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'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.
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
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...
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
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
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.
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.
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.
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I love you
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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
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This one was almost perfect, what finally worked was
Thanks to all who helped me with this!
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yeah, the path is right, and the ctm works when I specify block ID; No render passes. It just won't take my matchTiles
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I'm finding a lot of stuff like:
Maybe "TFC" instead of "terrafirmacraft" then?
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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...
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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, . The only thing I've been able to get to work has been .
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Thanks guys, I'll give these a shot.
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The file I'm referring to is capitalized... I'll give it a shot though, thanks
Edit: no luck
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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?
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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
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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.
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.
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.
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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.