docs: 添加“连接纹理”配置文件说明
This commit is contained in:
320
docs/ctm.properties
Normal file
320
docs/ctm.properties
Normal file
@@ -0,0 +1,320 @@
|
|||||||
|
###############################################################################
|
||||||
|
#
|
||||||
|
# https://github.com/sp614x/optifine/blob/master/OptiFineDoc/doc/ctm.properties
|
||||||
|
#
|
||||||
|
# Sample configuration for OptiFine's Connected Textures feature.
|
||||||
|
# Based on the configuration for MCPatcher's Connected Textures mod.
|
||||||
|
#
|
||||||
|
# Not implemented:
|
||||||
|
# - renderPass
|
||||||
|
#
|
||||||
|
###############################################################################
|
||||||
|
# ctm.properties
|
||||||
|
###############################################################################
|
||||||
|
#
|
||||||
|
# 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
|
||||||
|
# optifine/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
|
||||||
|
# optifine/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=<list of matching tile names>
|
||||||
|
|
||||||
|
# To refer to a tile from vanilla MC, simply use its name in textures/block:
|
||||||
|
# matchTiles=dirt
|
||||||
|
# To refer to a tile from a mod, you will need to know its name
|
||||||
|
# matchTiles=botania:blazeblock
|
||||||
|
# Tiles output by CTM rules can also be matched by another rule. The tile name
|
||||||
|
# is simply the full path to the tile
|
||||||
|
# matchTiles=optifine/ctm/mygrass/1.png
|
||||||
|
# Block format (optional parts are in <>)
|
||||||
|
# <namespace:>name<:property1=value1,value2...:property2=value1,value2...>
|
||||||
|
# For example:
|
||||||
|
# short name: oak_stairs
|
||||||
|
# full name: minecraft:oak_stairs
|
||||||
|
# name + properties: minecraft:oak_stairs:facing=east,west:half=bottom
|
||||||
|
matchBlocks=<list of blocks + optional properties>
|
||||||
|
|
||||||
|
# These two properties can be omitted if they can be inferred from the filename instead:
|
||||||
|
# - optifine/ctm/xxx/<name>.properties assumes
|
||||||
|
# matchTiles=<name>
|
||||||
|
# - optifine/ctm/xxx/block_<name>.properties assumes
|
||||||
|
# matchBlocks=<name>
|
||||||
|
# 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=<integer>
|
||||||
|
|
||||||
|
# (Required) Method to use when choosing a block's replacement texture:
|
||||||
|
# Methods:
|
||||||
|
# ctm: Standard 8-way method (glass in the original CTM), uses 47 tiles.
|
||||||
|
# ctm_compact: Compact 8-way method, uses 5 tiles.
|
||||||
|
# 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.
|
||||||
|
# overlay: Overlay for block transitions, uses 17 tiles.
|
||||||
|
# overlay_ctm: Overlay variant of method "ctm".
|
||||||
|
# overlay_random: Overlay variant of method "random".
|
||||||
|
# overlay_repeat: Overlay variant of method "repeat".
|
||||||
|
# overlay_fixed: Overlay variant of method "fixed".
|
||||||
|
# The overlay methods can be combined with other methods if they come
|
||||||
|
# before them in the processing order (alphabetically).
|
||||||
|
# The method "ctm_compact" is not compatible with any of the overlay methods.
|
||||||
|
method=<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
|
||||||
|
# <skip> -> skip the tile, continue with next CTM properties
|
||||||
|
# <default> -> 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
|
||||||
|
# The overlay methods may use the special name "<skip>" for empty tiles
|
||||||
|
# that are to be skipped. The overlay methods can't use the tile name "<default>".
|
||||||
|
tiles=<list of 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.
|
||||||
|
# state: Connect if block state (block + properties) = neighbour's
|
||||||
|
# The default is block for block-based properties files and tile for tile-based.
|
||||||
|
connect=<block | tile | material | state>
|
||||||
|
|
||||||
|
# (Optional) Connect tiles. Only for method "overlay"
|
||||||
|
# Connects only to blocks which are using the specified tiles
|
||||||
|
connectTiles=<list of tiles>
|
||||||
|
|
||||||
|
# (Optional) Connect blocks. Only for method "overlay"
|
||||||
|
# Connects only to specified blocks
|
||||||
|
connectBlocks=<list of blocks>
|
||||||
|
|
||||||
|
# (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.
|
||||||
|
# This property is ignored on non-standard blocks.
|
||||||
|
faces=<combination of: north south east west top bottom sides all>
|
||||||
|
|
||||||
|
# (Optional) Biome and height restrictions.
|
||||||
|
# Limit only to certain biomes or height ranges.
|
||||||
|
# The vanilla biome names are listed here: https://minecraft.gamepedia.com/Biome#Biome_IDs
|
||||||
|
# Biomes added by mods can also be used.
|
||||||
|
# The legacy properties "minHeight" and "maxHeight" are also recognized.
|
||||||
|
biomes=<biome list>
|
||||||
|
heights=<height ranges>
|
||||||
|
|
||||||
|
# (Optional) Compact CTM tile replacement. Only for method "ctm_compact"
|
||||||
|
# Allows to define replacement tile for a specific CTM case
|
||||||
|
# <ctm_index> is the index of the CTM case from the CTM template (0-46)
|
||||||
|
# <tile_index> is the index of the tile as defined in "tiles" (not the tile name!)
|
||||||
|
# With "ctm_compact" you can define more than 5 tiles and use the additional
|
||||||
|
# tiles as replacements
|
||||||
|
ctm.<ctm_index>=<tile_index>
|
||||||
|
|
||||||
|
# (Optional) Tint index. Only for method "overlay"
|
||||||
|
# Tint index for the tile texture
|
||||||
|
# Default is -1 (disabled
|
||||||
|
tintIndex=<index>
|
||||||
|
|
||||||
|
# (Optional) Tint block. Only for method "overlay"
|
||||||
|
# The block used for the tile texture tinting.
|
||||||
|
# Different blocks use different colors for the same tint index.
|
||||||
|
tintBlock=<block>
|
||||||
|
|
||||||
|
# (Optional) Layer. Only for method "overlay"
|
||||||
|
# The layer on which the overlay texture should be rendered
|
||||||
|
# Values:
|
||||||
|
# cutout_mipped - transparent textures with mipmaps
|
||||||
|
# cutout - transparent textures without mipmaps
|
||||||
|
# translucent - translucent textures with mipmaps
|
||||||
|
# Default is "cutout_mipped"
|
||||||
|
layer=<cutout_mipped|cutout|translucent>
|
||||||
|
|
||||||
|
# (Optional) Name
|
||||||
|
# Only for blocks which have corresponding nameable tile entities.
|
||||||
|
# For example:
|
||||||
|
# beacon brewing_stand enchanting_table furnace dispenser dropper hopper
|
||||||
|
# See "custom_guis.properties" for the name matching syntax.
|
||||||
|
name=<name>
|
||||||
|
|
||||||
|
###############################################################################
|
||||||
|
# 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
|
||||||
|
|
||||||
|
###############################################################################
|
||||||
|
# Compact 8-way connected textures
|
||||||
|
###############################################################################
|
||||||
|
|
||||||
|
method=ctm_compact
|
||||||
|
# (Required) List of 5 tiles to use.
|
||||||
|
tiles=<5 tiles>
|
||||||
|
# (Optional) Whether to show seams on inner edges when connecting to adjacent
|
||||||
|
# blocks.
|
||||||
|
innerSeams=false
|
||||||
|
|
||||||
|
###############################################################################
|
||||||
|
# Compact 8-way connected textures with special cases
|
||||||
|
###############################################################################
|
||||||
|
|
||||||
|
method=ctm_compact
|
||||||
|
# (Required) List of 5 tiles to use.
|
||||||
|
tiles=<5 tiles> <additional tiles>
|
||||||
|
# (Optional) Indexes of replacement tiles for some CTM cases
|
||||||
|
ctm.46=5
|
||||||
|
ctm.17=6
|
||||||
|
|
||||||
|
###############################################################################
|
||||||
|
# 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=<list of tiles>
|
||||||
|
|
||||||
|
###############################################################################
|
||||||
|
# Top connected textures
|
||||||
|
###############################################################################
|
||||||
|
|
||||||
|
method=top
|
||||||
|
# (Required) Only one tile is needed.
|
||||||
|
tiles=<single tile>
|
||||||
|
|
||||||
|
###############################################################################
|
||||||
|
# Random textures
|
||||||
|
###############################################################################
|
||||||
|
|
||||||
|
method=random
|
||||||
|
# (Required) List of any number of tiles to choose from.
|
||||||
|
tiles=<list of 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=<same-size list of weights>
|
||||||
|
# Random loops
|
||||||
|
# Repeats the random function several times to increase randomness.
|
||||||
|
# Can be used to make different textures use different random patterns.
|
||||||
|
# Higher values may decrease the chunk loading speed.
|
||||||
|
# Default is 0.
|
||||||
|
randomLoops=<0-9>
|
||||||
|
# (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=<none | opposite | all>
|
||||||
|
# (Optional) Texture linking between related blocks.
|
||||||
|
# If true, OptiFine 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=<true | false>
|
||||||
|
|
||||||
|
###############################################################################
|
||||||
|
# Repeat pattern textures
|
||||||
|
###############################################################################
|
||||||
|
|
||||||
|
method=repeat
|
||||||
|
# (Required) Width of the repeating pattern.
|
||||||
|
width=<width of pattern>
|
||||||
|
# (Required) Height of the repeating pattern.
|
||||||
|
height=<height of pattern>
|
||||||
|
# (Required) List of exactly width * height tiles.
|
||||||
|
tiles=<list of width * height 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=<none | opposite>
|
||||||
|
|
||||||
|
###############################################################################
|
||||||
|
# Fixed textures
|
||||||
|
###############################################################################
|
||||||
|
|
||||||
|
method=fixed
|
||||||
|
# (Required) Single tile to use.
|
||||||
|
tiles=<single tile>
|
||||||
BIN
docs/ctm_template.png
Normal file
BIN
docs/ctm_template.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 2.1 KiB |
Reference in New Issue
Block a user