pretty sweet mod, the controller & compacting drawers makes it not just a convenient & simple storage mod but also suitable for advanced sorting & autocrafting
I was wondering, is there (or could there be) a way to configure compacting drawers support for additional (mod) items ?
for example ender pearls or bones with mods that adds block for them
I love these textures, you obviously have a lot of talent. Can you do rabbits and the new doors as well? And slime blocks?
thank you
I can make them but where will I put them ?
the thing about this pack is that it fully covers a single aspect of the game (sea monuments)
so if you like it you can add it on top of your favorite pack.
I can't see how will this work with the new doors / rabbits / slime blocks (especially the doors since they need to match their planks)
but if you want me to make an "unofficial pack update" like the ones done for misa's pack
than it's something I might do, just post what pack you want so I can give it a dedicated thread.
- Aderonius comment - I can't seem to make a 2nd quote work ):
thanks, this was actually never my intention but I guess removing a mean brow have this effect on a mob lol
Also, you can add the one I found about Custom Biome Colors not applying correctly to the top half of double-tall grass and ferns to that list as well. At least, unless you know what I did wrong and can help me fix it.
Thanks for posting your findings. While I can't speak for Kahr, I'd imagine that reports like that from the community help him perfect his amazing mod a little faster.
definitely a bug, I tested this as well with any way I could think of with no results.
also thanks I hope so too
8.
tinting (EDIT: with color map) blocks with custom models tints faces regardless of tintindex of the face in the model
(strangely though the dirt part of a grass block seem to be an exception in that it doesn't get colored)
maybe the colors system of MCpatcher need to be link-able to the tintindex system in the new models format ?
9.
vertical mode on sides of rotatable blocks fails (texture doesn't rotate)
which is visible on the z/x facing variants (non upwards/standing)
(tested on quartz pillar via quartz_block_lines.properties)
cool new tricks / fixes for mcpatcher-3-2i:
1.
instead of making .properties file for multiple blocks (or even multiple files for specific faces on each block)
change their model (also blockstates if needed like for double slabs) to use a completely new texture
and make the .properties file for the new texture (ex: my_new_texture.properties)
(tested on sandstone staff w/ textures like "smooth_tops" and "slab_sides" works like a charm :P)
2.
make a blank white colormap and assign stuff to it to "wash away" buggy tints
(temporary fix for reeds tinted model bug)
3.
seeing my previous sand/dirt tops not repeating bug is from the vanilla random models (thx kwerti)
I found a fix, if you want block variants enabled with your CTMs
you need to change the blockstates of the relevant blocks to not rotate your tiled textures
(if they are randomly rotated/mirrored in vanilla or in whatever pack you're using)
bugs found so far in mcpatcher-3-2i:
(all double & triple checked not to be my own miss-written .properties files)
1.
when using repeat mode on sand/ red sand / dirt / more?
the top and bottom faces don't repeat properly and seem just random (other faces are fine).
the same applies to all faces of bedrock.
2.
when using a ctm mode for a prismarine texture (ex: prismarine_dark.properties)
it also connect to other variants of prismarine
this can be worked around by using "matchBlocks=minecraft:prismarine:variant=[variant]"
but it would be nice if the texture targeting will work properly
3.
using vertical (maybe other modes too) on a texture that is also used in custom model
causes strange offsets on the model's textures.
(encountered with reeds.properties and cactus_side.properties)
4.
(already mentioned somewhere in this thread) reeds are tinted even with a custom model w/o tint.
5.
random textures for double plants by "double_plant_fern_[half].properties" and "linked=true"
not only doesn't match between the halves but doesn't even match between the 4 faces of the same half.
using "matchBlocks=minecraft:double_plant:variant=[variant]:half=[half]" instead
produces the same results for the bottom half and is completely ignored for the upper half.
(tested on double ferns)
6.
(as I mentioned earlier) targeting specific faces of a model using "matchBlocks=minecraft:[name]" and "faces=[face]"
fails for faces that are not on the edge of the block
ex: custom reeds, top face of bottom slab / bottom face of upper slab.
more are likely coming soon when I get to colors / custom items ):
lightmaps / custom sky / random mobs works awesome though
along with the wanted images,
but it doesn't seem to do anything.
anyone have an idea why ?
EDIT:
also, it seems like slabs cannot have their "middle" face changed
meaning bottom slabs disregard "top" face setting and top slabs disregard "bottom"
maybe this & the reeds thing are related somehow ?
and I absolutely love it :3
the new structures are wonderful and fit well with the world,
making the landscape less bare and more memorable.
that said... boy does it LAG
I run it on an i7 with 16gb of RAM with all programs installed on a high speed SSD and a decent graphic card
and chunk loading still rips it to pieces.
please try to optimize some more, as it is now it is nearly unplayable when exploring.
1
Sorry for false alarm,
This actually resolved itself after restarting the game and resetting the shader's settings.
I suspect it had something to do with the texture resolution settings,
as I probably forgot to change it to 256 from 512 after cutting the texture into parts.
it's not a pack yet, I was just checking if this is currently possible, here is the CTM I was testing.
1
I'm trying to test CTM with displacement and normal mapping using SEUS-v11.0
and I'm getting this
Any ideas?
(using latest released version of MC, Forge, & Optifine on a GTX980ti,
non CTM version get its own texture on the edges instead of those colorful ones)
0
pretty sweet mod, the controller & compacting drawers makes it not just a convenient & simple storage mod but also suitable for advanced sorting & autocrafting
I was wondering, is there (or could there be) a way to configure compacting drawers support for additional (mod) items ?
for example ender pearls or bones with mods that adds block for them
0
thank you
I can make them but where will I put them ?
the thing about this pack is that it fully covers a single aspect of the game (sea monuments)
so if you like it you can add it on top of your favorite pack.
I can't see how will this work with the new doors / rabbits / slime blocks (especially the doors since they need to match their planks)
but if you want me to make an "unofficial pack update" like the ones done for misa's pack
than it's something I might do, just post what pack you want so I can give it a dedicated thread.
- Aderonius comment - I can't seem to make a 2nd quote work ):
thanks, this was actually never my intention but I guess removing a mean brow have this effect on a mob lol
0
http://www.instructables.com/id/Make-a-Tiling-Image-in-Photoshop/
its for Photoshop but the concept stands for any good image editor.
0
there is already a partial-feature beta version for 1.8, see page 553
0
post / PM a link to the pack you're using, I'll check it
0
0
"method=ctm" & "faces=top bottom side" are unnecessary but yes that should work (I do the same w/ dark prismarine) if not then its a bug
1
7.
definitely a bug, I tested this as well with any way I could think of with no results.
also thanks I hope so too
8.
tinting (EDIT: with color map) blocks with custom models tints faces regardless of tintindex of the face in the model
(strangely though the dirt part of a grass block seem to be an exception in that it doesn't get colored)
maybe the colors system of MCpatcher need to be link-able to the tintindex system in the new models format ?
9.
vertical mode on sides of rotatable blocks fails (texture doesn't rotate)
which is visible on the z/x facing variants (non upwards/standing)
(tested on quartz pillar via quartz_block_lines.properties)
cool new tricks / fixes for mcpatcher-3-2i:
1.
instead of making .properties file for multiple blocks (or even multiple files for specific faces on each block)
change their model (also blockstates if needed like for double slabs) to use a completely new texture
and make the .properties file for the new texture (ex: my_new_texture.properties)
(tested on sandstone staff w/ textures like "smooth_tops" and "slab_sides" works like a charm :P)
2.
make a blank white colormap and assign stuff to it to "wash away" buggy tints
(temporary fix for reeds tinted model bug)
3.
seeing my previous sand/dirt tops not repeating bug is from the vanilla random models (thx kwerti)
I found a fix, if you want block variants enabled with your CTMs
you need to change the blockstates of the relevant blocks to not rotate your tiled textures
(if they are randomly rotated/mirrored in vanilla or in whatever pack you're using)
2
I'm not complaining I'm helping in finding the bugs, that part of what snapshots are for....
2
(all double & triple checked not to be my own miss-written .properties files)
1.
when using repeat mode on sand/ red sand / dirt / more?
the top and bottom faces don't repeat properly and seem just random (other faces are fine).
the same applies to all faces of bedrock.
2.
when using a ctm mode for a prismarine texture (ex: prismarine_dark.properties)
it also connect to other variants of prismarine
this can be worked around by using "matchBlocks=minecraft:prismarine:variant=[variant]"
but it would be nice if the texture targeting will work properly
3.
using vertical (maybe other modes too) on a texture that is also used in custom model
causes strange offsets on the model's textures.
(encountered with reeds.properties and cactus_side.properties)
4.
(already mentioned somewhere in this thread) reeds are tinted even with a custom model w/o tint.
5.
random textures for double plants by "double_plant_fern_[half].properties" and "linked=true"
not only doesn't match between the halves but doesn't even match between the 4 faces of the same half.
using "matchBlocks=minecraft:double_plant:variant=[variant]:half=[half]" instead
produces the same results for the bottom half and is completely ignored for the upper half.
(tested on double ferns)
6.
(as I mentioned earlier) targeting specific faces of a model using "matchBlocks=minecraft:[name]" and "faces=[face]"
fails for faces that are not on the edge of the block
ex: custom reeds, top face of bottom slab / bottom face of upper slab.
more are likely coming soon when I get to colors / custom items ):
lightmaps / custom sky / random mobs works awesome though
0
I've tried this reeds.properties file
matchBlocks=minecraft:reeds
faces=sides
method=vertical
tiles=0-3
along with the wanted images,
but it doesn't seem to do anything.
anyone have an idea why ?
EDIT:
also, it seems like slabs cannot have their "middle" face changed
meaning bottom slabs disregard "top" face setting and top slabs disregard "bottom"
maybe this & the reeds thing are related somehow ?
0
I did check with and without the mod, you can't miss the impact
0
and I absolutely love it :3
the new structures are wonderful and fit well with the world,
making the landscape less bare and more memorable.
that said... boy does it LAG
I run it on an i7 with 16gb of RAM with all programs installed on a high speed SSD and a decent graphic card
and chunk loading still rips it to pieces.
please try to optimize some more, as it is now it is nearly unplayable when exploring.