I was using as 128x filler)
On a side note:
how many Metadata entries are there for each block? I think I read somewhere it was 30. but it would be useful to add the possible metadata entries to the guide.
Yep same way mine is done. A vertical CTM for the sides of both dirt and stone.
The downside of that is that same ctm will show up even if theres no dirt/stone above/below. As long the the dirts 3 blocks tall, it'll show the dirt to stone shift, same with stone.
Like if you're trying to use stone for your building walls.. well.. it'll have that stone to dirt shift.
I've discovered the hard way that some block CTM that works fine in MCPatcher is either ignored or give the black & magenta checkerboard in Optifine. For instance in Optifine:
tiles=cactus-bottom default default default
gives me the checkerboard instead of default images.
Anybody have information on what the differences in acceptable CTM scripting for each of these is? I don't know what all the differences are, and it is pretty annoying to have to check everything twice.
EDIT: has everything in this guide been verified to work in both MCPatcher and Optifine?
Thanks for the great new guide, I'll defenitely be using this.
Just a quick question for anyone who knows, does renderPass support more than blocks? Specifically cobwebs? I know renderPass isn't covered here (yet?), but I'd like to use it on a cobweb texture I'm working on, I think it adds a smoother look to the edges of my textures.
It does work with cobwebs. I tried it, and it worked. Since renderpass 3 is an overlay, it will put the partially transparent texture over your regular /textures/blocks texture, so you have to make sure that any pixels that are partially transparent in your CTM tile are completely transparent in your /textures/blocks tile.
Tell me if you need me to explain that better, it's kind of a difficult point to get across.