• 1

    posted a message on The Independent Texture Tool [v1.1]
    Quote from DirtDiglett

    This is a wonderful implementation! It removes the need for CTM for certain blocks like Lever, which means it works fine on snapshots and such.

    I thank you greatly!

    Could you possibly do one for the Doors so the sides can be indepently skinned to the front please?


    A new update has been released including Door sides and top, as well as many more textures.
    Posted in: Resource Packs
  • 0

    posted a message on [1.7.5/14w11b+] Fancy EnergyPack [64x] v1.8.0
    Quote from chippy99

    It would appear that stained clay download button is not functioning as it should.

    Sorry about that, link has been fixed.
    Posted in: Resource Packs
  • 1

    posted a message on The Independent Texture Tool [v1.1]
    Quote from DirtDiglett

    This is a wonderful implementation! It removes the need for CTM for certain blocks like Lever, which means it works fine on snapshots and such.

    I thank you greatly!

    Could you possibly do one for the Doors so the sides can be indepently skinned to the front please?

    That could be a nice thing to do. I will try to do it now.
    Posted in: Resource Packs
  • 8

    posted a message on The Independent Texture Tool [v1.1]
    Using the new 14w25a Model format, I managed to create a small API that allows Resource Pack creators to change dependent block textures (For example, a button) very easily.


    Examples:

    How to use:
    Using:
    To use this API with a supported Resource Pack, Simply put the API under the supported pack

    Creating:
    Download the API and go to the "Independent Textures" folder inside the "textures" folder (.zip>assets>minecraft>textures>Independent Textures).
    It should contain many textures with their special names.

    You can go ahead and edit them inside the IT_API pack
    -or-
    Create a new folder inside "textures" called Independent Textures, and put all the special textures in that folder.
    Warning: Do NOT delete the default textures inside the Independent Textures folder. Just edit them or leave them alone. Deleting or renaming any part of this folder or this folder itself will cause blocks to have a pink/black checkerboard

    Supported Textures:
    So far, these are the textures that are supported:
    • All anvil bases for all damages.
    • Beacon's Glass. **
    • Beacon's Obsidian. **
    • All colors of carpet. **
    • All cobblestone walls, side and top. *
    • Comparator torches, on and off. *
    • Repeater torches, on and off. *
    • Repeater locks.
    • Crafting table bottom. **
    • Podzol bottom. **
    • Grass bottom. **
    • Snowed Grass bottom. **
    • Farmland dirt textures for both dry and moist. *
    • End Portal Frame Bottom. **
    • Fence, side and top. *
    • Nether Brick Fence, side and top. *
    • Fence Gates, side and top.
    • Glass Panes. **
    • Stained Glass Panes. **
    • All 4 pressure plates. **
    • Lever base. *
    • Jack-O-Lantern side and top. **
    • All Silverfish blocks (Monster Eggs). **
    • Snow Layers (1 Texture). **
    • Both Buttons. *
    • Daylight Detector (Real) Sides *
    • Door Sides, Top and Bottom *
    • Smooth Sandstone Top and Bottom **
    • Chiseled Sandstone Top and Bottom **
    • Mycelium Bottom **
    • Lit Redstone Ore **
    • Slime Block Inner Cube *
    • Cauldron Water (Per Level) **
    • Bookshelf Top - Bottom **
    • * Has unused parts of the texture removed from the texture for editing ease
      ** Texture explains itself.

    How it works:
    This API is very simple: Using block and Item models, it takes the original model of the block and changes the texture directory to be inside the "Independent Textures" folder, where you can easily edit all the blocks.

    In some special cases where the Held Item has a different model and texture mapping from the actual block, the texture mapping has been changed to fit properly into the held model. These cases include:
    • Normal and Nether Brick Fences
    • Buttons

    Download [v1.1]

    Version History:



    • Initial Release


    • Changed name from API to Tool
    • Added Daylight Detector (Real) Sides
    • Added Door Sides and top
    • Added Smooth Sandstone Top and Bottom
    • Added Chiseled Sandstone Top and Bottom
    • Fixed Monster Eggs not showing their texture in the inventory
    • Added Mycelium Bottom
    • Added Lit Redstone Ore
    • Added Slime Block Inner Cube
    • Added Cauldron Water (Per level)
    • Added Bookshelf Top - Bottom
    Posted in: Resource Packs
  • 0

    posted a message on [1.8 Minigame] Whack A Pig
    Quote from frosty712

    So basically, with BB codes, you want to edit out the "secure" part of the URL. Namely, remove the s.
    This is what you want.
    [youtube][/youtube]

    To get this...
    -Frosty

    Oh thanks, I did that before but didn't work. I'll try now.

    EDIT: Thanks, it worked.
    Posted in: Maps Discussion
  • 0

    posted a message on [1.8 Minigame] Whack A Pig
    I haven't been able to successfully embed my youtube video into the post without it turning into raw HTML Code or invisible... Can anyone help?
    Posted in: Maps Discussion
  • 0

    posted a message on [1.8 Minigame] Whack A Pig
    :Bacon:One game, many innocent pigs, bacon...:Bacon:
    Whack A Pig is a new minigame map by Energyxxer. The objective is to kill all the pigs you can to get score in 5 minutes (By default) or less.

    :--+:Instructions::--+:
    1. Kill as many pigs as you can
    2. Avoid killing sheep

    :opblock:Rules::opblock:
    None, really ^_^ Just play on 14w18a or higher.

    :Diamond:Features::Diamond:
    • Bacon.
    • Multiplayer Compatible.
    • Coins (Get by killing pigs.)
    • Shop.
    • 1. Haste II - 3 Coins (Attack faster)
      2. Speed V - 10 Coins (Move faster)
      3. Diamond Chestplate - 35 Coins (Aesthetic)
      4. Golden Hammer - 25 Coins (Aesthetic, Fire Aspect)
      5. x10 Harming Potions - 20 Coins (Kill pigs out of your reach with potions)
      6. Pig Magnet - 80 Coins (Teleports to you all pigs around your player)
    • Arena color settings.
    • Customizable game length (1-5 minutes).
    • Stop round whenever you want.
    • (There should be) No lag.
    • Two difficulties (Normal and Hard).
    • Normal: Killing a sheep will remove one point from your current score.
      Hard: Killing a sheep will set your score to 0.
    • Fancy sidebar GUI.
    • Item Frame Labels.
    • Fancy score triggered particles.
    :Frame:Screenshots::Frame:
    :Pig:Trailer::Pig:
    Posted in: Maps Discussion
  • 0

    posted a message on Vanilla Model Tutorial
    Quote from insomniac_lemon

    It doesn't appear to work. I'd say wait and see if it changes. You also can't rotate cubes by 90 degrees (getting a similar error), and I can't really see why that'd be a restriction.


    Well, I see. Sadly, i will not be able to recreate the old beacon from 12w36a. Another question, is it possible to edit the furnace model? I see the model in the "block" folder and i redirect it to the "furnace_mesh" file i created inside the "meshes" folder, but it doesn't seem to do anything.

    Another question, Why is this happening? Looks like there is an inverted cull happening here.


    This is the code:
    {
    "__comment": "Fair warning, this format is highly likely to change even more in the future!",
    "useAmbientOcclusion": false,
    "randomOffsetX": true,
    "randomOffsetY": true,
    "randomOffsetZ": true,
    "inventoryRender3D": true,
    "elements": [
    {   "type": "cube",
    "from": [ 0, 7.75, 1 ],
    "to": [ 1, 16, 0 ],
    "facing": "north",
    "faceData": {
    "down":{"uv": [ 0, 7.25, 1, 8.27 ], "textureFacing": "down", "tint": true, "cull": false},
    "up":{"uv": [ 0, 0, 1, 1 ], "textureFacing": "down", "tint": true, "cull": false},
    "north":{"uv": [ 0, 0, 1, 8.25 ], "textureFacing": "down", "tint": true, "cull": false},
    "south":{"uv": [ 0, 0, 1, 8.25 ], "textureFacing": "down", "tint": true, "cull": false},
    "east":{"uv": [ 0, 0, 1, 8.25 ], "textureFacing": "down", "tint": true, "cull": false},
    "west":{"uv": [ 0, 0, 1, 8.25 ], "textureFacing": "down", "tint": true, "cull": false}
    }
    }
    ]
    }


    Tried setting cull to true, nothing. Tried changing tint to false, nothing. Tried setting the textureFacing value to the respective side, nothing.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Vanilla Model Tutorial
    Any idea on how to make cubes be able to rotate for more than 2 axis? It seems like it doesn't allow the player to put more than 1 rotation value (For example, "rotation": [ 45, 0, -45 ]) on an element. Some help would be appreciated.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Vanilla Model Tutorial
    [Removed Comment, already fixed]
    Posted in: Resource Pack Discussion
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from rostik002

    This is taking a long time... Im pretty sick of having 10 fps in MC.
    AND I DONT NEED ANY COMMENTS SAYING THINGS LIKE:
    >OH just be patient.
    > optifine cant do anything without MCP
    ect. Guys stop acting clever by saying things like that, it IS taking a long time and if people want to complain, they can!

    I can stare to your picture all day.
    Posted in: Minecraft Mods
  • 0

    posted a message on The Quandary Texture Pack (v5.0 for 1.2.5!)
    Quote from Fase

    I don't believe you can change water and lava graphics if you use x16 texture packs

    Your picture might give somebody nightmares.
    Posted in: Resource Packs
  • 0

    posted a message on Gui Text?
    Quote from Rex103Minecraft

    Ok, thanks, I'll try that.

    I just have one more question, how do you edit lang files and where do I find the ones for the guis?

    Try editing the file on
    .minecraft\versions\1.7.2\1.7.2.jar\assets\minecraft\lang\en_US.lang

    You can edit it with a simple text editor.

    For the Crafting text, search for
    container.crafting=Crafting
    Posted in: Resource Pack Help
  • 0

    posted a message on I need help QUICK!
    Quote from ImBacon

    Sorry to bother, but thanks for the help. It actually was an issue with magic launcher and snapshots.

    Thank you too... I had the same problem and i got the same fix.
    And i will be able to finish my map
    Posted in: Server Support and Administration
  • 0

    posted a message on A Texture Artist's Guide to MCPatcher's Features
    Quote from samohtj

    You can set the texture you want for the beacon as the default glass tile, then use matchBlocks to change the glass using block ID. Then, the beacon will use the default texture, but glass and glass panes will use the CTM texture that you specified. This will break your pack for non-MCPatcher users, though. This is the only way that I can think of doing it, unless Kahr implements something special for it.


    Yeah... i thought of that but i don't want to make two different versions of the pack... Anyway, thanks for your answer... I hope Kahr implements it...
    Posted in: Resource Pack Discussion
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