Also, any word on how the current plan of color palettes looks like? How will the final product work exactly?
I second this! I'm SUPER DUPER excited about this interesting new biome palette. I'd love to see some sort of template for how it works so I can experiment with it in my pack!
Here is a screenshot shot showing a taiga and mega taiga biome next to each other in my texture pack. Since the gradients for these biomes overlap, it's been quite a challenge trying to give the leaves completely separate colors, but I've almost got it!!
If I add the dark green any lower on the biome palette, it turns the normal taiga trees an ugly green hue. Anyone got any tips on getting the dark green in the mega taiga to reach that extra height without affecting the normal taiga?
I'm using the biome palette models made by McSpider and khanador to place my gradients.
I'll post my solution here in case others have the same problem too.
I don't know what the actual problem was, but I went into the Minecraft Launcher and deleted my MCPatcher profile, along with one or two others. After that, I patched again, which created a new MCPatcher profile, and that seemed to do the trick.
Me again!! I feel like I'm relying on this thread for all of my recent texture changes XD
Does anyone know if the desert biome has some sort of hardcoded overlay for the grass? I've been trying to make the desert grass a yellowish brown color, but it always comes out with a slight green tint to it no matter what hue I try. Is this just me? I find it a bit odd that they'd do such a thing for the desert...
I spent some time this morning and found the following colormap coords for each biome.
Dec - Biome - Coords (From bottom left.)
0 Ocean 127,64
7 River 127,64
9 Sky (End) 127,64
24 Deep Ocean 127,64
1 Plains 50,82
16 Beach 50,82
129 Sunflower Plains 50,82
2 Desert 0,0
8 Hell (Nether) 0,0
17 Desert Hills 0,0
35 Savanna 0,0
36 Savanna Plateau 0,0
130 Desert M 0,0
163 Savanna M 0,0
164 Savanna Plateau M 0,0
3 Extreme Hills 203,16
20 Extreme Hills Edge 203,16
25 Stone Beach 203,16
34 Extreme Hills+ 203,16
131 Extreme Hills M 203,16
162 Extreme Hills+ M 203,16
4 Forest 76,143
18 Forest Hills 76,143
29 Roofed Forest 76,143
132 Flower Forest 76,143
157 Roofed Forest M 76,143
5 Taiga 191,52
19 Taiga Hills 191,52
133 Taiga M 191,52
160 Mega Spruce Taiga 191,52
161 Mega Spruce Taiga 191,52?
10 Frozen Ocean 225,0
11 Frozen River 225,0
12 Ice Plains 225,0
13 Ice Mountains 225,0
140 Ice Plains Spikes 225,0
141 Ice Mountains Spikes 225,0?
14 Mushroom Island 25,230
15 Mushroom Island Shore 25,230
21 Jungle 12,219
22 Jungle Hills 12,219
149 Jungle M 12,219
23 Jungle Edge 12,194
151 JungleEdge M 12,194
26 Cold Beach 242,4
27 Birch Forest 101,92
28 Birch Forest Hills 101,92
155 Birch Forest M 101,92
156 Birch Forest Hills M 101,92
30 Cold Taiga 255,0
31 Cold Taiga Hills 255,0
158 Cold Taiga M 255,0
32 Mega Taiga 178,62
33 Mega Taiga Hills 178,62
6 Swampland NONE
134 Swampland M NONE
37 Mesa NONE
38 Mesa Plateau F NONE
39 Mesa Plateau NONE
165 Mesa (Bryce) NONE
166 Mesa Plateau F M NONE
167 Mesa Plateau M NONE
Darn, so roofed forest doesn't have it's own point? That's disappointing... I wanted to make mine a magical fairytale forest, with completely different colors from the normal one. Think they'll give the new biomes their own points by 1.7?
I have read as many topics related to this as I could find both in this forum and in the MCPatcher thread, but so far I have yet to find a solution to this mysterious problem.
Recently, my birch.png and pine.png gradients simply stopped working. The only recent change I've made is adding in the textures from snapshot 13w38b so I could start working on them, but the colormap folder is still the same and remained unchanged. Below is a list of common issues I read about in other threads that I have already checked:
-The images have the correct names with the correct capitalizations (birch.png and pine.png)
-The images are located in the correct location (\assets\minecraft\mcpatcher\colormap)
-The images are the correct size (256x256)
-I have the correct boxes checked when I patch with MCPatcher
Despite this, my biome gradients for birch and pine trees, which worked previously, aren't working. I have also tried using older versions of MCPatcher to check if it was an issue with the newest one, but I'm getting the same issue with all of them, which tells me it's probably an issue with my resource pack. The trees continue to appear default in game. Could this have somehow been caused by the addition of the snapshot textures, even though they did not affect the colormap folder? Is there something else I'm missing?
Thanks to anyone to offers help.
EDIT: I've also noticed that Random Mobs hasn't been working, same deal. Images are correct, in the correct place, and used to work. This happened once before and I got them working, but I don't remember how :/
Did the location we are supposed to put the colormaps for birch and spruce trees change again? Both of mine have stopped working... again. I currently have them in the mcpatcher\colormap folder.
(PS, any progress on getting random mobs working for horses? :3)
Edit: I tried previous versions of MCPatcher just in case, and the birch and spruce trees aren't showing custom colors in those either. I haven't changed anything, so I'm not sure what happened. I definitely have the "custom birch and pine trees" option checked. I'm using the correct profile. The images are called birch.png and pine.png, and they are located in "assets\minecraft\mcpatcher\colormap" folder. They just stopped working out of nowhere.
MCPatcher 4.2.0 is released with better profile management and preliminary support for Forge (#804 and newer only). See OP for changes and download links. If the main Windows link is not updated yet, please use the direct bitbucket link.
There are special instructions for installing Forge with MCPatcher. Do not use the Forge installer, but see the section "Installing Forge with MCPatcher" instead.
I didn't see it in the update, but just to make sure I'm not mistaken, horses are still incompatible with Random Mobs, yes? I'm not pressuring or demanding it or anything, but I just wanted to make sure I didn't miss it if it did happen ^.^
This is correct. Because horses already have a really hackneyed Random Mobs effect on them, with a variable overlay no less, they have some code that's exclusive to them. This breaks Random Mobs proper. Kahr has said that he's considering what to do about this... but I'm pretty sure he hasn't done anything just yet. Please be patient while he sorts through Mojang's funky code.
Thanks! I can be patient I just wanted to make sure I wasn't messing something up... because I fully intend on making about a billion different horse skins ;D
Call it birch.png & pine.png , & put it in the /assests/minecraft/mcpatcher/colormap folder & you should be good.
Also make sure(just in case, you didn't) that Custom Colors is checked when patching.
Thanks! I didn't notice the name change... it's all working now
I think I may be missing something here, but the birchcolor.png and pinecolor.png of my texture pack have stopped working in 1.6.2. I've spent a very long time making sure everything works perfectly, and now these are the only things that won't--but I've yet to find any simple discussion on simply where I'm supposed to put them now. I've tried colormap and misc, but no matter where I put them, the trees are not affected.
It used to be that I just kept the files in misc with the other biome gradients. What's going on? Where am I supposed to put these images now? I'd greatly appreciate if someone could please explain this to me as if I'm a complete newbie, because all the other discussions seem to be going over my head, and my mind is all mashed up from hours of reworking my pack >.<
Hello! A week or so ago I found a version of your showcase that I loved, but now I no longer have it! I was wondering if maybe it's a version you still have posted somewhere? It was very much like the "beta" one you have up for download on curse, where the mobs were spawned using dispensers, but it also had a quartz "temple" building that showed off all the paintings. Is this a version you built, or was it someone else's edit? I'd love to find it again, it seems to have fled from my recycle bin.
*Edit* After reading into some earlier posts, I think it might have been a very recent version you put out for 1.5... but I can't seem to find any download links more recent than the "beta" link on curse!
Nevermind, I found it! Silly me. I absolutely adore this showcase by the way. I think the layout has the perfect combination of laying the blocks out and showcasing the world in its natural state. I will definitely be using it to showcase my texture pack once it's done, and your showcase has already been invaluable in the process of creating it. Thank you very much! ^.^
I'm rebuilding a texture pack that I use for my own personal builds and use, but I'm having quite a difficult time with the trees! I remember awhile ago I had a great biome gradient that gave me these beautiful red, orange, and yellow autumn shades on the trees, even sort of within each biome. However, when I try such a thing now, it seems that all the trees will just be whatever the designated pixel for that biome is, meaning I'll just have a huge forest of red trees, instead of fading slightly between the three colors like I want them too.
I've tried making it so that birch and oak trees have different colors--the oak would be orange and the birch red, or something similar, but it still takes on that very solid-colored feel of all the trees of one type being the exact same color.
Does anyone know a solution to this, or would anyone be willing to help me create a biome gradient for autumn-shaded trees that won't have such a mono-colored look within each biome?
I really like this build! I'd like to have your custom texture pack because i love white stone and other things :3 . I feel like you should make another build underwater with this same style! Nice job!
The texture pack is still in progress as well. I'm going to do a few more builds to make adjustments to it, but it should be released within a few months! ^.^
I really like the improvements you've made to this build - will you be expanding upon it?
Yes! I'd like to furnish what I have first, then do a few other builds, but I'm definitely coming back to this one to add to it. I figure I might as well fill up the whole "island."
0
I second this! I'm SUPER DUPER excited about this interesting new biome palette. I'd love to see some sort of template for how it works so I can experiment with it in my pack!
0
Here is a screenshot shot showing a taiga and mega taiga biome next to each other in my texture pack. Since the gradients for these biomes overlap, it's been quite a challenge trying to give the leaves completely separate colors, but I've almost got it!!
If I add the dark green any lower on the biome palette, it turns the normal taiga trees an ugly green hue. Anyone got any tips on getting the dark green in the mega taiga to reach that extra height without affecting the normal taiga?
I'm using the biome palette models made by McSpider and khanador to place my gradients.
0
I don't know what the actual problem was, but I went into the Minecraft Launcher and deleted my MCPatcher profile, along with one or two others. After that, I patched again, which created a new MCPatcher profile, and that seemed to do the trick.
0
Does anyone know if the desert biome has some sort of hardcoded overlay for the grass? I've been trying to make the desert grass a yellowish brown color, but it always comes out with a slight green tint to it no matter what hue I try. Is this just me? I find it a bit odd that they'd do such a thing for the desert...
0
Darn, so roofed forest doesn't have it's own point? That's disappointing... I wanted to make mine a magical fairytale forest, with completely different colors from the normal one. Think they'll give the new biomes their own points by 1.7?
0
Recently, my birch.png and pine.png gradients simply stopped working. The only recent change I've made is adding in the textures from snapshot 13w38b so I could start working on them, but the colormap folder is still the same and remained unchanged. Below is a list of common issues I read about in other threads that I have already checked:
-The images have the correct names with the correct capitalizations (birch.png and pine.png)
-The images are located in the correct location (\assets\minecraft\mcpatcher\colormap)
-The images are the correct size (256x256)
-I have the correct boxes checked when I patch with MCPatcher
Despite this, my biome gradients for birch and pine trees, which worked previously, aren't working. I have also tried using older versions of MCPatcher to check if it was an issue with the newest one, but I'm getting the same issue with all of them, which tells me it's probably an issue with my resource pack. The trees continue to appear default in game. Could this have somehow been caused by the addition of the snapshot textures, even though they did not affect the colormap folder? Is there something else I'm missing?
Thanks to anyone to offers help.
EDIT: I've also noticed that Random Mobs hasn't been working, same deal. Images are correct, in the correct place, and used to work. This happened once before and I got them working, but I don't remember how :/
0
(PS, any progress on getting random mobs working for horses? :3)
Edit: I tried previous versions of MCPatcher just in case, and the birch and spruce trees aren't showing custom colors in those either. I haven't changed anything, so I'm not sure what happened. I definitely have the "custom birch and pine trees" option checked. I'm using the correct profile. The images are called birch.png and pine.png, and they are located in "assets\minecraft\mcpatcher\colormap" folder. They just stopped working out of nowhere.
0
I didn't see it in the update, but just to make sure I'm not mistaken, horses are still incompatible with Random Mobs, yes? I'm not pressuring or demanding it or anything, but I just wanted to make sure I didn't miss it if it did happen ^.^
0
Thanks! I can be patient I just wanted to make sure I wasn't messing something up... because I fully intend on making about a billion different horse skins ;D
0
Thanks! I didn't notice the name change... it's all working now
0
I think I may be missing something here, but the birchcolor.png and pinecolor.png of my texture pack have stopped working in 1.6.2. I've spent a very long time making sure everything works perfectly, and now these are the only things that won't--but I've yet to find any simple discussion on simply where I'm supposed to put them now. I've tried colormap and misc, but no matter where I put them, the trees are not affected.
It used to be that I just kept the files in misc with the other biome gradients. What's going on? Where am I supposed to put these images now? I'd greatly appreciate if someone could please explain this to me as if I'm a complete newbie, because all the other discussions seem to be going over my head, and my mind is all mashed up from hours of reworking my pack >.<
Thanks so much to anyone to helps!
-Halley
0
Hello! A week or so ago I found a version of your showcase that I loved, but now I no longer have it! I was wondering if maybe it's a version you still have posted somewhere? It was very much like the "beta" one you have up for download on curse, where the mobs were spawned using dispensers, but it also had a quartz "temple" building that showed off all the paintings. Is this a version you built, or was it someone else's edit? I'd love to find it again, it seems to have fled from my recycle bin.
*Edit* After reading into some earlier posts, I think it might have been a very recent version you put out for 1.5... but I can't seem to find any download links more recent than the "beta" link on curse!
Nevermind, I found it! Silly me. I absolutely adore this showcase by the way. I think the layout has the perfect combination of laying the blocks out and showcasing the world in its natural state. I will definitely be using it to showcase my texture pack once it's done, and your showcase has already been invaluable in the process of creating it. Thank you very much! ^.^
0
I'm rebuilding a texture pack that I use for my own personal builds and use, but I'm having quite a difficult time with the trees! I remember awhile ago I had a great biome gradient that gave me these beautiful red, orange, and yellow autumn shades on the trees, even sort of within each biome. However, when I try such a thing now, it seems that all the trees will just be whatever the designated pixel for that biome is, meaning I'll just have a huge forest of red trees, instead of fading slightly between the three colors like I want them too.
I've tried making it so that birch and oak trees have different colors--the oak would be orange and the birch red, or something similar, but it still takes on that very solid-colored feel of all the trees of one type being the exact same color.
Does anyone know a solution to this, or would anyone be willing to help me create a biome gradient for autumn-shaded trees that won't have such a mono-colored look within each biome?
Thanks so much!
Halite
0
The texture pack is still in progress as well. I'm going to do a few more builds to make adjustments to it, but it should be released within a few months! ^.^
Yes! I'd like to furnish what I have first, then do a few other builds, but I'm definitely coming back to this one to add to it. I figure I might as well fill up the whole "island."
1
No world edit, but I'll take that as a compliment!