############################################################################### # 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 /ctm folder # of your texture pack. You no longer have to name them block.properties or # terrain.properties, but if you do not follow this convention, you must # specify block IDs or tile numbers inside the .properties file instead. # # 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. ############################################################################### ############################################################################### # General properties used by all methods: ############################################################################### # (Optional) List of block and/or tile IDs 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. blockIDs= tileIDs= # These two properties can be omitted if they can be inferred from the filename # instead: # /ctm/block.properties assumes # blockIDs= # tileIDs= # /ctm/terrain.properties assumes # blockIDs= # tileIDs= # unless you specify them explicitly. # (Required) Name of source texture. This can be anywhere in your texture pack # and multiple .properties files can share the same source (with different tile # numbers). source= # (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. # 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 for some methods) List of tiles to use. Remember that tiles are # indexed from left to right, top to bottom starting at 0 with 16 per row. # Syntax is a list of tiles or tile ranges. The following are equivalent: # tiles=4-6 8-10 # tiles=4 5 6 8 9 10 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 /ctm/block.properties and tile for # /ctm/terrain.properties. 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. Uses the same syntax as the "tiles" property and can be any list of # values between 0 and 31. metadata= # (Optional) Render pass. Specifies the render pass during which the new # texture should be used. # 0: Normal, solid block rendering pass. Virtually all blocks use this pass. # Only on/off transparency is supported. # 1: Existing translucent blocks (water, ice, etc.). # With MCPatcher, two new rendering passes are available: # 2: Same as pass #0 but with backface culling disabled. Use this to render # all six faces of the glass block frame. # 3: Extra pass with full alpha support. Will be hidden when rendered behind # water, etc., from pass #1. The blending method can be changed in # /renderpass.properties. renderPass=0 # NOTE: Due to renderer limitations, specifying a renderPass requires block # ID-based ctm (either by naming the file /ctm/block.properties or using # blockIDs=... instead of tileIDs=...), not tile number-based. # # The rendering passes happen in this order: 0, 2, 1, 3 # # To make colored glass, you need two sets of tiles: one for the frame and # another for the overlay. Here is an example, assuming the first four rows # of the image are the frame and the second four are the overlay: # # /ctm/block20.properties: # source=/ctm/myglass.png # method=ctm # tiles=0-11 16-27 32-43 48-59 # renderPass=2 # # /ctm/block20a.properties: # source=/ctm/myglass.png # method=ctm # tiles=64-75 80-91 96-107 112-123 # renderPass=3 # # /ctm/block102.properties: # source=/ctm/myglass.png # method=ctm # tiles=0-11 16-27 32-43 48-59 # # /ctm/block102a.properties: # source=/ctm/myglass.png # method=ctm # tiles=64-75 80-91 96-107 112-123 # renderPass=3 # # NOTE: We use renderPass=2 for the glass block frame (block 20) but not the # glass pane (block 102). This is because the glass pane is rendered with 0 # thickness which causes Z-fighting unless the back face is culled. So the # default render pass of 0 is actually best. ############################################################################### # 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 source= # (Optional) List of tiles to use, must be exactly 48 tiles. The default is # the upper left 12x4 area: tiles=0-11 16-27 32-43 48-59 ############################################################################### # Horizontal-only connected textures ############################################################################### method=horizontal source= # (Optional) List of tiles to use, must be exactly 4 tiles. The default is the # rightmost 4 tiles on the first row. tiles=12-15 ############################################################################### # Vertical-only connected textures ############################################################################### method=vertical source= # (Required) List of tiles to use, must be exactly 4 tiles. There is no # default; you must specify a list here. tiles= ############################################################################### # Top connected textures ############################################################################### method=top source= # (Optional) Only one tile is needed. tiles=66 ############################################################################### # Random textures ############################################################################### method=random source= # (Required) List of tiles to choose from. There is no default; you must # specify a list here. 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 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 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= ############################################################################### # Repeat pattern textures ############################################################################### method=repeat source= # (Required) Width of the repeating pattern. width= # (Required) Height of the repeating pattern. height= # (Required) List of exactly width * height tiles. You do not have to arrange # them in a rectangle, but doing so makes things easier to see how the pattern # will look in-game. Obviously total area cannot exceed 256 tiles, but an, # e.g., 20x12 pattern is permissible. tiles= # (Optional) Desired level of symmetry for the faces of each block. Applies to # standard 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 source= # (Required) Single tile to use. tiles=