#Unicode-Plus Template Pack
1 messages · Page 1 of 1 (latest)
I am also confused on how to understand the values in the file - as it is not Hex
yep the hive icons are used in many unicode packs so might as well use them here as a template for starting. The symbol used to showcase Unicode is called Hex for example "î„€". I have put together a more organized Hex template that's numbered and lettered based from the Glyph_E1.png I edited. The unicode is the actual image that you can create easily with the template i made and base any size. MC mainly imports there unicode through the Glyph_E0 or A1 png. Glyph_E1 people use alot in packs so i tried to make it easier.
Just because every copycat uses them, i'd personally would avoid doing that, mostly for legal reasons. Minecraft already got icons, using those might be more safe. In that case you could also just link to https://github.com/TwistedAsylumMC/bedrock-unicode-characters
I've been doing a similar post recently #1052351840899059803, i'd link the pack to it, but i find it quite confusing at it's current state.
Also, both the icons you put here don't render ^^"
Why did you cross out some of the slots? All of them can be used and rendered just fine in MC
I'd really change the "name" column and the fields in the pack to Hex in order to match the unicode column
but to be fair, this texture will be quite useful to some people in order to figure out the correct unicode, i wanted to make such a guide texture as well but found it too tedious to input text for 16*16 positions
And i have basically resolved to using a code script in order to get the positions of the unicode anyways haha ^^"
Thank you for the advice, I have just updated the pack so there are templates for 16x16, 32x32, and 64x64. Took like 5 seconds and it’s easy to edit and test with the sub pack I created.
Also the hex that’s missing is actually missing, I’ve look all around can’t find those rows. When update 1.16.200 came out Unicode was changed and the E1 glyph was banished and they took the hex out of the game.
They are using the missing hex for another glyph
Definitely possible to use all slots
Oh it should probably also be mentioned that the first few symbols (8 i believe) are used by Minecraft in the Store and How To Play screens and changing those will alter the look on these UIs
I’ll update the pack thanks, I’m just at work 24/7. Also ya the first 8 do change that but it’s just for world use.
If someone really used all the slots for each square here that’s insane, you can just use 1 for that square color then copy it.
it was just an example texture to fill up the file, but you are right, for this specific case that'd be true (couldn't find a nice color gradient that would have needed every single "pixel")
i added some code snippets to my showcase btw in case you need some unicodes
I’ll be adding the default E0 glyph and editable A1 glyph to Unicode plus tonight.
I’ll also update the current E1 glyph so the default Unicode is in place so it doesn’t mess up the how to play and marketplace text.
updated the pack to v1.0 with Unicode edit for base size 16x16, 32x32, and 64x64. This is a subpack including a slider for those Unicode base sizes. Switch it when you have the pack applied the start editing the glyphs within the pack contents.
https://github.com/Dooka-Packages/Dooka-Portfolio/releases/tag/unicode-plus
these are the only E1 glyph unicode in the vanilla list, and the rest go to the E0 glyph texture. So it shouldint be an issue i just gotta edit the E0 glyph and add the default unicode in then the reset can be edited.
i cant make sense of that sentence, but i just woke up anyways
There is actually 2 more, made a PR https://github.com/TwistedAsylumMC/bedrock-unicode-characters/pull/9
There are many glyph textures in the game font folder over 200 E0-E1 and A1 are main glyphs that are used in the vanilla ui for Unicode characters. I updated the Unicode-Plus subpack E1 glyph so the default Unicode and marketplace/how to play Unicode doesn’t get messed up.