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    posted a message on [1.8.0] Tails - A bunch of different tails, ears, wings and muzzles to enhance your character
    Quote from Kzitold»

    I found where the mod stores the colors, but I don't see where the tail type is stored. I saved 2 skins with different tails, and none of the pixels appear different. If it's supposed to be the 2 pixels left of the colors, doesn't appear to work properly. Still need to actually check the export function with my friend when I get home.


    If someone could just upload a simple skin key for this mod in the form of a png, I would greatly appreciate it, and I think this guy would, too.

    Posted in: Minecraft Mods
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    posted a message on [1.8.0] Tails - A bunch of different tails, ears, wings and muzzles to enhance your character
    Is there any online skin viewer for this mod?
    Posted in: Minecraft Mods
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    posted a message on A slight issue with color.properties
    Nope.
    Posted in: Resource Packs
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    posted a message on A slight issue with color.properties
    I've been working on some other packs, and the spawn egg issue is coming up in every single one. As a test, I took the default color.properties and tried to make the squid egg solid black. I kept every other line, and they were all default. But the squid egg was unchanged. Seriously, what's gone wrong here?
    Posted in: Resource Packs
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    posted a message on A slight issue with color.properties
    I was working with color.properties, when I came across an issue: The spawn egg colors don't apply correctly, but the new nether fog color does. I don't know what's wrong. The contents of the color.properties in question is:

    fog.nether=1C1818
    egg.spots.Ghast=CC1B00
    egg.shell.LavaSlime=000000
    egg.spots.LavaSlime=FA420F
    egg.shell.Squid=B02E25
    egg.spots.Squid=D92316


    I'm not sure what I've done wrong. It's only the spawn eggs, the nether fog is working just fine. Help?
    Posted in: Resource Packs
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    posted a message on color.properties
    I'm having a new problem: I got one of my packs updated to 1.6.2, and everything is working- EXCEPT for the custom spawn egg colors. Please note that this is not the same pack as before. Anways, the exact contents of this color.properties is:
    fog.nether=1C1818
    egg.spots.Ghast=CC1B00
    egg.shell.LavaSlime=000000
    egg.spots.LavaSlime=FA420F
    egg.shell.Squid=B02E25
    egg.spots.Squid=D92316

    I'm not sure what I've done wrong. It's only the spawn eggs, the nether fog is working just fine...
    Posted in: Resource Pack Discussion
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    posted a message on Detection of how many players are in an area.
    Thank you very much, sir!
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Detection of how many players are in an area.
    I was wondering what you would enter into a command block for it to activate a comparator if there was only 1 player in a 20 block radius. No more players, no less.
    So far, I've tried many things. None have worked. Am I even close with /testfor @a[c=1,r=20] or /testfor @p[name=[@p[c=-1]],r=20]?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on I need a random output generator.
    If there are two items in a dispenser, it will randomly choose which item to drop. So, you could have a dispenser half full of fire charges and half full of, let's say, slimeballs. Then have some tripwires below it. There would be a 1/2 chance of it activating the tripwires.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on A question that determines if my adventure map will work.
    But it's choosing a random player. /tp player1 @r. So do I need a command block for each coordinate point?Nevermind that last post. Is there any way to condense those into one command?Nevermind that last post. Is there any way to condense those into one command?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on A question that determines if my adventure map will work.
    I am currently making an adventure map. I was wondering if I could teleport one player to the same x and z as another player, just not the same y. This would require me to have some way of leaving x and z unspecified, but still entering a y. Would I do this with the /tp command, or would I need some selectors as well?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on The Future of MC Patcher
    No, no, MC Patcher is very much alive. Since MC Patcher can load mods, and OptiFine can't, it actually has quite a monopoly. If MC Patcher can dance, too, it's a triple-threat! (For those of you who can't figure this out, that last comment was a joke. I know this is a serious discussion, but I'm a comedian, I can't resist)
    In fact, I think I know how MC Patcher and ModLoader would live on: They would allow you to select mods as normal, but when you load them into your game, they save them to a file in the 'version' folder (yes, thats where you will put minecraft versions come 1.6. Look it up) named after themselves, and since it has the same name, it would replace itself.
    Basically, I think they would turn into a little program for choosing the mods in a new version. Or, alternately, they do what I already theorized, but name each version as <(minecraft version)_(all mods)> So that you could choose from them later in the launcher. Either way, I think they could still remain fairly relevant, and probably continue to offer their features.
    Posted in: Future Updates
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    posted a message on The Future of MC Patcher
    Quote from Kovu

    Just because that feature exists doesn't mean people have to use them. Just manually install optifine and you can texture away.


    I'm not sure if you understand this: I want to know if I can rely on the mods which I use in my work to remain commonplace, and, if not, plan accordingly, because if a mod is rarely used, only a moron would make his textures rely on them.
    Posted in: Future Updates
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    posted a message on The Future of MC Patcher
    I wish to inform you that this post will be written in Article Format.

    With the coming update of 1.6, mods will be different; saved as new versions of Minecraft.jar and put in the bin folder, the private modloading client is now dead. Many people see this as good, but I see a major question left unanswered.
    I am a Texture Pack Artist. Soon, the Texture Pack will be transformed into the Resource Pack, which is an easy transistion to make (thanks to a simple program one of Minecraft's programmers posted online). The Resource Pack will be able to change items names and sounds, as well as textures. HOWEVER, many popular texture packs are dependent on the mods that come with the private modloader, MC Patcher. Since the private modloaders are being phased out, Texture Pack Artists like myself are worried about what will happen!
    For those of you who do not know this, MC Patcher is necessary for a texture pack to:
    • Change potion, spawn egg, fog, and smoke colors, as well as dye and map colors
    • Change colors of water across biomes.
    • Change colors of blocks across biomes.
    • Change colors for the sky across biomes.
    • Change the color pallete for the sky at different times of day
    • Change lighting
    • Change the color of shadows
    • Make torchlight flicker
    • Animate mobs
    • Change the color of spruce leaves and birch leaves
    • Use CTM, AKA "Connected Textures"
    • Have transparency in glass
    • Randomize mob textures
    So, what will become of MC Patcher? Will it offer all of these mods included in a minecraft.jar, which can be downloaded and installed? Will these features be integrated into the default game in versions to come? Or will all the texturepacks who depend on these features simply have to go on without them? -pizkwat
    Posted in: Future Updates
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    posted a message on Locked Chests (Item 95)
    Hello, I was wondering if it is possible to apply a texture to locked chests (item 95). I only ask because it is a block that is only accessable through /give, can be placed, and gives off light. I'm sure that any texturepack maker working for an adventure map building team could see the use in this. I myself am working for a build team right now, and I want to suggest use of this block, but I need to be sure I can alter the texture.
    Posted in: Resource Pack Discussion
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