remove ctm guide as it is worse than wiki (#1706)
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# CTM Guide<img src="img/logo-readme.png" align="right">
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###### by Vortex [@vortex_so in discord, any suggestions are accepted]<br>
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This file describes how to use CTM, structure of `.properties` file and some useful (or not) techniques
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### Note:
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- All textures for CTM textures are in `[modname]/mcpatcher/ctm` folder<br>
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the overrides apply globally so it doesn't matter in which directory you put them<br>
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- in the `ctm` folder you must have a folder with your block name (or any name actually)<br>
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in that folder you will have all texture files (animations allowed via mcmeta file for every texture) and `.properties` file<br>
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multiple `.properties` files are allowed for a single folder and set of textures for more complex behaviour (see examples)
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## Quick Links
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- **[Method](#method)**
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- **[MatchBlocks](#matchblocks)**
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- **[MatchTiles](#matchtiles)**
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- **[Tiles](#tiles)**
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- **[Connect](#connect)**
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- **[Faces](#faces)**
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- **[Biomes](#biomes)**
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- **[Heights](#heights)**
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- **[RenderPass](#renderpass)**
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- **[InnerSeams](#innerseams)**
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- **[Weights](#weights)**<br>
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- **[Examples](#examples)**
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## Structure of `.properties` files
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---
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## `matchBlocks`
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Override for a specific block, you can get the value from the tooltip if you have this feature enabled.<br>
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Can accept several values which allows to apply one CTM for different blocks.<br>
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if no value for this property was provided, Angelica will fallback to name of the `.property` file
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examples:<br>
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`matchBlocks=gregtech:gt.blockcasings4`<br>
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`matchBlocks=minecraft:glass minecraft:glass_pane`
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---
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## `matchTiles`
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Override for a specific texture, main difference from matchBlocks is that this will only match a certain texture, not the block itself<br>
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example:<br>
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`matchTiles:minecraft:blocks/stone`
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---
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## `tiles`
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The list of texture names for CTM. Supports ranges and explicit names.<br>
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You probably would want to use texture names like `0.png`, `1.png` as it is easier, however this allows for any names
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examples:<br>
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`tiles=0-46` - classic for full CTM, expects files from `0.png` to `46.png`<br>
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`tiles=0-3,5, 8` - expects files `0.png`, `1.png`, `2.png`, `3.png`, `5.png`, `8.png`<br>
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`tiles=sometext,somemoretext` - expects files `sometext.png`, `somemoretext.png`
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---
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## `connect`
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Sets how the blocks are connected, can accept values: `block`, `tile`, `material`<br>
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`block` connects based on block (who would guess)<br>
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`tile` connects based on texture<br>
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`material` connects based on material (didn't really understand this part, ig it is for stone, iron, wood etc)<br>
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Fallbacks to `block` if no value for `matchTiles` is set, otherwise fallbacks to `tile`<br>
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Most of the time you don't need to set this value because of that fallback rule
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example:<br>
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`connect=block`
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---
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## `faces`
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Limit to specific faces of a block, can accept several values<br>
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Fallbacks to `all` if value not present in the `.properties` file
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examples:<br>
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`faces=top`<br>
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`faces=all`<br>
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`faces=bottom`<br>
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`faces=sides`<br>
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`faces=north south east west`<br>
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`faces=top bottom sides`
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---
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## `biomes`
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Limit to specific biomes, can accept several values<br>
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Fallbacks to all if value not present in the `.properties` file
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examples:<br>
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`biomes=plains`<br>
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`biomes=desert forest`<br>
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`biomes=taiga jungle savanna`
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---
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## `heights`
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Limit to certain Y levels, can only accept several values<br>
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can be set through either `minHeight` and `maxHeight` or `heights`
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examples:<br>
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`heights=0-64`<br>
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`heights=64-255`<br>
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example of maxHeight and minHeight:<br>
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`minHeight=64`<br>
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`maxHeight=128`
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---
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## `renderPass`
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Controls which rendering layer a CTM rule is applied in<br>
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In most cases you only need it to avoid rendering issues with transparency
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`renderPass=solid` used for fully opaque blocks<br>
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`renderPass=cutout` used for fences, glass CTM, textured blocks with hard transparency<br>
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`renderPass=translucent` used for transparent blocks like glass or water<br>
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`renderPass=cutout_mipped` no idea for what<br>
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`renderPass=overlay` used for blocks with an overlay, for example GT hatches or damaged anvils<br>
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`renderPass=backface` used for blocks with a backface, however it is very rare to use this one
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---
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## `innerSeams`
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Adds internal seams, fallback to `innerSeams=false` if not set<br>
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example:<br>
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`innerSeams=true`
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---
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## `weights`
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Priority, used for `Random` type to determine which textures have certain chances to be used for render<br>
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accepts several values, assigns values correspondingly to `tiles` list values
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examples:<br>
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`weight=10`<br>
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`weights=1 3 3 2 1`
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---
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# `Method`
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Selects CTM mode:
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- [LINK](#full-ctm-ctm) `ctm` / `glass` / `default`
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- [LINK](#compact-ctm) `compact` / `ctm_compact`
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- [LINK](#horizontal)`horizontal` / `bookshelf`
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- [LINK](#vertical)`vertical`
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- [LINK](#horizontalvertical-hv)`horizontal+vertical` / `h+v`
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- [LINK](#verticalhorizontal-vh)`vertical+horizontal` / `v+h`
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- [LINK](#top)`top` / `sandstone`
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- [LINK](#repeat)`repeat` / `pattern`
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- [LINK](#random)`random`
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- [LINK](#fixed)`fixed` / `static`
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example:<br>
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`method=ctm`
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### Full CTM (ctm)
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Requires exactly 47 tiles, the most versatile but the most size-heavy method
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Here's a visual explanation of how the textures should be numbered:
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<img src="img/CTM/CTM-pattern.png" width="624" style="image-rendering: pixelated;">
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---
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### Compact CTM
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Requires exactly 5 tiles.
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<img src="img/CTM/CCTM-pattern.png" width="284" style="image-rendering: pixelated;">
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Splits face into 4 quadrants and builds final texture per quadrant.
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Here's a visual explanation of how it works on an example of 3x3 blocks pattern with a cutout:
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<img src="img/CTM/CCTM-principle.png" width="400" style="image-rendering: pixelated;">
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as you can see, compact CTM has a single limitation:<br>
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the size of any part of texture, such as an edge or a corner, can't be larger than `8x8` pixel<br>
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this is the main case where only full CTM can be used.
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---
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### Horizontal
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Requires exactly 4 tiles. connects only horizontally, used for bookshelves for example
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<img src="img/CTM/HCTM-pattern.png" width="284" style="image-rendering: pixelated;">
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---
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### Vertical
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Requires exactly 4 tiles.
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<img src="img/CTM/VCTM-pattern.png" height="284" style="image-rendering: pixelated;">
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---
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### Horizontal+Vertical (h+v)
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Requires exactly 7 tiles.
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Two-stage: horizontal first, then vertical if none horizontal variations are found.
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<img src="img/CTM/HVCTM-pattern.png" height="284" style="image-rendering: pixelated;">
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---
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### Vertical+Horizontal (v+h)
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Requires exactly 7 tiles.
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Two-stage: vertical first, then horizontal if none vertical variations are found.
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<img src="img/CTM/VHCTM-pattern.png" height="284" style="image-rendering: pixelated;">
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---
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### Top
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Requires exactly 1 tile.
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Applies tile on side faces when block above matches, for example used for smooth sandstone
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---
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### Repeat
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Requires width * height tiles.
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Properties:
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- `width` - defines the number of tiles in width
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- `height` - defines the number of tiles in height
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- `symmetry` - defines the symmetry of the pattern, can be either `none` or `opposite`
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Just uses N*M grid, for example<br>
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`0 1 2 3 4`<br>
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`5 6 7 8 9`
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---
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### Random
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Any number of tiles.
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Properties:
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- `weights` - described [here](#weights)
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- `symmetry` - accepts `all`, `opposite`, `none`, groups opposite faces together, otherwise keeps them independent
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- `linked` - makes the textures consistent between render states, not needed much
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---
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### Fixed
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Requires exactly 1 tile. Always uses the same tile.<br>
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useful only if combined with height or other properties (see examples)
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---
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# Examples
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## Glass via full CTM
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```properties
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matchBlocks=minecraft:glass minecraft:glass_pane
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metadata=0
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method=ctm
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faces=all
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tiles=0-46
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connect=block
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```
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## Multiple properties files usage
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### Use multiple .properties files with different heights for more detailed worldgen
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this one will use one texture for lower part of the world and another for the rest of the world
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```properties
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matchBlocks=minecraft:dirt
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metadata=0
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method=fixed
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faces=all
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tiles=0
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connect=block
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maxHeight=40
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```
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```properties
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matchBlocks=minecraft:dirt
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metadata=0
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method=fixed
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faces=all
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tiles=0
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connect=block
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minHeight=41
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```
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---
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