I highlighted in red what I know the problem is coming from, but can't seem to resolve.
I am trying to keep my texture separate as much as possible based on how they were edited. The Folders are blocks - Normal minecraft vanilla textures edited... blocks2- Textures from blockstates and models edited ... blocksmcp - blocks from mcpatcher edits.... Trying to do this so i can have addon packs
So here I first edited the Blockstates and Models to give the quartz slabs a side texture. That is working fine, but now I want for my dimensional addon pack, to change that texture when in the hell biome (nether). I have tried a bunch of ways; to try and reference the texture and now I ask the experts.
I did a work around for now forcing textures, but in order to have good addon packs i really need to proper reference the textures.
Edit: The new way to add spoilers is strange, but i got lol What a mess.
Rather than do another preview, I'm going to go ahead and make this an official release version 5.0.0. It doesn't make sense for me to continue maintaining two separate MCPatcher versions. A number of features are still incomplete in 1.8 however. Download links are in the OP.
Changes from 1.8.preview2:
Updated to 1.8.1.
Fixed naming of quartz column properties.
Apply CTM to held items, item frames.
Do not apply grass color to reeds by default.
Prevent "leaking" of last inventory item enchantment.
Fixed crash when dyeing armor.
Fixed CIT potions.
Fixed crash in 1.5.2+BTW rendering bloodwood saplings in inventory.
Rather than do another preview, I'm going to go ahead and make this an official release version 5.0.0. It doesn't make sense for me to continue maintaining two separate MCPatcher versions. A number of features are still incomplete in 1.8 however. Download links are in the OP.
Thank you so much for continuing to work on this. I'm much happier playing when I can see my resource pack in all of its MCPatcher-enhanced glory.
I'm trying it out right now. Here's what I've discovered that still isn't working for me. Bug Reports Inbound:
Redstone color overlay still doesn't seem to be working. Do I need something other than just to put a file named redstone.png into /mcpatcher/colormap/ ?
I'm getting really bad tearing along the edges of items when I use CIT to increase the resolution of the item from 16x to 32x. The irony is that it looks exactly like I'm using an HD pack pre-1.5 without MCPatcher installed. Seriously, I can still see the telltale 16x edges that the game is trying to adhere the texture to.
CMT seems to force the default orientation for blocks in the hand and in the inventory if any variants are changed. Tested with a pumpkin where all of the files specified facing directions, and the inventory block rotated 180-degrees by the item file and using the default block model.
About every five to ten seconds the log registers this line: "[XX:XX:XX] [Client thread/WARN]: Unable to play unknown soundEvent: minecraft:none". This does not occur without MCpatcher installed, and happens even when the game is paused. This is doing it in Vanilla now too. Just a weird coincidence that it started when I installed MCPatcher. Please disregard.
There are still occasional spikes of HUGE block lag with the game taking up to ten seconds to register a change. While much rarer than they were, these doesn't seem to happen without MCPatcher installed unless I'm getting lag in general. I don't know if this will be a major issue, but it's still something to be conscious of.
Aside of those few things, though, everything that I've done appears to be working correctly. Again, thank you so much for this. It's so nice to have my nice blue shadows and biome-specific villagers back!
As Alvoria reported, CIT items don't recalculate item models (probably not much you can do about this one...)
Using enchantment layers with a custom blend method apply this method to the default enchantment glint, and to other non-related items in close proximity to the affected item
Multi-texture items (such as bows) do not accept CIT
CTM fails on glass panes or ends up looking like the screenshot
Reeds bug is caused by CTM differentiating the metadata of reeds; fixed by using connect=tile (likely intended, I don't recommend "fixing" this)
Custom colormaps refuse to apply to held items regardless of tintindex property in the model
Custom colormaps apply to all faces of blocks regardless of tintindex property in the model
I'd like to know how do I add a fixed custom texture for the furnace top. I'd like it to appear only on furnace, but not in Dropper or Ejector.
Also, I need it to be an intelligent texture, that follows the position of the furnace and its placement position. Like, (in the pictures below) when I place the furnace at the side of a wall and the front it's placed Left-parallel, not front-apeak, I'd want the top texture to follow the furnace's front always on the same position it is placed, instead of seeing the burner stoves at only One direction (Like furnace placed south, and burning stoves north - which is definetely Not what I'm wanting) and not standing like a texture that only places itself the same position everytime; so the code I'll be needing makes the furnace very much more realistic.
Is the code simply to be done? How should I make the folder and archive names?
I'd like to know how do I add a fixed custom texture for the furnace top. I'd like it to appear only on furnace, but not in Dropper or Ejector.
Also, I need it to be an intelligent texture, that follows the position of the furnace and its placement position. Like, (in the pictures below) when I place the furnace at the side of a wall and the front it's placed Left-parallel, not front-apeak, I'd want the top texture to follow the furnace's front always on the same position it is placed, instead of seeing the burner stoves at only One direction (Like furnace placed south, and burning stoves north - which is definetely Not what I'm wanting) and not standing like a texture that only places itself the same position everytime; so the code I'll be needing makes the furnace very much more realistic.
Is the code simply to be done? How should I make the folder and archive names?
Thanks since yet!
You don't even need mcpatcher. You can go into the furnace model files and change the texture definition for the furnace top. I believe the furnace top rotates automatically with the furnace.
You don't even need mcpatcher. You can go into the furnace model files and change the texture definition for the furnace top. I believe the furnace top rotates automatically with the furnace.
Yes, I do need the CTM... Because Droppers and Ejectors has the same top texture than furnace.
But won't it show up in Droppers and Ejectors also? I guess it isn't that easy
Nope. Just specify a different file for the top face of the furnace. Droppers and Dispensers don't inherit anything from the top-level furnace model so it'll work just fine.
not when you specify an extra texture in /models/block/furnace.json for the "up" side... just save your "customfurnacetop".png inside /textures/blocks and change the
part in /models/block/furnace.json to choose this file for the furnace top. droppers/dispensers are unattached because they are still using "furnace_top.png"
Nope. Just specify a different file for the top face of the furnace. Droppers and Dispensers don't inherit anything from the top-level furnace model so it'll work just fine.
[quote=Alvoria;/members/Alvoria;/forums/mapping-and-modding/resource-packs/1226351-1-8-1-1-7-10-and-earlier-update-11-2-mcpatcher-hd?comment=11380]
No you don't because you can change this behavior in the model files.
[quote=kwerti;/members/kwerti;/forums/mapping-and-modding/resource-packs/1226351-1-8-1-1-7-10-and-earlier-update-11-2-mcpatcher-hd?comment=11378]In 1.8, you can go into the file /models/block/furnace.json and change the texture for the "top" variable.
Thanks, guys! Rec+ for everyone, it really worked! Really, really thanks!
Bug Report / Feature Request: MCPatcher applies color maps to the geometry regardless of whether or not it has a specified tintindex in the model file. I imagine that's on purpose to prevent people from having to modify their block files whenever they want to use a custom biome color map. With that said, is there a way to opt-out for particular pieces of geometry like there is with the vanilla color maps? If not, Kahr, will you please add one? Even something as simple as changing to tintindex in the block file to "-1" would be fine since anyone who wants this feature will have to have been working with the block files anyway.
I am having some trouble, that is probably a simple fix that I'm just missing. Can you help?
I'm trying to reference a texture to add ctm rules for, but its not in a normal directory setup.
method=fixed
matchTiles=textures/blocks2/slab_quartz_side.png
biomes=Hell
I highlighted in red what I know the problem is coming from, but can't seem to resolve.
I am trying to keep my texture separate as much as possible based on how they were edited. The Folders are blocks - Normal minecraft vanilla textures edited... blocks2- Textures from blockstates and models edited ... blocksmcp - blocks from mcpatcher edits.... Trying to do this so i can have addon packs
So here I first edited the Blockstates and Models to give the quartz slabs a side texture. That is working fine, but now I want for my dimensional addon pack, to change that texture when in the hell biome (nether). I have tried a bunch of ways; to try and reference the texture and now I ask the experts.
I did a work around for now forcing textures, but in order to have good addon packs i really need to proper reference the textures.
Edit: The new way to add spoilers is strange, but i got lol What a mess.
Changes from 1.8.preview2:
Still TODO (not a complete list):
Thank you so much for continuing to work on this. I'm much happier playing when I can see my resource pack in all of its MCPatcher-enhanced glory.
I'm trying it out right now. Here's what I've discovered that still isn't working for me. Bug Reports Inbound:
About every five to ten seconds the log registers this line: "[XX:XX:XX] [Client thread/WARN]: Unable to play unknown soundEvent: minecraft:none". This does not occur without MCpatcher installed, and happens even when the game is paused.This is doing it in Vanilla now too. Just a weird coincidence that it started when I installed MCPatcher. Please disregard.Putting the CENDENT back in transcendent!
Also, I need it to be an intelligent texture, that follows the position of the furnace and its placement position. Like, (in the pictures below) when I place the furnace at the side of a wall and the front it's placed Left-parallel, not front-apeak, I'd want the top texture to follow the furnace's front always on the same position it is placed, instead of seeing the burner stoves at only One direction (Like furnace placed south, and burning stoves north - which is definetely Not what I'm wanting) and not standing like a texture that only places itself the same position everytime; so the code I'll be needing makes the furnace very much more realistic.
Is the code simply to be done? How should I make the folder and archive names?
Thanks since yet!
You don't even need mcpatcher. You can go into the furnace model files and change the texture definition for the furnace top. I believe the furnace top rotates automatically with the furnace.
Putting the CENDENT back in transcendent!
Yes, I do need the CTM... Because Droppers and Ejectors has the same top texture than furnace.
In 1.8, you can go into the file /models/block/furnace.json and change the texture for the "top" variable.
Putting the CENDENT back in transcendent!
No, I have absolutely no custom sounds in my pack. I'm not an audio guy, and sorting out the legalities of anything from the Internet is a headache.
I'll double check to make sure it's not anything on my end, but it seems odd that it would only happen with MCPatcher... and while the game is paused.Edit: It's apparently doing it in vanilla now. Just a weird coincidence that it started when I installed MCPatcher. Sorry about that!
No you don't because you can change this behavior in the model files.
But won't it show up in Droppers and Ejectors also? I guess it isn't that easy
Nope. Just specify a different file for the top face of the furnace. Droppers and Dispensers don't inherit anything from the top-level furnace model so it'll work just fine.
[quote=kwerti;/members/kwerti;/forums/mapping-and-modding/resource-packs/1226351-1-8-1-1-7-10-and-earlier-update-11-2-mcpatcher-hd?comment=11378]In 1.8, you can go into the file /models/block/furnace.json and change the texture for the "top" variable.
Thanks, guys! Rec+ for everyone, it really worked! Really, really thanks!
*EDIT*
Problem above fixed.
Sorry for another reply now; I've had already fixed the .json archives; they were in the wrong subfolder. xD
However... does anyone know which .json holds the Music Block? (Not the Record Player)
noteblock.json
In the John Smith Legacy pack I changed it to have different top, bottom and side textures.
You can do quite a lot of custom textures without MCPatcher, it's easier enough to follow.
Original (noteblock.png)
Custom version (noteblock.png, noteblock_bottom.png, noteblock_top.png)
https://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Minecraft
Thank you, as always.