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  • FishyMint
  • Registered Member
  • Member for 9 years, 10 months, and 27 days
    Last active Mon, Mar, 1 2021 10:19:07
  • 23 Followers
  • 1,867 Total Posts
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  • View FishyMint's Profile

    3

    Nov 14, 2017
    FishyMint posted a message on [32x] CopherNeue's Dawnbreaker - Pixel-Art, Limited Palette, Optifine Support

    Great stuff, really nice use of the palette.

    Posted in: WIP Resource Pack
  • View FishyMint's Profile

    2

    Sep 16, 2017
    FishyMint posted a message on Unnatural State - Has technology gone too far?

    Update


    +Some gui elements
    +Lead knot
    +Chest gui
    +Diamond axe
    +Fermented spider eye
    +Added some cobblestone variants

    *Tweaked oak planks
    *Tweaked dirt
    *Tweaked cobblestone



    I'm going to be editing some older textures slightly.

    Posted in: Resource Packs
  • View FishyMint's Profile

    4

    Aug 4, 2017
    FishyMint posted a message on Unnatural State - Has technology gone too far?

    New iron sword

    Posted in: Resource Packs
  • View FishyMint's Profile

    4

    Jul 4, 2017
    FishyMint posted a message on Unnatural State - Has technology gone too far?

    Update


    +Witch
    +Iron armor icons
    +Diamond armor icons
    +Gold armor icons
    +Waterlily
    +Cow
    +Mooshroom
    +Big oak log top
    +Azure bluet
    +Enchanting book
    +Crafting recipe button to inventory gui
    +Slime mob
    +Slime block
    +Sign
    +Enchanting table gui
    +Anvil gui
    +Recipe background gui
    +Beds

    Posted in: Resource Packs
  • View FishyMint's Profile

    6

    Jun 21, 2017
    FishyMint posted a message on Texture Artists' Union

    Streaming



    Posted in: Resource Pack Discussion
  • View FishyMint's Profile

    5

    Jun 20, 2017
    FishyMint posted a message on Texture Artists' Union

    More stuff


    Posted in: Resource Pack Discussion
  • View FishyMint's Profile

    6

    Jun 19, 2017
    FishyMint posted a message on Texture Artists' Union

    Streaming


    Posted in: Resource Pack Discussion
  • View FishyMint's Profile

    1

    Jun 17, 2017
    FishyMint posted a message on Unnatural State - Has technology gone too far?
    Quote from WoodyTheNoob»

    Probably weird question but... is Eyvindr dead?


    Yes, for now, there's too much I'd like to remake, so I might as well start a new 32x pack.
    Posted in: Resource Packs
  • View FishyMint's Profile

    4

    Jun 16, 2017
    FishyMint posted a message on Unnatural State - Has technology gone too far?

    Update!


    +More dyes
    +Stone tools
    +Iron armour
    +Gold armour
    +Diamond armour

    *Tweaked brewing stand
    *Tweaked rail corner
    *Tweaked End frame


    Posted in: Resource Packs
  • View FishyMint's Profile

    1

    Jun 12, 2017
    FishyMint posted a message on Unnatural State - Has technology gone too far?

    Progress


    Posted in: Resource Packs
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  • View XSSheep's Profile

    2

    Jun 13, 2014
    XSSheep posted a message on 8BIT Pack Challenge [FINISHED] Thank you for voting and/or participating!
    Well I did a tiny bit more to take a break from studying for exams, here's what I have now:



    Won't be doing any more for the contest methinks!
    Posted in: Resource Pack Discussion
  • View XSSheep's Profile

    3

    Jun 8, 2014
    XSSheep posted a message on 8BIT Pack Challenge [FINISHED] Thank you for voting and/or participating!
    Decided to try this out as I was planning on doing some more experimentation with a palette and higher res, pretty tricky palette to work with too - especially for stone colours. I'll finish up the last few required textures in just a little bit but here's what I have so far:



    EDIT: Here's 10!

    Will probably still make a few more textures though, feeling in the mood for more.

    Posted in: Resource Pack Discussion
  • View XSSheep's Profile

    8

    May 29, 2014
    XSSheep posted a message on Texture Artists' Union
    Never thought the day would come, but I finished up my horses, donkeys, saddle, saddlebags and all.

    Now I just need to finish the horse armour.... >.>

    Here are some awkward screens, really hard to get pictures of horses. Now I'm off to get started on horse armour.







    EDIT: I'll try soften those small white specks as an overlay actually, they're very sharp and stand out a bit too much.
    Posted in: Resource Pack Discussion
  • View Wayuki's Profile

    306

    Mar 23, 2011
    Wayuki posted a message on [16x][1.7.2] Wayukian pack (Magma slime & blaze previews on pg. 144) [800k+ downloads]


    NOTE: This pack contains custom sky colors, Randomobs and CTM.Installation with MCPatcher is strongly recommended:http://www.minecraft...-hd-fix-243-01/



    http://www.wayuki.ne...n_pack_v6.3.zip

    If the download doesn't work for you, try any of these links:
    • http://www.planetmin...n-pack-2281577/
    • http://dl.dropbox.co...n_pack_v6.3.zip
    And here you can get the Wayukian pack for Minecraft Pocket Edition, ported by creeping_creepers:
    • http://www.minecraft...un-moon-clouds/
    Basic installation:
    • Download the ZIP file.
    • Launch Minecraft. Go into Options > Resource Packs.
    • Click "Open resource pack folder". This will open the appropriate installation folder in the explorer.
    • Paste or drag the ZIP file into the resource pack folder. Do not unzip.
    • Now you will be able to select the pack in Minecraft from the resource pack menu.
    Installation with MCPatcher:
    • Follow the basic instructions first.
    • Go to the MCPatcher thread and follow their instructions for installing MCPatcher.
























    Awesome cinematic trailer by Myriadum!
    Featured on Minecraft Monday Show!
    • Feel free to redistribute the file, if credited and left intact.
    • Feel free to feature the pack in videos and articles.
    • Feel free to edit for personal use only.
    • For any other uses, contact me first.
    • Ghast
    • Wither boss and Wither skeleton
    • All Overworld mobs
    • Some Randomobs support (requires McPatcher)
    • Title panorama
    • All player armor sets
    • Some CTM support (requires McPatcher)
    • Custom Color support (requires McPatcher)
    • Custom biome coloring
    • Enderdragon
    • Ender sky and portal effect
    • GUI
    • Custom animated water and lava
    • Statistics icons
    • Precipitation
    • Default character skin
    • Icons
    • HUD
    • Terrain
    • Clouds
    • Celestial bodies
    • Vehicles
    • Particles
    • Underwater haze
    • Some remaining Nether dwellers
    • Paintings
    • Pumpkin blur
    • Custom portal and fire
    • Explosion
    • Logo


    If you like this pack and want to show your support for it, here's a banner made by Mogogog!
    [url=http://www.minecraftforum.net/viewtopic.php?f=1021&t=239429][img]http://dl.dropbox.com/u/2167961/wayukianpackbanner.jpg[/img][/url]




    And here are some banners made by efstajas!
    [url="http://www.minecraftforum.net/viewtopic.php?f=1021&t=239429"][img]http://efstajas.de/fs/banner.png[/img][/url]




    [url="http://www.minecraftforum.net/topic/http://www.minecraftforum.net/viewtopic.php?f=1021&t=239429"][img]http://efstajas.de/fs/bannerdark.png[/img][/url]




    And lastly, here's some banners made by myself!
    [url="http://www.minecraftforum.net/viewtopic.php?f=1021&t=239429"][img]http://dl.dropbox.com/u/2167961/Banner_wayukian.png[/img][/url]




    [url="http://www.minecraftforum.net/viewtopic.php?f=1021&t=239429"][img]http://dl.dropbox.com/u/2167961/Banner_wayukian_mini.png[/img][/url]


    Posted in: Resource Packs
  • View Deonyi's Profile

    36

    Aug 31, 2013
    Deonyi posted a message on CTM: An outdated guide
    CTM: A guide
    A guide to help you understand
    how to implement CTM features
    into your resource pack!

    Contents

    Getting It
    Let's Start!
    How CTM Works
    Methods
    Tiles
    Connection Type
    Faces
    Metadata
    Biome and Height
    Weights
    Symmetry
    Layered CTM
    Classic CTM
    Horizontal CTM
    Vertical CTM
    Horizontal+Vertical and Vertical+Horizontal CTM
    Random CTM
    Repeat CTM
    Fixed CTM

    About this Guide

    If you have delved into the art of texturepack making, you may have heard the word CTM. 'What is this strange word?', you may ask. This is, in fact, not a word but an acronym of the phrase, Connected Textures Mod.

    Originally, this mod made the glass, chests and bookshelves seamless. Texturepack functionality was added later for other blocks and other features such as randomised, repeated and fixed textures were made available later by MCPatcher.

    This guide aims to detail how one uses CTM in a simple and concise fashion. If you find any errors, please do not hesitate to tell me.

    There is a dual-colour system in this guide.

    ● text means it is important or required. Always read these parts.
    ● text means it is a helpful tip or something which is optional. You can skip over these if you want.

    Getting It

    How do I get this mod? You may find that the thread for it lists 1.2.5 as the latest version. But, never fear, this mod is bundled along with MCPatcher and Optifine. We will be covering the MCPatcher version in this thread.

    You can get MCPatcher here:
    http://www.minecraft.../topic/1496369-

    Follow the instructions on the page to download it and install the mod to your Minecraft.

    Let's Start!

    To start, we are going to assume you already have finished your default textures. Make sure your Resource Pack's file structure is like this:
    MyTexturePack/assets/minecraft/textures/blocks/dirt.png

    For a full file structure, click here.

    Now, go to the /minecraft folder and create a new folder named mcpatcher like so:





    Click on your newly created mcpatcher folder and create another folder called ctm. This is where all of our CTM is going to go.

    That's it! Now, for the fun part...

    How CTM Works

    CTM is made by having textures in a folder in the ctm folder. This folder can be named anything and is called in this guide, the base folder. It is advised, however, to name your base folder based on its contents so you can easily find them.

    ~/minecraft/mcpatcher/ctm/dirtblock/

    and
    ~/minecraft/mcpatcher/ctm/stupidbrownblock/

    both work however the first one is more descriptive and may be better in the long run.
    You can put multiple block textures inside a single base folder however it may be better to separate blocks into different materials.

    Your textures can be named anything however they must be 16px for default resolution packs, 32px for 32px packs and so on. In this guide, textures will be named 0.png, 1.png et cetera however they can be named however you like in your pack. Thus, 0.png and cakeTop.png will both work.

    The thing which makes it all tick is a file called blockID.properties located inside the base folder. This file is named depending on which block the CTM code inside should modify.

    The structure of the name is generally as follows.

    block<block ID>.properties

    You only have to modify the block ID part. A list of block IDs can be found here. If you need two CTM methods on the same block, simply append a or b or c et cetera to the end of the block ID like so:

    block3a.properties 

    or
    block15b.properties


    To be honest, you can name your properties file anything however if so, you require a matchBlocks or matchTiles rule inside as shown below:
    matchBlocks=<block IDs>

    or
    matchTiles=<tile names>

    If using multiple block IDs or names, they should be separated by spaces.

    To refer to a tile in vanilla MC, use the name of the texture in texture/blocks.
    To refer to a tile in a mod, use the name of the texture in the mod's texture folder.
    Tiles can also refer to tiles used in other .properties files. More information is located here.

    By default, the default blockID.properties will load first, then the rest in alphabetical.
    The weight rule tells CTM which .properties file to load first.

    To use it, put this in your file:
    weight=<weight>

    The highest weight is loaded first. In the event of a tie, the file names are looked at next.
    Make sure you write weight, not weights.

    weight is given precedent over matchTiles is given precedent over matchBlocks which is given precedent over the filename of the .properties file.

    Thus, a block65.properties with matchBlocks=43 will apply to the block with the ID of 43, not the block with the ID of 65.


    Methods
    There are multiple methods which CTM uses to allow you to manipulate the textures of blocks in different ways.

    These methods should be declared at the top of your blockID.properties file as shown below:
    method=<method>


    There are 9 CTM methods available:
    ctm
    horizontal
    vertical
    horizontal+vertical
    vertical+horizontal
    top
    random
    repeat
    fixed


    The function of these methods is explained below in greater detail.

    Tiles
    blockID.properties also requires you to define which textures to use since there can be a varying number of textures in a single base folder.

    To specify which textures, or tiles, to use, add this below your method.
    tiles=<list of tiles>

    Essentially, you are specifying which textures to use for the CTM.

    You can specify tiles in multiple ways.
    tiles=0 1 2 3
    tells CTM to use tiles 0.png, 1.png, 2.png and 3.png.

    tiles=0-3
    also tells CTM to use tiles 0.png, 1.png, 2.png and 3.png.

    You can also specify tiles with custom names:
    tiles=dirt1.png dirt_with_fossil.png crumbly_dirt
    This will use dirt1.png, dirt_with_fossil.png and crumbly_dirt.png.

    The .png suffix is not required.

    Another way of specifying tiles is by using the full path.
    tiles=/mcpatcher/ctm/dirt/green_alien_dirt.png ~/ctm/dirt/mossy_dirt.png


    Different ways to specifying tiles can be mixed and matched. The following works:
    tiles=/mcpatcher/ctm/dirt/green_alien_dirt.png mossdirt 0 1

    This will use /mcpatcher/ctm/dirt/green_alien_dirt.png, mossdirt.png, 0.png and 1.png.

    For all specification methods other than full path, the texture file must be in the same directory as the blockID.properties file.

    For all specification methods other than full path, the .png suffix is not required.

    Connection Type
    For methods which connect textures such as Classic CTM and Horizontal CTM, this optional rule specifies how the game should connect textures.

    To use it, add this to your blockID.properties.
    connect=<connection type>


    There are three kinds of connection:
    block
    tile
    material


    block connections connect if the block ID is the same as the block ID of its neighbour.
    This is the default connection.
    tile connections connect if the tile is the same as the tile of its neighbour.
    material connections connect if the material of its neighbour is the same as its own.

    Faces
    This rule limits the CTM in a particular blockID.properties to a specific face or faces.

    To use it, add this to your blockID.properties.
    faces=<list of faces>


    Valid faces are listed below:
    bottom
    top
    north
    south
    east
    west
    sides
    all


    The bottom face is the bottom face, -y.
    The top face is the top face, +y.
    The north face is -z.
    The south face is +z.
    The east face is +x
    The west face is -x.
    sides is the north, south, east and west faces.
    all is all faces.

    Metadata
    Another thing you can do is limit the CTM to a specific metadata. If you do not know what metadata is, it is essentially extra data in a block which tells it extra information like what colour it is, direction or what type of wood.

    To do this, add this in your blockID.properties file:
    metadata=<metadata>


    The metadata is specified in the same fashion as tiles, utilising spaces, hyphens or a mix of both.

    Biome and Height
    This rule limits the CTM to a specific biome and/or height. This can be useful by allowing different types of stone at different levels and allowing snow covered flowers in taigas and mossy planks in swamps.

    To use it, add this in your blockID.properties file:
    biomes=<List of biome names>



    Ocean
    Plains
    Sunflower Plains
    Desert
    Desert M
    Extreme Hills
    Extreme Hills M
    Forest
    Flower Forest
    Taiga
    Taiga M
    Swampland
    Swampland M
    River
    Hell
    Sky
    FrozenOcean
    FrozenRiver
    Ice Plains
    Ice Plains Spikes
    Ice Mountains
    MushroomIsland
    MushroomIslandShore
    Beach
    DesertHills
    ForestHills
    TaigaHills
    Extreme Hills Edge
    Jungle
    Jungle M
    JungleHills
    JungleEdge
    JungleEdge M
    Deep Ocean
    Stone Beach
    Cold Beach
    Birch Forest
    Birch Forest M
    Birch Forest Hills
    Birch Forest Hills M
    Roofed Forest
    Roofed Forest M
    Cold Taiga
    Cold Taiga M
    Cold Taiga Hills
    Mega Taiga
    Mega Spruce Taiga
    Mega Taiga Hills
    Mega Spruce Taiga Hills
    Extreme Hills+
    Extreme Hills+ M
    Savanna
    Savanna M
    Savanna Plateau
    Savanna Plateau M
    Mesa
    Mesa (Bryce)
    Mesa Plateau F
    Mesa Plateau F M
    Mesa Plateau
    Mesa Plateau M

    Please note the Savannah biomes are spelt wrongly without an 'h'.


    To use height restrictions, add this to your blockID.properties:
    minHeight=<minimum height>
    maxHeight=<maximum height


    The min height is the lower y coordinate you wish your block to start appearing at. The maxHeight is the upper boundary of where you wish to your texture to start appearing.

    Weights
    Did you mean weight which tells CTM which properties file to load first?

    No, no, weight is not the obesity of a texture. It is how common it is. It is only used with the random method and specifies how common a specific texture should be.

    To use weight, add this in your blockID.properties.
    weights=5 2 7 2 9


    Make sure you write weights, not weight.

    The weights are linked to your tiles. The first weight corresponds to the first tile, the second weight the second tile and so on.

    Weights do not have to add up to anything and the higher the weight is, the more common it will be.
    There is no maximum weight.
    tile=0 1
    weights=20 1


    This will give 20 0.pngs to every one 1.png.

    Symmetry
    Symmetry is another random method only rule. Add this to the blockID.properties to use it.
    symmetry=<symmetry type>


    There are three kinds of symmetry:
    none
    opposite
    all


    If you choose none symmetry, all sides of the block will be textured independently. This does not mean they cannot be the same, it merely means they will be textured completely randomly.
    This is the default symmetry.
    In opposite symmetry, opposing sides will have the same texture but each pair can have different textures.
    In all symmetry, all sides will have the same texture.
    This is good for textures which change colour or design.

    Layered CTM
    A CTM rule can also act as the source for another CTM rule. You can use this to make randomised bookshelves that also have horizontal CTM.

    Simply use the matchTiles rule to target the specific texture the horizontal CTM uses to apply random textures.

    An example is shown below:
    # The main bookshelf properties file
    block47.properties:
    method=horizontal
    tiles=0-3
    # For every tile you want to randomise, make a new properties file.
    block47a.properties
    matchTiles=0.png
    method=random
    tiles=4 5 6
    block47b.properties
    matchTiles=0.png
    method=random
    tiles=4 5 6
    block47c.properties
    matchTiles=1.png
    method=random
    tiles=7-9
    block47d.properties
    matchTiles=2.png
    method=random
    tiles=10 11-13

    As you can see, we can specify random textures for each of the horizontal CTM tiles, thereby making randomised horizontal CTM.

    Classic CTM
    This is the CTM method commonly used for glass and mineral blocks. It uses the method, ctm as shown below.
    method=ctm


    Your texture should be based on this template*.



    The numbers refer to the filename of the image as we discussed above. So, for this method, a single block would be 0.png, a block connecting to the right would be 1.png and so on.
    You must create individual files! Tilesheets do not work.

    So, if we were making glass classic CTM, our block20.properties would have:
    method=ctm
    tiles=0-46


    Remember
    You can call the texture files anything however for connecting CTM, it is recommended to use numbers, else your blockID.properties file may become bloated like so:
    method=ctm
    tiles=glassCTM1.png glassCTM2.png glassCTM3.png [...]


    Optional
    Specify whether to show seams on inner edge when connecting to adjacent blocks.
    innerSeams=false


    * template is by Kahr

    Horizontal CTM
    Another form of CTM is horizontal CTM. This CTM connects only to the left and right; never up or down.
    The method is:
    method=horizontal


    Use the template below to help you when making your textures for horizontal CTM*.



    As always, 0 is 0.png, 1 is 1.png etc. or whatever your naming system uses and should be located in your base folder.
    You must create individual files! Tilesheets do not work.

    For a horizontally connecting bookshelf, block47.properties would contain:
    method=horizontal
    tiles=0-3


    Possible Uses
    Seamless Bookshelves
    Sandstone
    Larger Logs
    Wooden Plank ends
    * template is by Kahr

    Vertical CTM
    When there is horizontal CTM, there is vertical CTM. This CTM works similarly to horizontal CTM but only connects up and down, never left or right.

    The method used is vertical like below:
    method=vertical


    Use the template below to help you:



    You must create individual files! Tilesheets do not work.

    For a vertically connecting log, block17.properties would contain:
    method=vertical
    tiles=0-3


    Possible Uses
    Pillar slabs
    Logs
    Sugar Cane tops
    * template is by Kahr

    Horizontal+Vertical and Vertical+Horizontal CTM
    This CTM method is quite special. What it does is, in the case of Horizontal+Vertical, is check if any blocks are eligible for horizontal CTM. It applies it then checks if any blocks which do not already have CTM can receive vertical CTM. Vertical+Horizontal is the opposite.

    The methods used are:
    method=h+v

    for horizontal+vertical CTM
    and
    method=v+h

    for vertical+horizontal CTM.

    Use the top template below for Horizontal+Vertical CTM and the bottom one for Vertical+Horizontal CTM



    You must create individual files! Tilesheets do not work.

    For example, a chiseled sandstone texture wants vertical+horizontal CTM to show hieroglyphics. To do this, in your block24.properties, write:
    method=v+h
    tiles=0-6
    metadata=1


    Possible Uses
    Hieroglyphic Sandstone
    Bookshelf display cabinets

    Random CTM
    By far the most popular, this method allows one to create multiple textures which are randomly chosen when a block is textured by the renderer.

    The method used is:
    method=random


    This method requires multiple single textures which it then randomises. When specifying tiles, you can choose any combination of tiles.
    method=random
    tiles=4 viney_grass 6-8

    uses the tiles 4.png, viney_grass.png, 6.png, 7.png and 8.png.

    You must create individual files! Tilesheets do not work.

    Optional
    Another feature of this method is the weights rule. Information can be found here.
    Yet another feature is the symmetry rule. Information can be found here.

    For example, to make a rare knotted wood texture for oak logs, put the following into your block17.properties.
    method=random
    tiles=0 0 0 1
    weights=10 10 10 1
    faces=sides
    metadata=0 4 8 12

    0.png is my standard oak texture and 1.png my rare knotted log texture.

    For a rare dinosaur fossil in my stone which already has random textures put this in block1.properties:
    method=random
    tiles=0 0 0 1 1 1 2 2 2 3 3 3 4 4 4 5
    weights=10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 1
    faces=all

    Tiles 0 to 4 are my normal variants and tile 5 my special dinosaur texture.

    Possible Uses
    This method has an absurd amount of uses. Some common uses are:
    Random Tall grass
    Flowers
    Ore designs
    Grass textures
    Stone texture
    Dirt pattern

    Repeating Textures
    This method allows you to plaster a larger texture onto a flat wall of blocks, thereby helping to create better tiling. It essentially is a giant stamp tool, stamping large paintings on blocks.

    Here is how to make it.

    Starting with the method:
    method=repeat


    Then, add the width of the repeating texture in blocks:
    method=repeat
    width=5


    Then add the height of the repeating texture in blocks:
    method=repeat
    width=5
    height=3


    Lastly, define the tiles to use.
    method=repeat
    width=5
    height=3
    tiles=0-14

    CTM will do the rest.

    If your image you wish to repeat is 3 blocks wide and 2 blocks tall, then the top three textures would be 0.png, 1.png and 2.png and the bottom three 3.png, 4.png and 5.png, if using this tile naming system.

    You must create individual files! Tilesheets do not work.

    Your blockID.properties would look like this:
    method=repeat
    width=3
    height=2
    tiles=0-5


    Optional
    This method also supports limited symmetry. Information can be found here.
    Keep in mind symmetry=all does not work.


    Possible Uses
    Large carpet rugs
    Grass patterns
    Wool patterns
    Leaf patterns
    Walls of bookshelves with stepladdersand trinkets

    Fixed Textures
    This method allows you to essentially replace a specific texture with your own. This is especially usefor for deriviative textures that you wish to make unique.

    Here is how to make it.

    Starting with the method:
    method=fixed


    Then specify the single tile.
    method=fixed
    tiles=0


    Done! Make sure you have specified which block to target too. Often, one needs to use the faces and metadata options too.


    If you wished to have a custom crafting table bottom, your blockID.properties would look like this:
    method=fixed
    faces=bottom
    tiles=0


    Possible Uses
    Fixing crafting table bottoms,
    Custom pressure plates
    Custom cuttons
    Custom stair textures
    Posted in: Resource Pack Discussion
  • View Taiine's Profile

    3

    Apr 1, 2014
    Taiine posted a message on Texture Artists' Union


    I think it got stepped on.
    Posted in: Resource Pack Discussion
  • View Visual_Argonian's Profile

    3

    Apr 1, 2014
    Visual_Argonian posted a message on Texture Artists' Union
    Quote from XSSheep

    EDIT: Page claimed by me. Your challenge is to draw me a present!


    Fair 'nuff

    Posted in: Resource Pack Discussion
  • View Goodlyay's Profile

    5

    Apr 1, 2014
    Goodlyay posted a message on Texture Artists' Union
    Quote from XSSheep

    AND YOU'RE NEVER GOING TO KNOW UNTIL THEY STOP SHOWING UP. SPOOKY.

    Happy Brimstone though! You should livestream Bluebird stuffskies or that HD stuff you recently worked on.


    EDIT: Page claimed by me. Your challenge is to draw me a present!




    Look, I was on a budget okay?
    Posted in: Resource Pack Discussion
  • View Deonyi's Profile

    1

    Apr 1, 2014
    Deonyi posted a message on Texture Artists' Union
    The new snapshot is released guys!

    Anyway, pots were horrible, never want to make them again... :P )

    Posted in: Resource Pack Discussion
  • View Goodlyay's Profile

    1

    Mar 30, 2014
    Goodlyay posted a message on Better Default Challenge
    Did cobblestone. I knew default was bad, but working on it so close just takes it's terrible-ness to a whole new level... DX





    Posted in: Resource Pack Discussion
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