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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    They won't forbid modding. It's like free employees making effectively unlimited content for their game.
    Posted in: WIP Mods
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    posted a message on Antique Atlas
    Is there any way to make a copy of an atlas? It would be nice for if you die or if you want to share with your friends...
    Posted in: Minecraft Mods
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    posted a message on Better Foliage
    Quote from OctarineNoise

    I'm glad you like it so much. You're like a kid in a candy store ;)


    The custom leaf mask feature was in early versions, but I dropped it. Mainly because the mask was giving good results: well, it seems that's no longer the case for extreme resolutions. But if you must draw a custom mask for a leaf, then you might as well draw the round texture itself.
    I'll implement a kind of override in the next version: if a hand-drawn round leaf texture exists it will be used, otherwise it's back to automatic generation.

    I love you
    Posted in: Minecraft Mods
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    posted a message on Better Foliage
    I've been avoiding 1.7 because I couldn't deal with minecraft without BG&L. Thank you so much for continuing (or, well, redoing) this work. It is very much appreciated.



    So I know you just apply a mask to the leaf textures to round them off, but, as a resource pack author, I'd really like to see the ability to add specific textures for each tree in the resource pack. I create 256x textures, which contain whole and recognizable leaves, and having them cut off according to the mask you use gives them a very unnatural feel. I could redesign them to work with a mask, but then I'd need to create all the leaves in the same basic pattern, which doesn't really make sense. Spruce leaves look nothing like oak leaves.

    So, I guess I'd either like the ability to define a custom leaf texture for each leaf type(preferable), or, if that would be too difficult in your system, I'd like to be able to create a custom mask for each leaf type.

    Done well, this can give the appearance of individual branches coming out of the leaves, which looks very nice.



    Thanks again for reincarnating my favorite mod.



    -Tsuarok
    Posted in: Minecraft Mods
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    posted a message on CTM: An outdated guide
    Quote from Deonyi

    I know what you need.

    terrafirmacraft:plants/thatch


    This one was almost perfect, what finally worked was
    matchTiles= terrafirmacraft:plants/Thatch



    Thanks to all who helped me with this! :)
    Posted in: Resource Pack Discussion
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    posted a message on CTM: An outdated guide
    Quote from kwerti

    Possibly, but since you're using 1.6, mcpatcher should use the folder name for the namespace. This is all under the assumption that the tile "Thatch" is in the /textures/blocks/plants folder inside the "terrafirmacraft" folder in "assets" and is used on a block that can have CTM, and that your properties file does not specify render pass.


    yeah, the path is right, and the ctm works when I specify block ID; No render passes. It just won't take my matchTiles :(
    Posted in: Resource Pack Discussion
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    posted a message on CTM: An outdated guide
    Quote from kwerti

    Another way to find the namespace is to look in the Forge client logs when it is creating the block registry. Look for lines like this:
    [15:48:38] [Client thread/TRACE] [FML/BiomesOPlenty]: Add : BiomesOPlenty:persimmonLeaves 195 biomesoplenty.common.itemblocks.ItemBlockPersimmonLeaves@69e4b9a9


    I'm finding a lot of stuff like:

    [size=medium]2014-04-21 14:02:08 [FINE] [fml.ItemTracker] Adding item TFC.Items.ItemBlocks.ItemBerryBush(2117) owned by terrafirmacraft[/size]


    Maybe "TFC" instead of "terrafirmacraft" then?
    Posted in: Resource Pack Discussion
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    posted a message on CTM: An outdated guide
    Quote from kwerti

    Did you try "TerraFirmaCraft"? I have found that mod namespaces are not always their folder names. You can find the namespace through the /give command by tabbing.



    I'll give it a shot, thanks.

    BTW, I'm not sure if I'm just doing this wrong, but when I type in /give and hit tab, nothing happens...
    Posted in: Resource Pack Discussion
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    posted a message on CTM: An outdated guide
    Quote from Tsuarok

    Thanks guys, I'll give these a shot.


    Hmm.. no luck, but I did notice something curious. I can get matchTiles to work within the same folder for layering methods, but it won't match, for example,
    matchTiles=0
    . The only thing I've been able to get to work has been
    matchTiles=./0.png
    .
    Posted in: Resource Pack Discussion
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    posted a message on CTM: An outdated guide
    Quote from kwerti
    Did you try
     matchTiles=terrafirmacraft:/textures/blocks/plants/Thatch.png 
    Quote from Deonyi
    I know what you need. terrafirmacraft:plants/thatch


    Thanks guys, I'll give these a shot.
    Posted in: Resource Pack Discussion
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    posted a message on CTM: An outdated guide
    Quote from insomniac_lemon

    Try all of those with "thatch" instead. It's better to go with all lowercase, especially when it comes to file names.


    The file I'm referring to is capitalized... I'll give it a shot though, thanks :)

    Edit: no luck :(
    Posted in: Resource Pack Discussion
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    posted a message on CTM: An outdated guide
    Hey ya'll.


    I'm having a lot of trouble getting matchTiles= to work for my resource pack for terrafirmacraft.

    I've tried terrafirmacraft:Thatch
    terrafirmacraft/textures/blocks/plants/Thatch.png
    terrafirmacraft/textures/blocks/plants.Thatch.png
    Thatch
    Thatch.png

    Can someone please help me with path syntax?
    Posted in: Resource Pack Discussion
  • 0

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

    The Carpenter's Block mod doesn't support CTM at all, & I don't think it has anything to do with CTM itself, but maybe how the mod renders its blocks.


    That's what I'd originally thought too, and when I made my first request it was for the implementation of some sort of API that modders could use to hook up to the CTM system.

    But then I tried the connect=tiles property, and it worked, leading me to believe that the problem is entirely fixable from within the CTM system. Because the properties file had to recognize the overlay tile on the carpenter's block in order to affect the stone around it. So if it can read it, it should be able to alter it.

    Hmmm.... which makes me wonder if it's a render pass order problem. Perhaps it is applying, but it's getting overlaid with the base texture by the carpenter's blocks mod. Maybe if I put the CTM textures in render pass 3 they can overwrite the carpenter's block overlay.

    Or maybe I'm just sleepy.

    Worth a try anyway.

    Well, I'll report back tomorrow, it's 1am, and I need to go to bed.

    Thanks for all the input, maybe we'll get this working eventually after all :)
    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
    Quote from markacashion

    ...


    Yes, the CTM method is NOT applying to the carpenter's block with the stone texture. But the surrounding stone treat's it like it's stone, aka, connects to it. The carpenter's block texture remains unaffected.

    Quote from markacashion

    I know what Carpenter's Blocks is. I have seen Let's Play & mod reviews of it before, not to include read over the whole mod page before.


    No offense intended, you just asked what I meant about the carpenter's block with the applied texture, so I thought, to be as clear as possible, I'd just describe the mod.

    Quote from markacashion

    1st) The CTM Method is determined by the "method=" property, not the "matchTiles=" property.
    2nd) If the CTM method you have determined isn't being applied to the tile textures, then the CTM for that .properties file doesn't work, so which means that "connect=tiles" is NOT working too.
    3rd) If the CTM feature of MCPatcher can correctly recognize the tile on the carpenter's block is stone, then the "matchTiles=stone" property IS WORKING FINE!

    You are saying the same thing after I have told you that you're wrong, 3 times. (Not saying you're wrong about the problem you're having, I'm saying you're wrong about what might be the cause of the problem that you are having).


    I know that the CTM method is determined by the method=CTM.

    MatchTiles tells the CTM mod where to apply the method. It says, "put this method where this tile is." As you previously stated, connect=tile looks at the neighboring block's tile to determine whether it should connect or not.


    As I'd said, the actual stone has the CTM method properly applied. Actual stone connects to the carpenter's block when the stone texture is present, indicating that connect=tiles is in fact working perfectly. i.e. actual stone behaves as if the adjacent carpenter's block is stone too. It does this when I add the connect=tile property, which I did first, before adding any matchTiles.

    EDIT: This is the part where the CTM (mod, not method) recognizes the carpenter's block's inherited tile correctly

    The properties file does not apply the CTM method to the carpenter's block. It gets only the base stone tile texture.

    In my property file, matchTiles allows the method to be applied to stone. I originally just named the file block1; after changing the name, without adding the matchTiles property, the CTM method did not apply to anything at all (which is exactly right, there was no reference). When I added the matchTiles property, it correctly applied the CTM method to the stone blocks, but did not do likewise to the stone textured carpenter's block.

    Thus, the problem lies in matchTiles

    I know you told me I'm wrong 3 times. Since I'm not wrong, I've been trying to explain more thoroughly the problem.
    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
    Quote from Deonyi

    Have you checked if it is the metadata? Try removing the metadata.


    Ah, yes, sorry, I had removed that, I pasted this in from a different file and reconstructed what I'd had before. I'd deleted the original.
    Posted in: Resource Packs
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