Okay i forgot to add the .png in the mcmeta name other question im having is how can i let 2 Different block connect Horizontal? (look at screenshot)
(sorry for no spoiler but Forum is bugging again -_-)
Yes...but only with connect type "material" which would have furnaces connect to all stone type blocks. There is no way to have two different blocks connect exclusively with each other.
All I can do now is hoping that we / I find a solution for this mess...
Just a small inquiry... are you sure the 'method' is correct in all of those... so far in your quotes they look like they're missing an 'm'
Also currently renderpass is disabled in MCPatcher for 1.8... So you may have to rebuild that part later...
I think also believe you don't need the old blockID number anymore, it needs to be removed and only minecraft:grass is needed now for the 1.7/1.8 versions... 1.8 especially so.
The blockstates seem to have one more "}" then there are "{". This could be messing up the blockstate in a way that minecraft bypasses your custom blockstate and uses the default one.
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Roses are red, violets are blue, sugar is sweet, and so are you.
The roses are wilted, the violets are dead, the sugar bowl's empty, and so is your head.
Roses are red, violets are blue, sugar is sweet, and so are you.
The roses are wilted, the violets are dead, the sugar bowl's empty, and so is your head.
The Meaning of Life, the Universe, and Everything.
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Been trying to get a repeat texture for water going. At this point i'm not even trying to get it to animate. I can figure that out later. I've tried naming my .properties file "water.properties", "custom_water_still" and "block9" and cannot get it to recognize it.
Been trying to get a repeat texture for water going. At this point i'm not even trying to get it to animate. I can figure that out later. I've tried naming my .properties file "water.properties", "custom_water_still" and "block9" and cannot get it to recognize it.
is there some reason that this shouldn't work?
If I remember correctly, CTM of any kind has never worked on water.
If I remember correctly, CTM of any kind has never worked on water.
Correction: It used to work on water, then was broken for many versions including the current one, and is now on Kahr's to-do list to fix at some point in the future.
Sufficed to say, no, it doesn't work presently. Same with lava and all other liquids.
Which is a shame because I've been wanting to make my side- and bottom-water easier to see through for what seems like years now.
The Meaning of Life, the Universe, and Everything.
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awesome. thanks for the info. i'll keep up with the main thread for updates and devote my attention to other ideas then. Appreciate it, as always
my plan is to make the ocean look a bit more open by making a repeat texture for it. animating it will be a whole can of worms, i know, but it's something to do.
I'm also hoping someday to specify a different water for rivers and beaches. If it works like I think It will, I can make animated lapping waves on the coast.
I've been trying to find out how to do CTM for a specific blockstate in 1.8. How would I setup the properties file of, let's say, blue carpet without using the metadata tag?
I know it's possible to combine random and horizontal/vertical CTM for i.e. bookshelves with random face variants, but is it possible to make random sets of horizontal/vertical CTM instead of each tile being randomized individually? I wanted to use that on reeds, for different reeds species variants, basically.
That's impossible. The mod can't figure out what is a set! What if two different sets are placed next to each other? What makes it a set? It just isn't possible!
Yes...but only with connect type "material" which would have furnaces connect to all stone type blocks. There is no way to have two different blocks connect exclusively with each other.
Putting the CENDENT back in transcendent!
Just a small inquiry... are you sure the 'method' is correct in all of those... so far in your quotes they look like they're missing an 'm'
Also currently renderpass is disabled in MCPatcher for 1.8... So you may have to rebuild that part later...
I think also believe you don't need the old blockID number anymore, it needs to be removed and only minecraft:grass is needed now for the 1.7/1.8 versions... 1.8 especially so.
I hope this helps somewhat.
The roses are wilted, the violets are dead, the sugar bowl's empty, and so is your head.
Putting the CENDENT back in transcendent!
The roses are wilted, the violets are dead, the sugar bowl's empty, and so is your head.
is there some reason that this shouldn't work?
If I remember correctly, CTM of any kind has never worked on water.
Correction: It used to work on water, then was broken for many versions including the current one, and is now on Kahr's to-do list to fix at some point in the future.
Sufficed to say, no, it doesn't work presently. Same with lava and all other liquids.
Which is a shame because I've been wanting to make my side- and bottom-water easier to see through for what seems like years now.
my plan is to make the ocean look a bit more open by making a repeat texture for it. animating it will be a whole can of worms, i know, but it's something to do.
I'm also hoping someday to specify a different water for rivers and beaches. If it works like I think It will, I can make animated lapping waves on the coast.
It's working exactly as you wrote it. If you don't want it to do that, delete "metadata=0".
I've been trying to find out how to do CTM for a specific blockstate in 1.8. How would I setup the properties file of, let's say, blue carpet without using the metadata tag?
[CTM] WARNING: minecraft:mcpatcher/ctm/carpet_white/block171b.properties: expanded minecraft:carpet:0 to color=white
So, I assume that there's a (more) proper way to format the properties file.
I'm a coder at heart, so the less warnings I can generate, the better I feel.