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    posted a message on Wall Inventory Model bug

    Thank you Insomniac Lemon, once again!


    This reminds me when I took a basic class and then a c++ class.. nearly 10 years ago. We'd always submit our bugged codes to each other because SOMEWHERE a semicolon was misplaced and you JUST DON'T SEE IT, or know it's necessary sometimes!

    Posted in: Resource Pack Help
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    posted a message on Help With Opls Model Creator

    Often times, the model you are trying to access has a PARENT MODEL. Think of it as a child-parent. For example with fences. Each fence type has a model, but they all share the same parent. The PARENT model is the one you want to edit to change the shape. Trying opening the model in a text program, and see what it says. It should be something like..


    Acacia_fence_post.json

    {
        "parent": "block/fence_post",
        "textures": {
            "texture": "blocks/planks_acacia"
        }
    }


    So, you actually want to alter the parent model Fence_Post.json. I hope this helps!

    Posted in: Resource Pack Help
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    posted a message on Wall Inventory Model bug

    Hello, Good Evening, Thank you for taking a peek and seeing if you can help me.


    I'm working on customizing a pack for the Sanacraft server and I keep encountering bugs (Purple and black texture error) on the Cobblestone Wall Inventory Models. These errors are showing up as the square purple and black texture, not as a model with the error texture.. just the square.

    I am re-applying the UVs via OPL's Model Creator. I am running into problems ONLY with the inventory models, not the actual in game models. I suspect there is something about the code that I am completely missing or that it's just no possible to alter the UVs for this model. I have had success with the inventory models for other items such as fences, and end rods.


    I'll use cobblestone wall as my example code for this.


    Models>Item>cobblestone_wall

    {
        "parent": "block/cobblestone_wall_inventory"
    }



    Models>Block>cobblestone_wall_inventory


    {
        "parent": "block/wall_inventory",
        "textures": {
            "wall": "blocks/walls/wooden_wall",
    	   "post": "blocks/walls/wooden_wall_post"
        }
    }



    Models>Block>wall_inventory

     { "parent": "block/block",
     "display": {
     "gui": {
     "rotation": [ 30, 135, 0 ],
     "translation": [ 0, 0, 0],
     "scale":[ 0.625, 0.625, 0.625 ]
     },
     "fixed": {
     "rotation": [ 0, 90, 0 ],
     "translation": [ 0, 0, 0 ],
     "scale": [ 0.5, 0.5, 0.5 ]
     }
     },
     "ambientocclusion": false,
     "textures": {
     "particle": "#wall",
     "wall": "#wall",
     "post": "#post"
     },
     "elements": [
     {
     "from": [ 4, 0, 4 ],
     "to": [ 12, 16, 12 ],
     "faces": {
     "up": {
     "uv": [ 8, 0, 16, 8 ],
     "texture": "#post"
     },
     "down": {
     "uv": [ 8, 0, 16, 8 ],
     "texture": "#post",
     "cullface": down
     },
     "west": {
     "uv": [ 0, 0, 8, 16 ],
     "texture": "#post"
     },
     "east": {
     "uv": [ 0, 0, 8, 16 ],
     "texture": "#post"
     },
     "north": {
     "uv": [ 0, 0, 8, 16 ],
     "texture": "#post"
     },
     "south": {
     "uv": [ 0, 0, 8, 16 ],
     "texture": "#post"
     }
     }
     },
     {
     "from": [ 5, 0, 0 ],
     "to": [ 11, 13, 16 ],
     "faces": {
     "up": {
     "uv": [ 10, 0, 16, 8 ],
     "texture": "#wall"
     },
     "down": {
     "uv": [ 10, 0, 16, 8 ],
     "texture": "#wall",
     "cullface": down
     },
     "west": {
     "uv": [ 0, 2, 10, 16 ],
     "texture": "#wall"
     },
     "east": {
     "uv": [ 0, 2, 10, 16 ],
     "texture": "#wall"
     },
     "north": {
     "uv": [ 0, 2, 6, 16 ],
     "texture": "#wall",
     "cullface": north
     },
     "south": {
     "uv": [ 0, 2, 6, 16 ],
     "texture": "#wall",
     "cullface": south
     }
     }
     }
     ]
    }

    Thank you for taking the time to look at my problem. I appreciate any and all advice that you can give.

    Posted in: Resource Pack Help
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    posted a message on Alternate fence posts depending on if a side is attached.

    Lemon, that works beautifully! Thank you for the quick lesson! I will take this knowledge to our pack with much eagerness! This opens up some really interesting possibilities. Thank you again!

    Posted in: Resource Pack Help
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    posted a message on Alternate fence posts depending on if a side is attached.

    Thank you Lemon.


    Yes in the code I supplied, there was no when condition - that was the default straight out of 1.9 as reference as to what code I was talking about. My own personal attempts were a mess!


    Thank you for your answer, and I will give it a try this evening after work. I really appreciate it. I always work better on code when I have a example provided by someone who knows what they are doing because then I start to understand it, rather than sort of guessing how it works. Thank you again!

    Posted in: Resource Pack Help
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    posted a message on Alternate fence posts depending on if a side is attached.

    SOLVED

    Good day! I am working on learning the new code for 1.9.

    I have a texture for a fence that is a wood post with rope sides. I also have a version with a rope post. We often stack the posts to make ropes. I would like to know if it is possible to alter the block state code so that when the posts are stacked up, without any side rails, they call up one model (Lets call it Rope_Post). Then if you use it as a fence, with the side rails active, it will call up another model (Wood_Post).

    Looking at what little I've garner of this code, it looks like it could be possible, however I have not had much luck.
    Below is the basic code for a fence.


    Thank you for any solutions, or advice you have.

    {
    "multipart": [
    { "apply": { "model": "oak_fence_post" }},
    { "when": { "north": "true" },
    "apply": { "model": "oak_fence_side", "uvlock": true }
    },
    { "when": { "east": "true" },
    "apply": { "model": "oak_fence_side", "y": 90, "uvlock": true }
    },
    { "when": { "south": "true" },
    "apply": { "model": "oak_fence_side", "y": 180, "uvlock": true }
    },
    { "when": { "west": "true" },
    "apply": { "model": "oak_fence_side", "y": 270, "uvlock": true }
    }
    ]
    }
    Posted in: Resource Pack Help
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    posted a message on Blank
    An odd thing has happened, Mr. Pennney. As you know, we discussed on Skype and I was white listed. I came on Friday afternoon, played, and there were no confrontations no trouble. Yet this sunday Morning, I am no longer white listed. According to the skype conversations, there were some troubles, so I understand if that is what has happened.

    Thank you.
    Posted in: PC Servers
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    posted a message on Blank
    Hello Mr_Penney ( You're adorable btw, not trying to earn points). Looking for a small, community based survival server to spend some time on. I would like to try yours. My skype name is UkaleqUlloriaq . Thank you!
    Posted in: PC Servers
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Quote from eleazzaar

    It's a bug with Minecraft, not MCPatcher, they fixed in in 1.7.3 or 1.7.4. Check out the bed with the default texture-- that's the most obvious place to see it in vanilla.


    Thank you you very much Eleazzaar. I appreciate it. We've not made that update so I'll let them know.
    Posted in: Resource Packs
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    SOLVED! Thank you Eleazzaar!

    Hello Folks. I'm the texture pack manager for the Sanacraft server and I come to you with a bug we've been experencing since updating to 1.7.2 and hence 4.3 and 4.3.1. Before the update, I did not mess with any of our established, well working CTM Blocks. The ones I finally figured out, I just left alone. However, we're experience this glitch all of a sudden.On one side, the CTM works normally.On the other, the CTM left and right ends seem to be reversed. I've probably missed a change in the way MCPatcher reads CTM, but at the moment I am lost as to what could be causing this and how I would go about making a correction. Hopefully it won't involve renaming all 1 and 3s of the various CTM files. Should anyone wish to take a look at it, our Texturepack is available at Imperial Sanacraft. Any advice or suggestions regarding this glitch are welcomed and appreciated. Thank you for your help.
    Posted in: Resource Packs
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    posted a message on 1.5 Glass Panes replacement in Optifine
    Thank you for your quick reply, Corner_G. I will admit I don't quite understand what all you've said even after two-three read throughs but I blame that on my ignorance with texturepacks so far. I will share your reply with Ange and the other admins on the server as well as any further help we get here.
    Posted in: Resource Pack Discussion
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    posted a message on 1.5 Glass Panes replacement in Optifine
    Thank you all for your assistance first and foremost. I know that 1.5 is still very new to many of us and texturing as a whole is fairly new to me.

    My home server has recently started to update our texturepack (A mixture of dokucraft and other textures our main texture guy has snagged (stolen I dare say) from other packs). Recently we've decided to try and incorporate stained glass into our works. We would like to do this by using the meta data of glass blocks and glass panes. Ange, texture guy, has not been able to figure it out so I decided to take a whack at it.

    While I do not think I can use datavalues with glass block as we do run CTM connected textures on them, I did manage to get stained glass to work on glass panes using world edit to edit them in - 102:1, 102:2, 102:3, etc. etc.This worked beautifully. However, it was later determined that our members using Optifine, rather than McPatcher could not see the stained glass and in one member's case it was showing a completely different texture that I did not know also ran on block 102 (we did take that conflicting texture out).

    So, in an effort for cohesion across the server, I switched to my Optifine-enabled version of Minecraft and saw for myself that the stained glass textures did not show up. I am stumped as to why this may be. I would greatly appreciate any assistance or answers you all may be able to provide.

    Why does a glass-pane replacement texture work in McPatcher but not Optifine and is there a way for me to make it work for both?




    Below, you will see that I did indeed get stained glass to work with panes. This was under McPatcher. However, under Optifine, it simply appears as normal glass panes.



    The following is an example of my code for this.
    Located in /ctm/StainedGlassPanes/
    filename: Block102a.properties
    tiles=0
    metadata=1
    Extra=Block
    method=fixed
    
    stained glass grey squares





    Thank you once again


    Edited for clarity.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on [1.4.6] Nyan Cats! (UNOFFICIAL UPDATE)
    Thank you very much, MincraftWero! I appreciate it.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4.6] Nyan Cats! (UNOFFICIAL UPDATE)
    Hello! I am very glad to see someone picked this mod up. I never got to try it out.
    I am having trouble downloading it..? The link ('https://dl.dropbox.c... Forge v0.1.zip') provided leads to a 404: not found.

    It is entirely possible I am missing something or that I misunderstood that the mod is not ready yet..?
    Either way, thank you for clarifying and thank you for your hard work.
    Posted in: Minecraft Mods
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    posted a message on My Little Pony: Friendship Is Magic
    Can't wait for the updates and what not to be finished, SeaWry! I miss my server!
    Posted in: PC Servers
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