Glad you like it!Ulfengaard wrote:Awesome. I don't know how that's done, but I like it a lot. It'll add much more variety to my world.
I'm using CTM to add randomized textures for both grass and tall grass to add some variety. :)
Glad you like it!Ulfengaard wrote:Awesome. I don't know how that's done, but I like it a lot. It'll add much more variety to my world.
Thats cool, i love what can be done through CTM.Tekei wrote:pic
I certainly could try, but I'm not sure I want to spend time on that currently. I would have to create every variation of the planks in 4 different colors and I'm not sure it's worth the bother seing as planks sort of are supposed to look tiled anyway. I'll think about it. I'm more inclined to add variation to stone but I'm not even sure about that to be honest. I still have a lot of mobs to do as well :Pth3m1ner wrote:Thats cool, i love what can be done through CTM.
can you try to randomize planks?
Then mind if i try the planks?th3m1ner wrote:Thats cool, i love what can be done through CTM.Tekei wrote:pic
can you try to randomize planks?
(Seriously? Are you cluttering the thread by quoting images on purpose?)th3m1ner wrote:Then mind if i try the planks?
I'll be sure to include that for the next update! Thanks for bringing this up.Katalliaan wrote:Bug: Using this pack with BTB and CTM will crash your game when a spout is placed.
Fix: In the /ctm folder in the .zip, rename terrain0.properties to block2.properties and add a new line with faces=top at the end of the file.
Code: Select all
Version 0.40
- Fixed a bugg with CTM and BTB. (Thanks Katalliaan!)
- Added panorama for main menu.
- Made cobblestone slightly darker.
- Change redstone wire.
- Change endstone and portal blocks.
- Changed sandstone side.
- Changed the cracks in cracked stone brick.
- Changed SFS Block.
- Tweaked rope coil.
- Changed columns and pedistals.
- Added saddle.
- Added ocelots/cats. (No random mobs support for these)
- Added snow golem. (No random mobs support for these)
- Added Iron golem. (No random mobs support for these)
- Tweaked CTM Tall Grass.
- Added three veriaties of the following mobs. (Random mobs is needed for all three to work)
- Spiders
- Cave Spiders
- Endermen
- Blaze
- Silverfish
Found a solution to thatTo BTB-players:
After a discussion with Acatera it seems that there's still an issue with CTM. Placing quarries crashes the game.
If you are experiencing crashes in BTB with quarries you will need to remove the terrain39.properties file (or rename it to something that isn't used) inside /ctm/.
That is the file that handles randomization of the tall grass. I can't use the same fix as I did for the grassy dirt blocks as tall grass, ferns and dead shrubs share the same block ID. The only fix I can think of for now is removing the file, and thereby the randomization of textures for tall grass.
If anyone knows of a potential fix, please let me know.
Code: Select all
source=/ctm/myctm.png
method=random
tiles=3-6
metadata=1
Aha! That's how it's done. :) Thanks a lot!th3m1ner wrote:Found a solution to thatTo BTB-players:
After a discussion with Acatera it seems that there's still an issue with CTM. Placing quarries crashes the game.
If you are experiencing crashes in BTB with quarries you will need to remove the terrain39.properties file (or rename it to something that isn't used) inside /ctm/.
That is the file that handles randomization of the tall grass. I can't use the same fix as I did for the grassy dirt blocks as tall grass, ferns and dead shrubs share the same block ID. The only fix I can think of for now is removing the file, and thereby the randomization of textures for tall grass.
If anyone knows of a potential fix, please let me know.
rename the file to block31
and make it sayhope this helps :)Code: Select all
source=/ctm/myctm.png method=random tiles=3-6 metadata=1
I noticed this myself, and it seems to be because I added the emerald block textures (and they are in the spot where the old chest textures used to be). My guess is that this will be fixed in 1.3. I'll change it back to the chest textures in the next update, no need to keep 1.3 support yet anyway. :)aJaroOllie wrote:Not sure if this is a bug, or just me, but when I break a chest it gives off green particles, rather than the chest ones. It's no biggy, it's kinda cool, but just letting you know ^^
Code: Select all
Version 0.5
- Updated to BTW 3.90
- Added Nether Growth
- Added Nether Growth Spore
- Fixed an issue with CTM + BTB.
- Remove emerald block texture to fix and issue with the particles from chests.
- Changed GUI Background and buttons.
- Changed Nether Wart textures and Icon.
- Added Ender Dragon texture.
- Changed Netherrack for a slightly more organic look.
- Tweaked Iron Armor.
- Added Chain Mail Armor.
- Added Gold Armor.
- Added Diamond Armor.
- Added Soulforged Steel Armor.
- Added Gimp Suit.
- Tweaked Armor Icons to fit actual armor.
Great feedback! Thank you, it certainly helps me know what works and what doesn't a bit better. You can get a bit blind when working alone.Katalliaan wrote:Just got a chance to look at it, so here's my opinions:
-Nether textures:
--Nether Growth: It definitely feels organic while still capturing the hellish feeling of the Nether.
--Netherwart: It's an interesting design change, almost looks like they're eyestalks instead of the old yellow-orb-on-a-red-stalk style.
--Netherrack: The smoothness of the new texture definitely helps with the attempt to make it look more organic.
-GUI tweaks: I like the new style. Got a pleasant surprise when I saw the new buttons, as I wasn't expecting them.
-Enderdragon: Not sure about this, but that's mostly because there's no easy way to see the skin without chasing her down. Not that it matters all that much, since you only get a good look when she's dive-bombing you, and there's a maximum of one in every world.
-Armors: Look great. About what I was expecting, based on what I saw from the old icons and that one painting.