Block ID and Metadata List: A Reference for CTM, etc.
- DiamondArms
- Posts: 486
- Joined: Sun Apr 21, 2013 9:04 am
Re: Block ID and Metadata List: A Reference for CTM, etc.
This is the instruction page I'm following right now.
Mesh's TP has functioning examples of CIT for enchants and tool damage. Other functions include changing textures based on stack size and metadata.
Status update: tested enchantments on arcane scrolls. didn't work. metadata/damage values did, however. I can change the scrolls into different textures, but I can't change the enchantment overlay. This will be fun.
Mesh's TP has functioning examples of CIT for enchants and tool damage. Other functions include changing textures based on stack size and metadata.
Status update: tested enchantments on arcane scrolls. didn't work. metadata/damage values did, however. I can change the scrolls into different textures, but I can't change the enchantment overlay. This will be fun.
Re: Block ID and Metadata List: A Reference for CTM, etc.
Sorry, just did some double checking on my end and found that the enchant information on the scrolls is stored as a damage value for the item. Looking at the guide there you should be able to alter the item based on it's damage values.
So basically, enchantment ID is stored in the damageValue spot.
So basically, enchantment ID is stored in the damageValue spot.
Magical Shit
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Syruse|Work: i like magic shit
MagikEh: ...
MagikEh: >.>
MagikEh: <.<
»» MagikEh walks to the bathroom
Syruse|Work: hahaaaaaaaaa
Syruse|Work: wait
MagikEh: xD
Syruse|Work: fuck
Syruse|Work: NO
Syruse|Work: DONT
MagikEh: ...
MagikEh: >.>
MagikEh: <.<
»» MagikEh walks to the bathroom
Syruse|Work: hahaaaaaaaaa
Syruse|Work: wait
MagikEh: xD
Syruse|Work: fuck
Syruse|Work: NO
Syruse|Work: DONT
- DiamondArms
- Posts: 486
- Joined: Sun Apr 21, 2013 9:04 am
Re: Block ID and Metadata List: A Reference for CTM, etc.
Wool scrolls lol
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![Image](http://i.imgur.com/ueSDZ6v.png)
(replacement textures (c) Tekei's TBTWTP)
Re: Block ID and Metadata List: A Reference for CTM, etc.
Fantastic! I'll be looking forward to what you have when it's all said and done. This little project has gotten me to actually work on animcraft some more. I may have to add in CIT support for these neat little features, thanks for the motivation!
Magical Shit
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Syruse|Work: i like magic shit
MagikEh: ...
MagikEh: >.>
MagikEh: <.<
»» MagikEh walks to the bathroom
Syruse|Work: hahaaaaaaaaa
Syruse|Work: wait
MagikEh: xD
Syruse|Work: fuck
Syruse|Work: NO
Syruse|Work: DONT
MagikEh: ...
MagikEh: >.>
MagikEh: <.<
»» MagikEh walks to the bathroom
Syruse|Work: hahaaaaaaaaa
Syruse|Work: wait
MagikEh: xD
Syruse|Work: fuck
Syruse|Work: NO
Syruse|Work: DONT
- DiamondArms
- Posts: 486
- Joined: Sun Apr 21, 2013 9:04 am
Re: Block ID and Metadata List: A Reference for CTM, etc.
More success!
enchanted a bow with power and got the CIT overlays for the bowstring working.
I am a happy chappy.
rainbowstrings lol
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![Image](http://i.imgur.com/YDQd74o.gif)
I am a happy chappy.
Re: Block ID and Metadata List: A Reference for CTM, etc.
Oh neat, so you're using the bowstrings as an indicator as to which enchantments are on the bow?
Magical Shit
Show
Syruse|Work: i like magic shit
MagikEh: ...
MagikEh: >.>
MagikEh: <.<
»» MagikEh walks to the bathroom
Syruse|Work: hahaaaaaaaaa
Syruse|Work: wait
MagikEh: xD
Syruse|Work: fuck
Syruse|Work: NO
Syruse|Work: DONT
MagikEh: ...
MagikEh: >.>
MagikEh: <.<
»» MagikEh walks to the bathroom
Syruse|Work: hahaaaaaaaaa
Syruse|Work: wait
MagikEh: xD
Syruse|Work: fuck
Syruse|Work: NO
Syruse|Work: DONT
- DiamondArms
- Posts: 486
- Joined: Sun Apr 21, 2013 9:04 am
Re: Block ID and Metadata List: A Reference for CTM, etc.
that was more of a testcase.
my TP doesn't use bow+arrow sprites so I'll be loading it with auras and the like. enchant overlays aren't limited to the tool shape and can spread over.
The bow string color was simple and obvious which is perfect for testing.
my TP doesn't use bow+arrow sprites so I'll be loading it with auras and the like. enchant overlays aren't limited to the tool shape and can spread over.
The bow string color was simple and obvious which is perfect for testing.
Re: Block ID and Metadata List: A Reference for CTM, etc.
Just FYI in case you didn't know, you can hold F3 + H and it will show you the Block/Item Id for any item you mouseover. Useful when working on textures.DiamondArms wrote: I'm looking for the data values for Soulsteel tools and the composite bow...
- karnak sam
- Posts: 45
- Joined: Sun Feb 09, 2014 2:50 pm
Re: Block ID and Metadata List: A Reference for CTM, etc.
The block id for stumps are not to be found in the btwconfig. Can anyone post them here for texture artists? I want to try adding roots and more to mine.
- FlowerChild
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Re: Block ID and Metadata List: A Reference for CTM, etc.
They're a metadata variant of the standard log, so they don't have a separate block id.karnak sam wrote:The block id for stumps are not to be found in the btwconfig. Can anyone post them here for texture artists? I want to try adding roots and more to mine.
- karnak sam
- Posts: 45
- Joined: Sun Feb 09, 2014 2:50 pm
Re: Block ID and Metadata List: A Reference for CTM, etc.
please, can i be directed to the texture for the following block?
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campfire flame
- FlowerChild
- Site Admin
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Re: Block ID and Metadata List: A Reference for CTM, etc.
It doesn't exist. Like with the other fire in the mod, it's procedurally generated.karnak sam wrote:please, can i be directed to the texture for the following block?
- karnak sam
- Posts: 45
- Joined: Sun Feb 09, 2014 2:50 pm
Re: Block ID and Metadata List: A Reference for CTM, etc.
by that, do you mean it uses pre existing textures?
My tp is grabbing images from 2 separate ctm folders, namely the rotten flesh block and the top of nether groth
oddly gruesome. Is there a way to direct mcpatcher to use a texture for said flame?
My tp is grabbing images from 2 separate ctm folders, namely the rotten flesh block and the top of nether groth
oddly gruesome. Is there a way to direct mcpatcher to use a texture for said flame?
- FlowerChild
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Re: Block ID and Metadata List: A Reference for CTM, etc.
Well, yes and no. It uses the existing fire texture, but the existing fire texture is procedurally generated. If it's unclear, that means it's created in code, and does not exist as an actual texture. Someone else would have to help you fix that.karnak sam wrote:by that, do you mean it uses pre existing textures?
Re: Block ID and Metadata List: A Reference for CTM, etc.
for me campfire flame uses a double slab texture of stonebricks.
testing it a bit is just that BTW request the fire texture from exactly the same space in the debug.stiched_terrain file. Mcpatcher moves the fire texture around.
testing it a bit is just that BTW request the fire texture from exactly the same space in the debug.stiched_terrain file. Mcpatcher moves the fire texture around.
Re: Block ID and Metadata List: A Reference for CTM, etc.
I dunno much about the CTM stuff, but if you replaced the texture for the spit, reverting this to default stops the fire glitch. It's not a fix, but now the fire should work normally after relogging the game. Hope this helps ^^ion wrote:for me campfire flame uses a double slab texture of stonebricks.
testing it a bit is just that BTW request the fire texture from exactly the same space in the debug.stiched_terrain file. Mcpatcher moves the fire texture around.
Also, if anyone has figure out how to get the first stone break to update, I'd appreciate the heads up on what I need to do. I think it's likely to be a CTM thing. Thanks in advance ^^
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![Image](https://i.imgur.com/0GTgkOx.jpg)
Re: Block ID and Metadata List: A Reference for CTM, etc.
it has nothing to do with the spit texture. only the fire texture is used and BTW calls for those fire textures situated at that exact place. use another TP with CTM rules (AKA more textures) moves the fire texture around thus you get a different render.
second part i don't get what do you mean
second part i don't get what do you mean
Re: Block ID and Metadata List: A Reference for CTM, etc.
The texture pack I'm working on does have CTM rules. The original author (levaunt) set it up to use extra textures before he stopped working on it, but I don't know very much about that stuff, so mostly I just leave it alone. What I meant was smooth stone updates. From what I understand it should work something like this:
It worked fine from texture 3 onwards, but texture 2 was ignored, and I couldn't figure out why. But I played around with it a bit more, and looked at how CTM appeared to be working for the other textures, and winged it. It's probably not the smoothest way, but I got it working. In case this is helpful to anyone here's how I got it to work:
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texture 1 = Stone
texture 2 = fcBlockStone_cracked
texture 3 = fcBlockStoneRough + fcOverlay_Cook 1-7 until
texture 4 = fcBlockStoneRough_broken + fcOverlay_Cook 1-7
<stone breaks>
texture 2 = fcBlockStone_cracked
texture 3 = fcBlockStoneRough + fcOverlay_Cook 1-7 until
texture 4 = fcBlockStoneRough_broken + fcOverlay_Cook 1-7
<stone breaks>
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1. created a folder in CTM called cracked
2. created a cracked.properties file
3. entered the following lines
5. copied my fcBlockStone_cracked texture into this folder
6. Repeated the process for cracked2 and cracked3 folders
7. popped the folders into CTM
2. created a cracked.properties file
3. entered the following lines
4. saved the filetiles=fcBlockStone_cracked
method=random
5. copied my fcBlockStone_cracked texture into this folder
6. Repeated the process for cracked2 and cracked3 folders
7. popped the folders into CTM
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![Image](https://i.imgur.com/0GTgkOx.jpg)
- karnak sam
- Posts: 45
- Joined: Sun Feb 09, 2014 2:50 pm
Re: Block ID and Metadata List: A Reference for CTM, etc.
I've been trying a few things to fix this campfire issue. I've also pmed the author of mcpatcher on mcforums, but i'm not confident at all that i'll get a reply, as i've been told that mcpatcher is no longer being updated...
Would this issue be adequate cause for a new thread? Maybe instead of asking for FC to fix, we could share what we have or haven't tried between us and see if there's a way to call for this texture via existing functions?
Would this issue be adequate cause for a new thread? Maybe instead of asking for FC to fix, we could share what we have or haven't tried between us and see if there's a way to call for this texture via existing functions?
- Gilberreke
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Re: Block ID and Metadata List: A Reference for CTM, etc.
There already is a thread and it's not an MCPatcher issuekarnak sam wrote:I've been trying a few things to fix this campfire issue. I've also pmed the author of mcpatcher on mcforums, but i'm not confident at all that i'll get a reply, as i've been told that mcpatcher is no longer being updated...
Would this issue be adequate cause for a new thread? Maybe instead of asking for FC to fix, we could share what we have or haven't tried between us and see if there's a way to call for this texture via existing functions?
viewtopic.php?f=9&t=9392
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- FlowerChild
- Site Admin
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Re: Block ID and Metadata List: A Reference for CTM, etc.
I'm really not convinced of that part Gil, and will have to see a much better explanation if it's the case.Gilberreke wrote: it's not an MCPatcher issue
- karnak sam
- Posts: 45
- Joined: Sun Feb 09, 2014 2:50 pm
Re: Block ID and Metadata List: A Reference for CTM, etc.
I'm curious as to how you've gotten knitting wool to reference the color that the wool is when it's showing as part of the tool, being knitted, in your hand? I see the 'damage' data is used to determine progress of the knitting, and when the piece is completed, but are you using an nbt tag or something to keep track of, say, if it's red wool or blue wool?
I've got a splendid 12 step animation that shows the wool being stitched together that i want to use, but i can't get it to reference color, so the wool just looks white. If i know how the item {22578} just keeps track of the wool color, i can probably make it work.
I've got a splendid 12 step animation that shows the wool being stitched together that i want to use, but i can't get it to reference color, so the wool just looks white. If i know how the item {22578} just keeps track of the wool color, i can probably make it work.
- FlowerChild
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Re: Block ID and Metadata List: A Reference for CTM, etc.
Yup, it's in he nbt as an 24 bit rgb value (stored as an integer) called "fcColor".karnak sam wrote:but are you using an nbt tag or something to keep track of, say, if it's red wool or blue wool?
I previously had 24 bits for the wool knit as well, stored in the damage value (so that same colors could stack), but it turns out that in SMP damage values are truncated, which is why knit was showing up as just pure black. So, the 24 bits in the knitting is a bit legacy now, but that's how it works.
- karnak sam
- Posts: 45
- Joined: Sun Feb 09, 2014 2:50 pm
Re: Block ID and Metadata List: A Reference for CTM, etc.
EDIT: originally groveling for info, updated to the solution I was able to figure out with the help of an nbt editor and blatant stubbornness:
the tag you'd want in your mcedit .properties file, to reference this color, is such:
nbt.fcColor=XXXXXXXX
( XXXXXXXX being the value FC mentioned in the previous comment. )
And here's the full fcColor values list:
Thanks, FC, for telling me the name of the tag.
the tag you'd want in your mcedit .properties file, to reference this color, is such:
nbt.fcColor=XXXXXXXX
( XXXXXXXX being the value FC mentioned in the previous comment. )
And here's the full fcColor values list:
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pink: 14188952
limegreen: 4312372
yellow: 14602026
light blue: 6719955
magenta: 12801229
orange: 15435844
white: 16777215
black: 1052688
red: 11743532
green: 3887386
brown: 5320730
blue: 2437522
purple: 8073150
cyan: 2651799
light greay: 8618883
grey: 44081031
limegreen: 4312372
yellow: 14602026
light blue: 6719955
magenta: 12801229
orange: 15435844
white: 16777215
black: 1052688
red: 11743532
green: 3887386
brown: 5320730
blue: 2437522
purple: 8073150
cyan: 2651799
light greay: 8618883
grey: 44081031