Need some help regarding CTM and MCpatcher stuff.
So recently I've been trying to get my CTM to work with 1.7.2 and using the MCpatcher. And when I launched MCpatcher this happened.
Which I have no idea why I cant select any of them or activate them.
My second question is how does the new CTM work? With the .properties and file names.
Need some help regarding CTM and MCpatcher stuff. So recently I've been trying to get my CTM to work with 1.7.2 and using the MCpatcher. And when I launched MCpatcher this happened. Which I have no idea why I cant select any of them or activate them. My second question is how does the new CTM work? With the .properties and file names.
Version 6.2.2 only works for 1.6. You need this version for 1.7.
Ok I made a ctm folder and I want to random CTM my stone. What do i do?
Make another folder inside your /ctm folder, and name it whatever you want. RandomStone would probably be good. Place all you different stone textures in there, numbered 0-n. Then, create a "someRandomName.properties," and put this code in there:
method=random
matchBlocks=1
tiles=0-n
weights=<list of weights>
Where "n" is the highest number image name. The list of weights is a list of numbers, each representing the relative rarity of each tile. So, if you wanted tile 0 to show up five times more often than the others, your last line would be "weights=5 1 1 1...".
At anything above 16x16 you're cutting your audience in half, and going up is always a gamble, you'll need to appeal to the audience that's left that much more. Packs above 128x128 is a very niche market and you will have only a fraction of the audience use the pack, though with a higher resolution, you have the potential to satisfy said audience more, and grab the attention and feedback from those who can't run it. I normally work in 64x64 because many people can run it but at the same time there is more room for detail and originality. In your case it would be an audience quantity or quality deal.
How do I CTM? Is there a full release of MCPatcher for 1.7.2?
(snip)
Q: Which resolution should Nemo 3 be:
128
256
512
I could also do 1024 but I don't see the need at all.
That preview is totally awesome :). I also agree with angelotangelo that the texure pack shouldn't be over 256x because most peoples' computers can't handle anything above that resolution.
@Finn
Nice to see you back, Plenty_Of_Fish, hope you haven't forgotten my name for you. ;3
Is there any reason you'd like to keep Nemo3 in one resolution? You could get a bigger audience going down to 64x64, or 32x32.
@Gigfran
Nice to see you back too. Shame you won't be texturing.
Well BDCraft is at 512x and then converted down, I was thinking the same kind of thing. My main question is is it worth it to go from 256 to 512, or is the difference too small?
@Finn
Nice to see you back, Plenty_Of_Fish, hope you haven't forgotten my name for you. ;3
Is there any reason you'd like to keep Nemo3 in one resolution? You could get a bigger audience going down to 64x64, or 32x32.
Yeah, I remember...
Like I said in my actual thread and I'm pretty sure in here too, I will be converting it down, just the smaller resolutions won't be as up to date 24/7
Well, seems as if we're starting to get the old gang back together, huh? Seems there's been a bit of a texturing dark ages going on, or is it just me? I remember the good old days when we had so many talented artists here... it seems like they've vanished one by one, and things are feeling a bit empty nowadays. Hopefully we can get some more of them people back and have a texturing Renaissance.
Anyway, it's good to see you back, Fish and Gigfran.
Well, seems as if we're starting to get the old gang back together, huh? Seems there's been a bit of a texturing dark ages going on, or is it just me? I remember the good old days when we had so many talented artists here... it seems like they've vanished one by one, and things are feeling a bit empty nowadays. Hopefully we can get some more of them people back and have a texturing Renaissance.
Anyway, it's good to see you back, Fish and Gigfran.
Well you can never know for sure with me but I just started college and I don't see myself texturing quite so much in the future, especially with all the work I'm doing on Terraria and it's community.
I hope to at least complete and release Nemo 3 though, and keep it updated depending on how many people use it.
How do I CTM? Is there a full release of MCPatcher for 1.7.2?
Also,
Q: Which resolution should Nemo 3 be:
128
256
512
I could also do 1024 but I don't see the need at all.
That reminds me ever-so-vaguely of Deonyi's Slant (which I miss terribly, by the way). I don't think he posted a thread for it, but the way the colors are and the whole vectory, geometric look reminds me a lot of it.
There's this one that Deonyi wrote. It's pretty easy to understand, I think (though I honestly haven't read the whole thing; I don't really need to).
Beautiful. Have I ever said how much I love your work?
So recently I've been trying to get my CTM to work with 1.7.2 and using the MCpatcher. And when I launched MCpatcher this happened.
Which I have no idea why I cant select any of them or activate them.
My second question is how does the new CTM work? With the .properties and file names.
Well, those are the only ones I know of. Just post any questions you have here, and we'll answer them for you.
Version 6.2.2 only works for 1.6. You need this version for 1.7.
Yeah, I went there, guess I must have scrolled over it by mistake XD
Also,
Q: Which resolution should Nemo 3 be:
128
256
512
I could also do 1024 but I don't see the need at all.
Make another folder inside your /ctm folder, and name it whatever you want. RandomStone would probably be good. Place all you different stone textures in there, numbered 0-n. Then, create a "someRandomName.properties," and put this code in there:
Where "n" is the highest number image name. The list of weights is a list of numbers, each representing the relative rarity of each tile. So, if you wanted tile 0 to show up five times more often than the others, your last line would be "weights=5 1 1 1...".
So blocks look good when you're close to them?
"And with that, POW! I'm gone." ---Lord Crump
EDIT: I support what corner_g said.
Nice to see you back, Plenty_Of_Fish, hope you haven't forgotten my name for you. ;3
Is there any reason you'd like to keep Nemo3 in one resolution? You could get a bigger audience going down to 64x64, or 32x32.
@Gigfran
Nice to see you back too. Shame you won't be texturing.
Yeah, I remember...
Like I said in my actual thread and I'm pretty sure in here too, I will be converting it down, just the smaller resolutions won't be as up to date 24/7
Anyway, it's good to see you back, Fish and Gigfran.
Well you can never know for sure with me but I just started college and I don't see myself texturing quite so much in the future, especially with all the work I'm doing on Terraria and it's community.
I hope to at least complete and release Nemo 3 though, and keep it updated depending on how many people use it.
That reminds me ever-so-vaguely of Deonyi's Slant (which I miss terribly, by the way). I don't think he posted a thread for it, but the way the colors are and the whole vectory, geometric look reminds me a lot of it.
And that's not a bad thing.