############################################################################### # ctm.properties ############################################################################### # Sample ctm.properties file for use with MCPatcher's extended Connected # Textures mod. # # This file is offered without any copyright restrictions. Please copy and # modify it to suit your needs. # # For each block or terrain tile you wish to override with connected or random # textures, use this template and create a .properties file in the # mcpatcher/ctm folder of your texture pack. Properties files can be organized # into subfolders of any depth, as long as everything is within the top-level # mcpatcher/ctm folder. # # Different types of connected texture methods are available with different # requirements and restrictions. See below for details for each method. # # All property names are case-sensitive. # All paths are relative to assets/minecraft unless otherwise stated. ############################################################################### ############################################################################### # General properties used by all methods: ############################################################################### # (Optional) List of block and/or tiles this method should apply to. # Multiple .properties file can refer to the same block/tile and they will be # processed in alphabetical order by filename. All tile-based entries are # checked before block ID-based ones. The first match wins. matchTiles= # To refer to a tile from vanilla MC, simply use its name in textures/blocks: # matchTiles=dirt # To refer to a tile from a mod, you will need to know its name # matchTiles=gearbox # Tiles output by CTM rules can also be matched by another rule. The tile name # is simply the full path to the tile # matchTiles=mcpatcher/ctm/mygrass/1.png matchBlocks= # These two properties can be omitted if they can be inferred from the filename # instead: mcpatcher/ctm/xxx/block.properties assumes # matchBlocks= # matchTiles= # unless you specify either property explicitly. # (Optional) If multiple properties files match the same block, the highest # weighted one is used. In the event of a tie, the properties filenames are # compared next. The default weight is 0. weight= # (Required) Method to use when choosing a block's replacement texture: # ctm: Standard 8-way method (glass in the original CTM). # horizontal: Connect to blocks on left and right only (bookshelves). # vertical: Connect to blocks above and below only. # horizontal+vertical: Connect horizontally, then vertically. # vertical+horizontal: Connect vertically, then horizontally. # top: Connect to block above only (sandstone). # random: Pick a tile at random. # repeat: Repeat a fixed pattern over large areas. # fixed: Use a single fixed tile. Equivalent to random with only one tile. method= # (Required) List of replacment tiles to use. Each tile must be a separate # image, just like terrain and item textures. Tiles can be specified in # several ways # 0 -> 0.png # 8-11 -> 8.png, 9.png, 10.png, 11.png # name -> name.png # name.png -> name.png # default -> none, use the default texture for that block/tile # full/path/name.png -> full/path/name.png # In all cases but the last, the png file must be in the same directory as # the properties file itself. # The formats can be mixed and matched, e.g. # tiles=0-4 5 some/other/name.png tiles= # (Optional) Connect type. For methods that connect to adjacent blocks, # specify how the game should decide if two blocks should be connected. # block: Connect if block id of this block = block id of neighbor. # tile: Connect if tile texture of this block = tile of neighbor. # material: Connect if block material (stone, dirt, etc.) = neighbor's. # The default is block for block-based properties files and tile for # tile-based. connect= # (Optional) Faces. Limit the mod to only certain faces of the block. # bottom: Bottom face (negative y). # top: Top face (positive y). # north: North face (negative z). # south: South face (positive z). # east: East face (positive x). # west: West face (negative x). # sides: Shorthand for north south east west. # all: All sides. # NOTE: This property is ignored on non-standard blocks. faces= # (Optional) Metadata. Limit the mod to only blocks with certain metadata # values. Can be any list of values between 0 and 31. metadata= # (Optional) Biome and height restrictions. Limit the mod to only certain # biomes or height ranges. See mob.properties for a list of valid biome names. biomes= heights= # (Optional) Render pass used with the Better Glass mod. Specifies the render # pass during which the new texture should be used. Otherwise it is used for # the block's default rendering pass. # See renderpass.properties for valid values here. renderPass= # NOTE: Due to renderer limitations, specifying a renderPass requires block # ID-based ctm (either by naming the file block.properties or using # matchBlocks=... instead of matchTiles=...), not tile-based. # # To make colored glass, you need two sets of tiles: one for the frame and # another for the overlay. Here is an example, assuming tiles 0-46 are the # frame and 47-93 are the overlay. # # mcpatcher/ctm/glass/glass1.properties: # matchBlocks=glass # method=ctm # tiles=0-46 # renderPass=backface # # mcpatcher/ctm/glass/glass2.properties: # matchBlocks=glass # method=ctm # tiles=47-93 # renderPass=overlay # # mcpatcher/ctm/glass/glass_pane1.properties: # matchBlocks=glass_pane # method=ctm # tiles=0-46 # # mcpatcher/ctm/glass/glass_pane2.properties: # matchBlocks=glass_pane # method=ctm # tiles=47-93 # renderPass=overlay ############################################################################### # Everything below here is for specific ctm methods. Each .properties file # should contain only one of these sections. ############################################################################### ############################################################################### # Standard 8-way connected textures ############################################################################### method=ctm # (Required) List of 47 tiles to use. tiles=<47 tiles> # (Optional) Whether to show seams on inner edges when connecting to adjacent # blocks. innerSeams=false ############################################################################### # Horizontal-only connected textures ############################################################################### method=horizontal # (Required) List of 4 tiles to use. tiles=<4 tiles> ############################################################################### # Vertical-only connected textures ############################################################################### method=vertical # (Required) List of 4 tiles to use. tiles= ############################################################################### # Top connected textures ############################################################################### method=top # (Required) Only one tile is needed. tiles= ############################################################################### # Random textures ############################################################################### method=random # (Required) List of any number of tiles to choose from. tiles= # (Optional) List of weights to apply to the random choice. For example, if # you have # tiles=6-11 # weights=10 1 10 2 7 3 # then tiles 6 and 8 will have a weight of 10, 7 will have a weight of 1, etc. # Weights do not have to total 100 or any other particular value. In the above # example, tiles 6 and 8 will each be used ~30.3% (10/(10+1+10+2+7+3)) of the # time and so forth. weights= # (Optional) Desired level of symmetry for the faces of each block. Applies to # standard 6-sided blocks only. # none: All 6 faces are textured independently. This is the default. # opposite: 2-way symmetry; opposing faces have the same texture, but each pair # can potentially have a different texture. # all: All 6 faces have the same texture. symmetry= # (Optional) Texture linking between related blocks. # If true, MCPatcher uses the same random number seed for all parts of a # multiblock object, for example, the top and bottom halves of tall grass. # This allows you to create randomized textures that will remain consistent # within each set of blocks. If this property is false, the two halves will # be "scrambled", i.e., chosen independently. # # NOTE: For this to work properly, you'll need multiple properties files with # linked=true and the same number of replacement textures and same set of # weights. For example, # double_plant_top.properties: # method=random # tiles=grass_top1 grass_top2 grass_top3 # weights=1 2 3 # linked=true # double_plant_bottom.properties: # method=random # tiles=grass_bottom1 grass_bottom2 grass_bottom3 # weights=1 2 3 # linked=true # # The default is false. The linked property currently applies only to plants # (e.g., reeds), double plants, and doors. linked= ############################################################################### # Repeat pattern textures ############################################################################### method=repeat # (Required) Width of the repeating pattern. width= # (Required) Height of the repeating pattern. height= # (Required) List of exactly width * height tiles. tiles= # (Optional) Desired level of symmetry for the faces of each block. Applies to # standard 6-sided blocks only. # none: All 6 faces are textured so that the pattern tiling looks the same from # all sides. This is the default. # opposite: 2-way symmetry; opposing faces have the same texture, which means # that tiling on the south and east faces will be mirrored left-to-right from # compared to the north and west faces. symmetry= ############################################################################### # Fixed textures ############################################################################### method=fixed # (Required) Single tile to use. tiles=