• 1119

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3


    Features:

    Custom item textures!
    Better Glass! More transparency options for glass textures.
    Better Skies. Add your own textures to the day and night skies. Many options for fading and blending.
    Connected Textures.
    Custom Colors mod. Texture pack authors can now customize many colors in the game including swamps, lighting, and more. See Misa's texture pack for examples.
    Balthichou's RandomMobs mod.
    Extended animation, mipmapping, and font support.
    Ability to load other mods like ModLoader. See "Installing other Mods" for details.
    Ability to save and load mod profiles and switch between them easily. Also organize your mods by the Minecraft version they go with.


    Notes and Recent Changes:

    Updated to 1.8.4. Note: Some features such as Better Glass are not yet implemented in 1.8.
    New biome colormap format.
    Custom item textures. Show different textures based on item damage, stack size, and NBT data. Custom enchanments and armor model textures are also supported.
    Compatible with Forge, FML standalone, and LiteLoader.


    Downloads:
    Ad links are available for those who wish to support this project. Or you may donate via paypal:

    MCPatcher for the new launcher:
    Windows only:
    Download
    Alternate download
    md5sum: 06f828cbfee2cc826c0f42a72f7f6787
    All other platforms:
    Download
    Alternate download
    md5sum: 9ef73b0e69ecfecfd69714dd57d8906b


    Basic Instructions:[list=1]

    [list]
    Download the correct version of the patcher for your OS.Double-click the patcher. You should see this:
    If the wrong Minecraft version is shown (1.6.1 instead of 1.6.2 for example), use the right-hand dropdown box to select the proper version.If you would like Better Grass (full grass texture on the sides of grass blocks next to other grass blocks), select the Options tab, scroll down to Connected Textures, and check the box next to Better Grass.Click Patch.Close MCPatcher and start the game normally. Ensure that the patched profile (e.g., MCPatcher, not your username) is selected in the game's launcher. Or click Test Minecraft to run Minecraft without logging in (single-player only).[/list]


    Installing non-Forge Mods with MCPatcher:

    NOTE: Some of the screenshots below are out of date. The process remains the same, however.

    Use MCPatcher to manage other mods as well. This is not only more convenient, it ensures maximum compatibility between MCPatcher's features and other mods. Note that mods must still be compatible with the version of Minecraft you are running. MCPatcher does not and cannot do anything to make mods work with any version of the game other than the one they were written for.[list=1]
    [list]
    In the main patcher window, click the Add (+) button.Select the zip file containing the mod you wish to apply. In this example, we'll use ModLoader.
    Click Ok.Next a window showing the list of files that will be added will appear. This is mainly informational. Confirm that the right files are listed and click Ok.
    The main patcher window should look like this now:
    Now we're going to add a second mod, Better Than Wolves. This will illustrate two important things: How to add just a subfolder from a mod and how to resolve mod conflicts.Click the Add (+) button again.Choose the BTW zip.
    Since there are multiple subfolders to choose from, the subfolder window appears. If you blindly add everything from the zip, it will not work. Instead, select the MINECRAFT-JAR folder and click Ok.
    Next the list of files to be added is shown. Notice this time how files are being copied from the MINECRAFT-JAR folder into the root of minecraft.jar.
    Now we have a slight problem. Both ModLoader and BTW contain vl.class. If you try to patch at this point, you will get a warning about the conflict.
    You can ignore this warning and patch anyway. Or you can fix it by removing vl.class from ModLoader. Double-click ModLoader and the list of files will appear again. Select vl.class and click the Remove (-) button. Note: Doing this does not change the original ModLoader.zip file, only the list of files that will be copied from it.The file list should now look like this. Click Ok.
    The main patcher window should look like this:
    Click Patch and run the game![/list]


    (New) Installing Forge, FML, and/or LiteLoader with MCPatcher:

    The process for installing Forge/FML/LiteLoader is different.
    [list=1]
    [list]
    Close MCPatcher for these first steps.Download the Forge/FML/LiteLoader installer for the corresponding version of Minecraft.Run the installer as usual. If using LiteLoader and you want to chain to Forge, select the appropriate option in the LiteLoader installer.Start the launcher and run the game once with the Forge/LiteLoader profile just created. This will ensure the necessary libraries are downloaded.Close the game and start MCPatcher.From the Game Version drop-down menu, choose the Forge/LiteLoader version that was just created. For example, 1.6.2-Forge9.10.0.804 or LiteLoader1.6.2.For Forge or FML, an extra entry will appear in the MCPatcher mods tab, but nothing extra will be added for LiteLoader. This is normal.Click Patch.Click Test Minecraft, or close MCPatcher and run the launcher, making sure that the correct profile (e.g., MCPatcher) and version (e.g., 1.6.2-Forge9.10.0.804-mcpatcher) are selected.[/list]
    NOTE: FML will produce many errors during startup complaining about binary discrepancies. These are due to the fact that FML and MCPatcher modify the same classes and can be safely ignored.


    FAQ / Troubleshooting

    My virus scanner says the patcher has a virus!

    Some scanners detect WS.Reputation.1. It is a false positive that can be ignored. WS.Reputation.1 isn't so much a virus as it is the scanner saying "This file is new, so I don't trust it." See this post by shinji257 for more information.

    Extended HD or one of the other mods is greyed out.

    If you install mods by hand before running the patcher, you may run into this problem. Start from a clean minecraft.jar instead and this shouldn't happen. Delete the bin folder in .minecraft and redownload it. Try patching again first without any mods. If that works, then add mods one at a time using the patcher as described above.

    I want to use a texture pack created for Minecraft 1.5 with Minecraft 1.6.
    Use the Convert Texture Pack options in the main menu to convert a texture pack to the new format. This replaces Mojang's TextureEnder.jar and converts MCPatcher-specific features like CTM to the new format. The converted texture pack will be in the resourcepacks folder.

    I installed XXX Mod using the patcher and now the game crashes.

    Try using the Up/Down arrows in the patcher to apply mods in a different order. In my experience, putting other mods before Extended HD, etc., (which is the default behavior) works better, but you can also try moving them after.

    I tried installing XXX Mod both above and below the built-in mods, and it didn't work.

    If you tried installing both ways and it didn't work, then you're out of luck. You'll have to choose between MCPatcher and the other mod. Unless the source code for the mod is available, I probably won't be able to fix the incompatibility.

    All this patching, repatching, installing, and uninstalling mods has made a mess of things. Now I just want to start fresh.

    Open the .minecraft/versions folder and delete the -mcpatcher folder.

    The "Open Resource Packs Folder" button in the game doesn't work. / Where do I put my resource packs?

    Navigate to the appropriate folder for your OS. The resource folder will be in there.
    [list]
    Windows XP - C:\Documents and Settings\\Application Data\.minecraftWindows Vista/7 - C:\Users\\AppData\Roaming\.minecraftMacOS - From your home directory, go to Library -> Application Support -> minecraftLinux - ~/.minecraft[/list]
    As a shortcut, in Windows, you can also press Windows key+R, then type %APPDATA%\.minecraft\resourcepacks and hit Enter.

    Multiplayer does not work / Achievements are not saved / I get the "Unlicensed copy or logged in from another location" message when using the Test Minecraft button.

    That's because the Test Minecraft button does not log in. It is useful for testing that the patcher worked, but if you want multiplayer or achievements, use the normal game launcher.

    Does this work with version x.y.z of Minecraft?

    Unlike most mods, MCPatcher is designed to be version-independent. It should work across multiple versions of the game, only breaking compatibility when there is a major change. MCPatcher 4.x should work with any 1.6-or-newer release. MCPatcher 3.x is for 1.5, and 2.x is for earlier versions. Before breathlessly posting to ask when MCPatcher will be updated, just try running the version you have. Most of the time it will work as-is and you'll save yourself some unnecessary waiting.

    I have a different problem not mentioned here.

    Before posting, please Google for "mcpatcher other keywords site:minecraftforum.net" to see if your question has already been answered. If you do post, please include the log in your post as well. The Copy To Clipboard button puts code tags around it so all you have to do is paste it into your post.


    Information for Texture Pack Authors
    NOTE: The information in this section is being moved to the MCPatcher wiki on bitbucket.

    Custom Animations
    See https://bitbucket.org/prupe/mcpatcher/wiki/Custom_Animations and https://bitbucket.org/prupe/mcpatcher/wiki/Dial_Animations.



    HD Font
    See https://bitbucket.org/prupe/mcpatcher/wiki/HD_Fonts.



    Random Mobs
    See https://bitbucket.org/prupe/mcpatcher/wiki/Random_Mobs and https://bitbucket.org/prupe/mcpatcher/wiki/Leash_Fishing_Line.



    Custom Colors
    See https://bitbucket.org/prupe/mcpatcher/wiki/Custom_Colors.



    Connected Textures (sample ctm .properties)
    MCPatcher offers a greatly enhanced version of the Connected Textures Mod. In addition to connecting blocks to their neighbors in various ways, MCPatcher supports random, repeat, and fixed methods. Any of these methods can be applied conditionally by block ID, tile name, metadata, face, biome, or height.

    CTM properties files and supporting textures are in the ~/ctm folder. Each properties file represents one block or tile override and contains a method, some supporting textures, and optional conditions like metadata or face. Multiple properties files can affect the same block or tile, but only the first matching one (in alphabetical order by filename) will be used. Files in ~/ctm can be organized into subfolders any depth. The subfolders are simply to make organization easier; MCPatcher doesn't care about their names.

    A simple connected glass block requires a properties file and 47 separate textures:
     ~/ctm/myglass/block20.properties:<br> method=ctm<br> tiles=0-46<br>

    The tiles must be separate png files in the /ctm/myglass directory following this pattern:

    The image above shows the pattern of the 47 tiles. In your texture pack you must provide 47 separate image files, not just a single tilesheet.

    Horizontally-connected CTM follows this pattern. Again, use 4 separate images, not a tilesheet.


    Vertically-connected CTM follows this pattern:

    Horizontal+vertical and Vertical+horizontal (method=h+v and v+h respectively) combine the two, favoring one over the other. Each requires 7 tiles. Template, courtesy of Misa, here.

    See the sample ctm.properties file for more information.

    A CTM rule can act on the output of another CTM rule. Just use the full path of the first CTM tile in the second's matchTiles property. Here's how to create randomized horizontally-connected bookshelves:
     # Main top-level bookshelf CTM<br>~/ctm/bookshelf/block47.properties:<br> method=horizontal<br> tiles=0-3<br># One additional CTM matching each output tile of the previous CTM<br># Tiles 4.png and 5.png will be used in place of 0.png, etc.<br>~/ctm/bookshelf/book0.properties:<br> matchTiles=~/ctm/bookshelf/0.png<br> method=random<br> tiles=4 5<br>~/ctm/bookshelf/book1.properties:<br> matchTiles=~/ctm/bookshelf/1.png<br> method=random<br> tiles=6 7<br>~/ctm/bookshelf/book2.properties:<br> matchTiles=~/ctm/bookshelf/2.png<br> method=random<br> tiles=8 9<br>~/ctm/bookshelf/book3.properties:<br> matchTiles=~/ctm/bookshelf/3.png<br> method=random<br> tiles=10 11<br>



    Better Glass (sample renderpass.properties, sample texture pack)
    The Better Glass mod extends Connected Textures to add full alpha channel support to glass blocks and panes.

    Colored glass is made with two textures, one for the frame and another for the glass part. Due to a limitation of the game's renderer, the glass part will disappear when it is behind another translucent texture like water or ice. However the frame will remain visible, which is a decent compromise.
     ~/ctm/myglass/block20.properties:<br> method=ctm<br> tiles=0-46<br> renderPass=2<br><br>~/ctm/myglass/block20a.properties:<br> method=ctm<br> tiles=47-93<br> renderPass=3<br><br>~/ctm/myglass/block102.properties:<br> method=ctm<br> tiles=0-46<br><br>~/ctm/myglass/block102a.properties:<br> method=ctm<br> tiles=47-93<br> renderPass=3<br>

    The renderPass property specifies when the block should be rendered. Each render pass has different properties:
    [list]
    0: Normal, solid blocks. Virtually all blocks use this rendering pass. Only on/off transparency is supported.1: Existing translucent blocks (water, ice, etc.).[/list]
    Better Glass adds two new rendering passes:
    [list]
    2: Same as pass #0 but with backface culling disabled. Again, only on/off transparency is supported. If you find it unsettling to see only the front faces of a supposedly transparent glass block, use this render pass to make all six visible.3: Extra pass with full alpha support. Will be hidden when rendered behind water, etc., from pass #1. The blending method can be changed in renderpass.properties.[/list]
    The rendering passes happen in this order: 0, 2, 1, 3. Note that the glass block uses render pass 2 for its frame but the glass pane does not. If you use 2 with the glass pane you will see z-fighting because the game puts the two sides of the pane at the same coordinates.

    As you may have guessed, Better Glass can be used with any block that supports CTM by adding the appropriate entries to their properties files. One limitation is that the properties must be based on block ID rather than tile name. Also keep in mind that the render pass is applied to all blocks with the same block ID. Render pass 2 replaces render pass 0, so if you assign, for example, stone slabs to render pass 2, then you must have CTM rules covering all slabs (block ID 44) for render pass 2. Otherwise the other slabs will be invisible.



    Better Skies (sample sky.properties, skybox template)
    Tired of the default starfield? MCPatcher supports fully customizable skyboxes! Multiple skyboxes can be layered together using several blending methods and set to fade in and out at certain times of the day.

    Each "layer" of custom sky must have a .properties file located at ~/sky/world0/sky.properties. In it you specify a texture (default: ~/sky/world0/sky.png), the time of day the texture should fade in and out, and a blending method (default: add). Various blending methods are available: add, subtract, multiply, dodge, burn, screen, and replace. See the sample sky.properties file for more options.

    The skybox texture is mapped onto a rotating cube around the game world. The texture can be any size but must have 2 rows of 3 tiles. The template shows how the six tiles on the texture map to faces of the skybox. This orientation is taken at noon in game time, so the sun is drawn in the center of the top face and the moon in the center of the bottom face. This means that a custom starfield should have whatever you want to be directly overhead on the bottom face.

    Better Skies works only in the overworld. The Nether and The End are not supported.



    Custom Item Textures (sample cit.properties, sample cit_single.properties)
    What CTM does for terrain, CIT does for items. Customize item appearance by damage value, stack size, and NBT data. Create different effects for different enchantments.

    All files related to CIT are in the ~/cit folder. Like CTM, files can be further organized into subfolders. An optional cit.properties file specifies global behavior of CIT, particularly with how multiple custom enchantment effects are handled.

    The bulk of CIT behavior is defined in multiple properties files within the ~/cit folder. Each properties file lists a type (item, enchantment, armor); some criteria for when the replacement should happen based on item ID, damage, etc.; and one or more replacement textures. If multiple files match the same item, the one with the highest weight property takes priority.
     type=<item | enchantment | armor><br>items=<item IDs><br>damage=<damage values><br>stackSize=<stack sizes><br>enchantmentIDs=<list of enchantment IDs><br>enchantmentLevels=<list of enchantment levels><br>nbt.<expression>=<NBT value><br>weight=<priority relative to other CIT files><br>texture=<replacement texture><br>
    (Most of these properties are optional.)

    CIT type=item defines a simple texture replacement. The game uses a custom texture instead instead of the default one in textures/items. Replacement textures can be animated using Mojang's .mcmeta format. For items with more than one texture (bows, potions, spawner eggs), specify all the replacement textures in a single properties file:
     # Wrong - will show the same texture when the bow is pulled back<br>texture=my_special_bow_standby<br># Correct - separate textures for each bow state<br>texture.bow_standby=my_special_bow_standby<br>texture.bow_pulling_0=my_special_bow_pulling_0<br>texture.bow_pulling_1=my_special_bow_pulling_1<br>texture.bow_pulling_2=my_special_bow_pulling_2<br>

    CIT type=enchantment replaces the default glint effect. Different enchantments can be given different textures based on enchantment type or level or both. If an item has multiple enchantments, the effects can be blended together or cycled. If no custom enchantment is found for an enchanted item, the default enchanted_item_glint.png is used. This can be disabled by setting useGlint=false in the global cit.properties file.

    CIT type=armor replaces the armor texture shown in third-person view and on other players. Each armor type has two textures except for leather which has four. Use the same syntax as with the bow example to replace multiple textures:
     # Diamond<br>texture.diamond_layer_1=...<br>texture.diamond_layer_2=...<br># Leather<br>texture.leather_layer_1=...<br>texture.leather_layer_1_overlay=...<br>texture.leather_layer_2=...<br>texture.leather_layer_2_overlay=...<br>

    There is an alternate method for replacement textures for potions. Rather than dealing with the complexities of damage values for potion types, there is a simpler filename-based method you can use instead. No properties files are needed to use this method, only a png file with the proper path. See the section at the bottom of the template cit_single.properties file for details.


    Other Information

    Other links:
    [list]
    Java source code - includes a project for the IntelliJ IDEA IDE.Older versions: Bitbucket githubxau's original MCPatcher thread is available here. The old patcher (1.1.12_02) no longer works as of Beta 1.5_01.[/list]

    Settings, including the list of enabled mods and files to include, are saved to mcpatcher.json in the .minecraft folder. The format should be self-explanatory for those familiar with json.

    From the main patcher window, you can also
    [list]
    enable or disable individual mods by checking/unchecking them,edit a mod by double-clicking it,remove altogether a mod you previously added by selecting it and clicking the Remove (-) button, andchange the order in which mods will be applied using the up and down arrows.[/list]

    If you are curious about the actual bytecode changes MCPatcher makes, use MCP to decompile a patched minecraft.jar.


    Version History

    4/18/2015 5.0.3 release
    [list]
    [list]
    Updated for 1.8.4.Fixed Forge detection for newer versions.Sync with recent launcher changes.2/21/2015 5.0.2 release
    [list]
    Updated for 1.8.3.Support for custom underlava overlay color via colormap/underlava.png.Ability to turn off clouds entirely via clouds=none in color.properties.[/list]
    [/list]
    [/list]
    11/24/2014 5.0.0_02 release
    [list]
    [list]
    [list]
    Updated for 1.8.1.Fixed error rendering enderman held blocks.[/list]
    [/list]
    [/list]
    11/4/2014 5.0.0_01 release
    [list]
    [list]
    [list]
    Fixed missing "preRenderHeld" method crash.Fixed incorrect mooshroom overlay rendering.[/list]
    [/list]
    [/list]
    11/2/2014 5.0.0 release
    [list]
    [list]
    [list]
    Updated to 1.8.1.Backported current features to 1.5.2.Too many other changes to list.[/list]
    [/list]
    [/list]
    6/26/2014 4.3.2_03 release
    [list]
    [list]
    [list]
    Updated for 1.7.10.[/list]
    [/list]
    [/list]
    4/1/2014 4.3.2_02 release
    [list]
    [list]
    [list]
    Fixed vertical ctm with certain block types.Fixed Better Grass coloring issues.Fixed potential crash with null blockAccess object.[/list]
    [/list]
    [/list]
    3/20/2014 4.3.2_01 release
    [list]
    [list]
    [list]
    Updated to 14w11b.Fixed extra render pass issues with forge.Fixed glass panes connecting incorrectly.Reset custom redstone colors when switching packs.Less strict checking of neighbor metadata for CTM.[/list]
    [/list]
    [/list]
    2/27/2014 4.3.2 release
    [list]
    [list]
    [list]
    Updated for 1.7.5 / 14w08a.Fixed launcher incompatibility with Test Minecraft button.Replaced min/maxHeight properties with "heights" in CTM and Random Mobs.Fixed useGlint=false not applying to armor models.Fixed conflict with Forge texture loading.Fixed problem rendering a custom compass in item frames.Various CTM and custom colormap fixes.[/list]
    [/list]
    [/list]
    1/1/2014 4.3.1_01 release
    [list]
    [list]
    Do not render top and bottom edges between connected glass panes.Use new URL for downloading libraries.Use gson 2.2.4 for older Minecraft versions.Handle newer Forge versions named 'forge', not 'minecraftforge'.[/list]
    [/list]
    Posted in: Resource Packs
  • 11

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    MCPatcher is now updated for 1.8.3. See OP for updated download links. Despite being a only minor release there were some significant under-the-hood changes to the game since 1.8.1, including with the Java obfuscation system they use.

    I see that forge has been updated for 1.8, but I still have work to do to make MCPatcher compatible with it again. Getting at least basic compatibility going again is likely next on my to-do list.

    Small new bonus feature: colormap/underlava.png - does exactly what it says.
    Posted in: Resource Packs
  • 3

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    A quick 5.0.0_01 update to fix the crashes several of you reported (all seemed to have the same underlying cause). This also fixes some issues with custom mooshroom overlay rendering.

    The main Windows download link may take a few hours to update, but the alternate link should take you to the new version.
    Posted in: Resource Packs
  • 9

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    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.

    Still TODO (not a complete list):
    • Better Grass (side grass texture).
    • Better Glass (extra render passes).
    • CTM for fluid blocks.
    Posted in: Resource Packs
  • 3

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    How do you name properties files when you have several of them for the same block? The only way I can find to get it to work is to still use the numeric value (block3.properties, block3a.properties, et cetera). Is there a way to get that to work using the block names?

    Use the matchBlocks= (or matchTiles=) property within the file instead of relying on the filename. Then it doesn't matter what the file is called. You can also use the weight= property to specify priority instead of relying on the default sorting. Although tile-based matches are always checked before block-based ones.

    Quote from yuio9»
    edit having blood wood saplings or and bloodwood leaves in inventory makes Minecraft crash.

    Fixed!

    Quote from Glimmar»

    I thought that only applied to the double plants...is it necessary to apply that to all random ctm plants now? I'll certainly give it a try in the meantime. Many thanks. :)

    You may be mixing up two separate things here. symmetry=all means use the same random texture for all faces (n,s,e,w,u,d) of the same block. linked=true means use the same random seed for both parts of a multipart block so that the two halves are synchronized. The linked property is meaningful only for a handful of block types, double plants being one of them, while symmetry is more useful generally.

    Before 1.8, "crossed square"-type models like flowers didn't really have faces as far as the game was concerned, so symmetry=all was automatic. I would recommend using the symmetry property explicitly now. It will fix your problem in 1.8 and won't affect the behavior in 1.7.

    Try hitting F3 ingame. They added something in 1.8, so when you look at a block it tells you it's info. Spruce Slab would be wooden_slab:variant=spruce Now...something I need help with...my colormaps aren't being read. They work perfectly in 1.7, but not now. Does palette.format=grid not work anymore?

    I hadn't noticed that, but it's possble there's a bug there. Could you turn Custom Colors logging to FINE (MCPatcher Options tab) once and see if it is applying the colormaps to the right blocks?
    Posted in: Resource Packs
  • 5

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Quote from kwerti»
    A few bugs in the pre-release:

    Thanks. Fixed some and added the rest to the todo list.

    Quote from diam_0nd»
    So if I'm correct about the naming new naming system, changing the
     matchBlocks=47 
    in the bookshelf properties will now be changed to code] matchBlocks=minecraft:bookshelf [code/] and glass panes will be matchBlocks=minecraft:glass_pane ?

    No, this is different actually. It's about block metadata rather than block names. You really shouldn't be using numeric block IDs anymore even in 1.7, by the way.

    In 1.8 things have changed yet again, this time axing numeric metadata, the 0-15 values that differentiate variants of the same block. Mojang switched to a system of named properties and values. I was able to figure out how to convert numeric metadata to the new system in most cases, but it's not perfect and, like numeric block IDs, I can't promise support for it indefinitely.

    For comparison
     # Don't do this anymore!
    matchBlocks=83:0-3
    
    # 1.7 and earlier
    minecraft:block_name:numeric metadata
    e.g.,
    minecraft:reeds:0-3
    
    # 1.8
    minecraft:block_name:property1=value1,value2:property2=value:...
    e.g.,
    minecraft:reeds:age=0-3
    
    # Compatible across all versions
    minecraft:block_name:numeric metadata:property1=value1,value2:property2=value:...
    e.g.,
    minecraft:reeds:0-3:age=0-3
    The last format is the one I recommend, especially for new work. And again, the MCPatcher output window will offer a potential conversion that works in most cases, but it's up to you to double-check and update your properties files.

    Kahr I'm still very glad that Better Glass is still on the table! I had almost lost all hope of it actually being implemented. Did the MCP help you in any way?

    MCP has certainly helped, although I'd gotten pretty knowledgeable of cln.class and its friends without it. Still pretty much limited to weekends for development. 1.8 is really difficult to work with and I just don't have enough time or energy after a day at work.

    Quote from MasterfulGamer»
    MCPatcher is still tinting reeds even though disabled with block models

    Gah, I was sure I fixed that. Ok, now it should really be fixed for next time.

    Quote from Halite»
    Hi! I'm having a lot of fun messing around with the 1.8 preview, so I thought I'd let you know of a few interesting issues I bumped into! I'm not sure all of these are necessarily caused by the patcher, but I figured the more information the better.

    MCPatcher doesn't touch that part of the code, so maybe it's just an artifact of the additional load CTM etc. put on the rendering. Tempting as it is, a proper optimization would require some fundamental rearchitecting of the 1.8 code. Things like having to allocate a new "BlockPosition" object every single time I want to look at a neighboring block simply can't be fixed at the bytecode level.

    Most of my textures after manually converting is alright but also still dealing with stone textures using heights having random changes as I move around. If you want to see what I'm talking about give this a whirl - My MCPatcher addon test for 1.8

    Oddly, your link didn't work for me until I quoted your post and looked at the raw BB code. Thanks, I'll take a look at it. I often make up test packs with dummy textures, but it always helps to have real-world test cases from the community.
    Posted in: Resource Packs
  • 20

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Download MCPatcher for 1.8 Preview 2: exe jar

    Changes since last preview:
    • Basic CIT functionality. Item replacements and enchantments appear to work, but have not been extensively tested.
    • CTM now tries to auto-convert block:metadata to property=value format. This should be a great help to artists updating their packs to 1.8, but there are limitations. See below for details.
    • On the patcher Options tab, you can set Connected Textures logging to Config to force the game to dump all block properties and their possible values on startup. This is a lot of output, so copy it to a text file for easier reference.
    • Reimplement CTM connect=tile.
    • Reimplement CTM linked=true.
    • Better CTM support for special cases like rotated logs, etc.
    • Custom wolf collar, armor, sheep, map colors.
    • Current features backported to Minecraft 1.5.2. This needs testing with BTW in particular.
    • Patcher now remembers its window size and position.
    • Many bug fixes.

    NOT working yet (partial TODO list):
    • Better Grass (side grass texture).
    • Better Glass (extra render passes).
    • CTM for fluid blocks.
    • Custom font colors.

    The block:metadata conversion attempts to interpret old numerical metadata values as block state properties. When you have a block:metadata rule with no properties specified, MCPatcher makes its best guess at a proper 1.8 equivalent. Check the output log for messages like
     minecraft:mcpatcher/ctm/granite/base.properties: expanded minecraft:stone:2 to variant=smooth_granite
    This means you should use (in your properties file)
     minecraft:stone:2:variant=smooth_granite
    The conversion is not perfect, however, and may require manual tweaking, especially for multipart blocks like beds and double plants.

    Here are the default rabbit egg spawn colors for color.properties:
    egg.shell.Rabbit=995f40
    egg.spots.Rabbit=734831

    The 1.8 update is still a struggle to work with, hence the slow progress. Understanding the code better hasn't really raised my opinion of it much. I still find it brittle and stubbornly resistant to every attempt to swap out textures dynamically, which is the heart of CTM and CIT. All for the sake of the frankly dubious optimization of baking custom model data into int arrays. Which is likely undone by having to allocate a new object for every replacement texture of every face of every model.
    Posted in: Resource Packs
  • 2

    posted a message on Microsoft/Mojang Deal Confirmed.
    Quote from Wedhro»

    No game designer. No artists. No idea what the plans for the future of the game are apart from pleasing some popular youtuber/server admin and rewriting the whole game (what a bright idea) for making it support an API that is still far from being started.

    Hear, hear! While I can't say I'm thrilled about the MS deal, Minecraft has been so poorly managed since Notch left it that I'm willing to give it a shot. The lack of a proper API more than three years after new people were hired specifically to work on it and the completely scatterbrained approach to content development are symptoms of the same lack of adult supervision over at Mojang. Whatever else happens I hope MS will inject some sorely-needed professionalism into the project. Or for all we know, MS has been developing a voxel game in secret for two years now and just wanted the brand name so they could slap a "Minecraft 2" label on it.
    Posted in: Discussion
  • 10

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    It's been a while, but I want to do a preview release. Trust me when I say it's very incomplete. Major features are still not implemented and what is there has many, many edge cases still to be dealt with. No testing has been done except on my own computer and it may not even work for you. But you can play around with it if you want.

    First thing you'll notice is the Mods list is shorter. Custom Textures and Models (CTM, get it?) is intended to cover Connected Textures, Custom Item Textures, and the custom colormaps feature of Custom Colors. All of those things depend (or will depend in the case of CIT which isn't working yet) heavily on Mojang's model system in 1.8 so it was easier for me to combine them. I may break the features up again later, but for now this is what you'll see.

    Featurewise, not much visible progress since my last post, as I was stuck on a severe performance problem for several days. Some change Mojang introduced in 1.8-pre2 interacted badly with custom colormaps and caused the game to stutter and slow to single digits if they were enabled. It was only yesterday that I was able to track the problem down.

    tl;dr Download MCPatcher 3-2i, so complex it has imaginary parts! exe jar





    My memory is a bit fuzzy on this, did they offer to hire you? Or did they ask to implement MCpatcher, or to buy it?

    For the record, I've never had any contact with anyone at Mojang. As far as I know, they are completely unaware of MCPatcher's existence, or still think its only purpose is to hi-res enable packs on old versions of the game.

    Quote from Fixided»
    So ummm... yeahh... http://www.mcpatcher.net

    That isn't my site or my program posted there. It's some other utility with the same name.
    Posted in: Resource Packs
  • 9

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Thanks for the support everyone. It's really appreciated. I'll post when I have more progress to report, but a few specific replies for now:

    Quote from markacashion»

    The API they said they were going to make was suppose to come out in 1.3, but they postponed it. 1.8 might be a step to them starting creating the API, but I doubt the API will ever come out. I think the API is just a myth that Mojang keeps saying so people will keep playing Minecraft. The API has been rumored for since around Alpha. Notch said he will create a Modding API since Alpha, but look. It's been about 3(or 4?) years since Alpha & still no API.

    The API's been "just over the next hill" for a long time now, and yeah, I'm pretty pessimistic on it actually seeing the light of day too. I think Mojang thinks they're working toward the API, but I'm afraid that (1) all these architectural changes are driving away their experienced modders, and (2) assuming Mojang finishes it at all, their API will be so over-engineered as to be unapproachable to newcomers.

    Quote from FyberOptic»

    I'm someone who doesn't normally do deobfuscation, I only once did it for fun to an old alpha version of the game, taking it apart fairly completely and then modding it a bit.

    Thanks for posting that, I really enjoyed reading it! I have a similar process that also starts with a decompiled (no MCP, just JAD) version of the latest snapshot or release. But I don't bother getting it to compile as it's just a reference. After I figure out what an obfuscated class does and assign it a name, I write one or more signatures (bytecode-aware regular expressions, basically) to identify the same class in the later versions. That's how MCPatcher can often work on newer Minecraft versions than it was written for.

    Quote from XSSheep»

    EDIT: Your donate link seems to be broken. Will chuck some thanks money your way as thanks when you get it up and working again.

    Thanks, should be working now. It must have gotten mangled by one of the forum software upgrades. I don't get many donations, so I just never noticed.
    Posted in: Resource Packs
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