#Resource Packs General
1 messages Β· Page 2 of 1
Huh. That makes no sense. Try modifying splash particle by adding ??0 after variables, that should get rid of the errors by using 0 if the variables are undefined
it's very confusing and tbh frustrating lol
This particle is the only place where splash_power variable is used, so this has to be the issue
which file is that? the one you linked before?
Yes
alright will try
thank you very much @rocky light!
fortunately it wasn't anything big, but got a donation link or paypal?
It's fine, no need to pay
What for? There will be different methods depending on how you want to use it
My goal is to run a particle at a specified player. It should work everywhere, so no tags/positions and other things should be used. I had thoughts about q.skin_id, but I've not investigated it well.
How do you determine which player to choose
Mainly. Before I faced some issues, I was selecting by nickname.
So you want a fully client side solution (no BP) that can let you select a specific player to spawn a particle at?
Do you want to select player during the game?
You'd need temp leaking for that. And I see 2 decent options for how to choose a player, you can either select by pointing camera at the player or by some kind of arbitrary index
No, I select before launching MC (determine in files).
I'm on the train at the moment, so I rarely reply.
Why not use nickname then? It seems like the best option to me
Some servers change nicknames (add emoji before and after nickname, use colored text) and it is impossible to guess how it is written. Once I even created a pack to see what emojis are used β it didn't help.
So is there anything like the "Item scroller" from java in be? Atleast the mass crafter part.....
can i adjust the position of the players camera or should i ask this in another channel?
now with the new "render dragon features" it's possible the make a new skybox for the end?
You could always change the end background.
There is a folder in the vanilla resource pack game files that has camera related stuff in it. Ill send an archive to you in your dms soonβ’οΈ
that's not the best solution
Is there any ways we can query CustomModelData from NBT data?
the goal is to reimplement its functionality in bedrock
yeah java is kinda simple with negative spaces and ascents, sadly you can't do that here
what
basically you can
in bedrock
I mean you can't do negative spaces and ascent stuff with fonts in bedrock
hmm true but the logic behind that would be kinda crazy wouldn't it? if I want very custom lore
yea it would be crazy
hi , how can i change grass color for biome in a texture pack?
editing texture
texture of what
grass
uhh
Is there no player animated pack for hello mcpe like this java?
hi, can someone explain to me how works the encryption of the RP? I have encrypted it and it generated the folder with the encrypted data and a key, now how can setup it on the server in order for the clients to decrypt it while playing?
You won't get help with that here, we don't discuss encryption
so how ppl protect the RP? there is no protection at all?
Usually obfuscate JSON, but that's not much of a protection. No matter what you do there will be a way to undo it.
So really the only way to guarantee that your RP won't be stolen us to not have RP at all
try the pocketmine discord instead, if you've got that far you'll get the rest of help over there
but we do not allow DRM talk here
as Veka said
Whats going wrong here hmm
what's a glyph file max resolution?
alright thx
anyone know why my .lang file isnt working i know there isnt any typos in it
Can OreUI already be used?
what does f stand for
"color": {
"r": "1.0f",
"g": "1.0f",
"b": "1.0f",
"a": "0.3f"
}
It just says that the value is a float number
nope, it still isnt data-driven
don't think so.. but if you put each leg in the same bone and animate that bone instead, you might get similar effect?
Would anyone know why trying to make the enchantment glint green makes it look so dim?!
and is there a way to fix it?
you can see it just fine and its nice and bright except for if its green
hey idk where this is supposed to be but how could I disable particles? like crit particles only
remove their json file i think
they have one?
most particle does
file path please
vanilla packs particles folder
oh, i dont use them in my pack, I have none
Downloadable from: https://github.com/Mojang/bedrock-samples/releases
bedrock.dev archive: https://bedrock.dev/packs
GitHub (RP & BP) : https://github.com/bedrock-dot-dev/packs
Example particles: https://aka.ms/MCParticlesPack
nvm figured it out thanks!
does anyone know why this doesn't spawn my particle? No errors.
send the entity rp file
oh wait.. isnt particle effect meant to be in animation, not controller
works in both
are pack settings to manage sub packs not accessible on servers?
Possible to render texture A to players tagged A and texture B to players tagged B from the same entity?
nope, afaik there isnt a query for that
hmm sad, should really be a thing
is there a way to remove the scoreboard red numbers from the resource pack side?
okay found out
Someone can help they dosen"t work
and i don't have error ig :
{
"format_version": "1.14.0",
"sound_definitions": {
"record:13": {
"__use_legacy_max_distance": "false",
"category": "ui",
"max_distance": 999999.0,
"sounds": [
{
"load_on_low_memory": true,
"name": "sounds/1",
"stream": true,
"volume": 1.00
}
]
},
"record:car": {
"__use_legacy_max_distance": "false",
"category": "ui",
"max_distance": 999999.0,
"sounds": [
{
"load_on_low_memory": true,
"name": "sounds/2",
"stream": true,
"volume": 1.00
}
]
},
"record:blocks": {
"__use_legacy_max_distance": "false",
"category": "ui",
"max_distance": 999999.0,
"sounds": [
{
"load_on_low_memory": true,
"name": "sounds/3",
"stream": true,
"volume": 1.00
}
]
},
Oh that sucks
"record:13": {
"category": "music",
"sounds": [
"sounds/1"
]
}
try that like a template
that should work
hey does anyone know if you can change hoe enchantment glints are rendered?
like not just the texture
but like the way it moves on items and armor
u put record:car instead of cat
Anyone got q.remaining_durability work in resource packs?
Some people have changed it, mostly you can find modified glint in pvp packs
well yeah they change the
enchantment_glint.png texture
but Iβm specifically talking about changing how its rendered
because the way mcbe renders the enchant glint looks ugly and also cannot properly render the color green
I want to make my texture pack have a green enchantment glint but the problem is that bc of the way its rendered in it becomes super dim and hard to see
IDK, maybe try to mess with materials
alright then
You are right, glint color is hardcoded into the game, it will multiply glint texture by that color when rendering entity w glint. You can make custom glint overlay instead with materials
ahhh! i knew i was on the right track with understanding it!
This has some info on how you'd make a custom glint https://discord.com/channels/523663022053392405/1139212881242619955
hahaah! now off to learn how to use materials ππ
tysm!
Actually there is already a template https://discord.com/channels/523663022053392405/1075613258259644416
Hi, is it possible to make a particle attached to an entity redder the less life the entity has?
there is??
wait so how do i use this pack of his?
what entities do i even attatch it to??
not from what i know but you might be able to make more particles show up or make the particles linger so that there is more by the time they're close to death
Thank you
np
Will keeping ur active resources packs in the development_resource_pack folder cause any issues like, game crash or something bcz ive been facing "global resource reset" often and game crashing while opening
it shouldnt but you should make sure to turn off ur resourse packs before moving them from rp folder to devrp folder & restart ur game before putting them back on
I dont move them from rp to devrp folder, they are always in devrp folder π
So I'm new to res packs
Anyone have any tuts for me to watch?
I just want to know how to make custom sounds
is there a software to make texture_set faster?
?sounds
Wiki List for Block Sounds
https://wiki.bedrock.dev/blocks/block-sounds.html
Wiki List for playsound https://wiki.bedrock.dev/documentation/sound-definitions.html
Another Web List for playsound
https://www.digminecraft.com/lists/sound_list_pe.php
Custom Sounds
https://wiki.bedrock.dev/concepts/sounds.html
The 4th link.
I kind of forgot how to make the mob perform an animation when chasing the target does anyone know?
oh good
would anyone know how i could make a green enchantment glint? coloring the enchantment glint texture green doesnt seem to work
is there a render controller or something like that so i can force the glint to be green instead of purple
hey quick question, could someone help me make 2 simple item textures by any chance..?
Does anyone have the name of a texture pack that had those little arrows so you can retype what you typed last?
I want to change how the stick looks like, I changed the model with an attachable but this only makes it change when the player has it equipped. I want to put the item in a frame and have it show the texture, is there any way to do it?
just use a high resolution render of the item i guess
help
i added two models but first model dont works
and second model works but render controller dont works
3d models
WTF
my model one dont works
but
why
i hate bp
my problem fixed :D
When creating a texture pack, do I have to include all the textures or just the ones that have been customised?
Only customised ones.
would a texture that is over 2kx2k cause problems for some devices?
possibly, but it is based on what you are trying to do
if you are having a 2kx2k block, yeah insane issues, but 2kx2k but the entity needs to use every pixel, then possibly not
In terrain_texture.json why is "textures/blocks/grass_top" being repeated on multiple lines?
"grass_top" : {
"textures" : [
"textures/blocks/grass_top",
"textures/blocks/grass_top",
"textures/blocks/grass_top",
"textures/blocks/grass_top",
"textures/blocks/grass_top",
"textures/blocks/grass_top",
"textures/blocks/grass_top",
"textures/blocks/grass_top",
"textures/blocks/grass_top",
"textures/blocks/grass_top",
"textures/blocks/grass_top",
"textures/blocks/grass_top",
"textures/blocks/grass_top",
"textures/blocks/grass_top",
"textures/blocks/grass_top",
"textures/blocks/grass_top",
"textures/blocks/grass_top"
]
},
possibly for the variations in biomes, idk
I deleted those lines and created variations from 0 to 15, I've only verified that they work in one biome. The duplicates are confusing.
I'm not sure then
so actually my issues are on switch, ios and ps4
on xbox, windows, android it's all working fine
which is weird and trying to pinpoint the issue
anyone got clues on what it could be for those specific versions? I know we do have lots of models
but if it were a size issue it probably wouldn't run on android (?)
I am creating an attachable custom for a gold nugget, now it is a ring but it doesn't seem to follow the player when running, walking or crouching, although it moves with the player, it doesn't relaase the animations.
The ring must be under the rightArm file in its geometry
Btw what is the right camera angle of a first person perspective in blockbench?
It's that of a player
Yeah
I'm making an animation for my gun
But I'm still messed up with the correct camera angle cuz it looks off in game
The ring is not seen on camera, is it fixed by creating an animation for when it is in first person?
Breh I was asking for the right camera angle lol
I thought you're talking about my issue
In your issue tho...
The ring must be inside the rightArm folder of your geometry
Sorry I'm new to 3d items otherwise I would gladly help.
It's fine som1 already sent help
I already tried to create a weapon but in the end I left it because I could not make it look good
There are tutorials everywhere
It maybe in bedrock dev website or YouTube
It's true, especially the bedrock wiki they explain many concepts and it is very useful
hey would anyone know where I could find the default enchantment glint.materials file?
cant seem to find it on addon wiki
?windows folder
The Window Apps Folder has additional files, not available in the VRP/VBP downloads.
Location: ProgramFiles/WindowsApps/someminecraftfolderuwp
How to get Access: https://www.maketecheasier.com/access-windowsapps-folder-windows-10/
You'll find it here ^
hi there, is there any tool or can someone give a formule to recalculate the uv maps of particles when you change the size of the file?
for instance the default particles is 128x128 and I wanted to add other with 256x256. how would be the values for the uv mappings that was: json "texture_width": 128, "texture_height": 128, "uv": [ 16, 48 ], "uv_size": [ 8, 8 ]
Multiply by 2
Actually you don't have to change anything
If UVs stay relatively the same (i.e. you simply scale texture instead of keeping the same scale and adding new pixels) all UVs will work correctly as is, without any changes (not even texture_width or texture_height)
good to know, thx π
hey, I have a question, could you help me?
I did it now it follows the player's animations but now it is much higher.
Then lower it
Btw is that an attachable item? Or is it like weapon?
this is a gold nugget, pretending to be a ring
Just copy paste it here not the file tho
sure
{
"format_version": "1.12.0",
"minecraft:geometry": [
{
"description": {
"identifier": "geometry.anillo",
"texture_width": 16,
"texture_height": 16,
"visible_bounds_width": 4,
"visible_bounds_height": 3.5,
"visible_bounds_offset": [0, 1.25, 0]
},
"bones": [
{
"name": "rightArm",
"pivot": [-6, 0, -2]
},
{
"name": "anillo",
"parent": "rightArm",
"pivot": [-6.6, 1, -2],
"cubes": [
{"origin": [-8.6, 0, -5], "size": [4, 1, 1], "uv": [6, 2]},
{"origin": [-8.6, 0, 0], "size": [4, 1, 1], "uv": [6, 0]},
{"origin": [-9.6, 0, -4], "size": [1, 1, 4], "uv": [0, 5]},
{"origin": [-4.6, 0, -4], "size": [1, 1, 4], "uv": [0, 0]}
]
}
]
}
]
}```
does anyone know if specific platforms have model amount limites?
we have over 3k models that run on pc, android and xbox but on other platforms we just can't get it to work
I tried splitting the pack into a lot of smaller ones but ps does not seem to be able to handle more than 1000? or at least close to that
ios seems to be able to go over 1000 but I have not tested further atm
xbox s though has some memory leak issue with the pack since after a while all textures turn pink or the missing black and purple texture
Can anybody tell me why my half resources pack not working while some others are working fine like close.png , table.png glass2.png and maximum are not working
"resource_pack_name" : "vanilla",
"texture_name" : "atlas.items",
"texture_data" : {
"menu" : {
"textures" : "textures/items/menu.png"
},
"glass" : {
"textures" : "textures/items/glass2.png"
},
"skills" : {
"textures" : "textures/items/skills.png"
},
"pets" : {
"textures" : "textures/items/pets.png"
},
"close" : {
"textures" : "textures/items/close2.png"
},
"table" : {
"textures" : "textures/items/table.png"
},
"travel" : {
"textures" : "textures/items/gear.png"
},
"echest" : {
"textures" : "textures/items/storage.png"
},
"recipes": {
"textures": "textures/items/book_normal.png"
},
"shop": {
"textures": "textures/items/shop.png"
},
"quest": {
"textures": "textures/items/quest.png"
},
"npc": {
"textures": "textures/items/npc.png"
},
"bank": {
"textures": "textures/items/bank.png"
},
"profile": {
"textures": "textures/items/profile.png"
},```
@wild tapir
I have been summoned.
Lol
Is there a reason to specifically ping me?
Cause I don't remember stumbling onto this problem before.
Hmm idk why but my texture are loading only half like menu.png , close.png glass.png are loading perfectly but other png not like skills.png bank.png idk why can u help me pls
Contents.json?
Typos?
@wild tapir
"resource_pack_name" : "vanilla",
"texture_name" : "atlas.items",
"texture_data" : {
"menu" : {
"textures" : "textures/items/menu.png"
},
"glass" : {
"textures" : "textures/items/glass2.png"
},
"skills" : {
"textures" : "textures/items/skills.png"
},
"pets" : {
"textures" : "textures/items/pets.png"
},
"close" : {
"textures" : "textures/items/close2.png"
},
"table" : {
"textures" : "textures/items/table.png"
},
"travel" : {
"textures" : "textures/items/gear.png"
},
"echest" : {
"textures" : "textures/items/storage.png"
},
"recipes": {
"textures": "textures/items/book_normal.png"
},
"shop": {
"textures": "textures/items/shop.png"
},
"quest": {
"textures": "textures/items/quest.png"
},
"npc": {
"textures": "textures/items/npc.png"
},
"bank": {
"textures": "textures/items/bank.png"
},
"profile": {
"textures": "textures/items/profile.png"
},```
You already send this.
And you don't have to ping me when I'm already in convo with you :)
Oh and some item textures are blocks.
So maybe it's that.
Hmm I am using custom images like
And on which itens are you putting these textures on.
On no one there is api aka customise api which allows u to make custom item u only need to put texture on that otherwise they will be not visible
CustomiesItemFactory::getInstance()->registerItem(skills::class, "skyblock:skills", "skills");
Ah and could you show me the code for the once that doesn't work
Too many things doesn't working .code is long so I am giving only one item code
declare(strict_types=1);
namespace Lord\CustomGUI\item;
use customiesdevs\customies\item\CreativeInventoryInfo;
use customiesdevs\customies\item\ItemComponentsTrait;
use pocketmine\item\ItemIdentifier;
class skills extends \pocketmine\item\Item implements \customiesdevs\customies\item\ItemComponents{
use ItemComponentsTrait;
public function __construct(ItemIdentifier $identifier, string $name = "skills"){
parent::__construct($identifier, $name);
$this->initComponent("skills", new CreativeInventoryInfo(CreativeInventoryInfo::CATEGORY_ITEMS));
}
public function isFireProof() : bool{
return true;
}
}```
On another file
```CustomiesItemFactory::getInstance()->registerItem(skills::class, "skyblock:skills", "skills");```
Bank
Skills
Travel
Island
Pets
And So on ....
Only few things like
Close
Table
Glass
Are working
@wild tapir r u here ?
Yes yes just reading and finding
Ok
Cause you only send me thr code for skills
CustomiesItemFactory::getInstance()->registerItem(bank::class, "skyblock:bank", "bank");
CustomiesItemFactory::getInstance()->registerItem(pets::class, "skyblock:pets", "pets");
CustomiesItemFactory::getInstance()->registerItem(travel::class, "skyblock:travel", "travel");
CustomiesItemFactory::getInstance()->registerItem(table::class, "skyblock:table", "table");
CustomiesItemFactory::getInstance()->registerItem(recipes::class, "skyblock:recipes", "recipes");
CustomiesItemFactory::getInstance()->registerItem(echest::class, "skyblock:echest", "echest");
CustomiesItemFactory::getInstance()->registerItem(glass::class, "skyblock:glass", "glass");
CustomiesItemFactory::getInstance()->registerItem(close::class, "skyblock:close", "close");
CustomiesItemFactory::getInstance()->registerItem(shop::class, "skyblock:shop", "shop");
CustomiesItemFactory::getInstance()->registerItem(quest::class, "skyblock:quest", "quest");```
From these closw , glass ,table working only
Did you add them in contents.json?
Ya see this
no content.json β item.json
Hm
but that stuff is far beyond my knowledge and i cannot help you beyond telling you that
i dont even have a quirky little icon next to my name on this server bc i dont know shi-
Ok
I create a custom item, but my texture is bug, can you help me ?
It is a higher resolution, use render offsets to fix it
?render offset
"minecraft:render_offsets" has two main parameters for the main hand and the off hand, each of which has two fields for the first-person and third-person views. These are defined by a position, a rotation, and a scale.
"minecraft:render_offsets": {
"main_hand": {
"first_person": {
"position": [0, 0, 0],
"rotation": [0, 0, 0],
"scale": [0, 0, 0]
},
"third_person":{
"position": [0, 0, 0],
"rotation": [0, 0, 0],
"scale": [0, 0, 0]
}
},
"off_hand": {
"first_person": {
"position": [0, 0, 0],
"rotation": [0, 0, 0],
"scale": [0, 0, 0]
},
"third_person": {
"position": [0, 0, 0],
"rotation": [0, 0, 0],
"scale": [0, 0, 0]
}
}
}
Anybody give me idea to make this disgusting menu much better (I am very bad at designing things)
Does anyone know the textures used for dropdown boxes?
Do you think it's possible to make custom model for each armor using geo and modifying the json file ?
Yes you can, just modiy the attacehable file
okay
Do I have to recreate the base vanilla bone so i can added my things on it?
Wdym? You van just edit tge current model
Ah true
Why me?
coz u only reply
;-;
eeeeeeeeeeeeeeeeeeeeeeeeeee ok
my best guess is remake it in hud_screen.json and then conditional render it
isnt it progress_screen.json for progress bar?
I guess that he wants when you go from minigame to minigame
But yeah in servers that might use progress indeed
Could not find your last search-request! Please use </wiki search:1051148733145952370> to get a list of search results before using this command.
For more information on a result, use </wiki details:1051148733145952370>
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its possible to make a recipe for anvil only?
there's no way to make recipes for anvil, u can only do ur custom anvil
ah, thank you
Is it possible to play 2 animation at a time?
how would I go about getting the default glyph images? like for example glyph_25?
yes
resource_pack\textures\map
Thanks!
It doesn't change anything
should be
Tried
It does not change the map
brhu
My bad
I use the wrong RP Folder
XD
do the dialog menus display also the armor that the npc wears if it has one? or nah? there is literally zero information on this online besides the few villager like npcs and a few player like ones
Hello. Is there any way to find out: what sound is being played?
nop
in the language file en_US i set a name for a custom item and it doesn't seem to work, here is what i used item.name:test.name=Test
any way to fix it? and also why is it happening?
what is thebar that holds the bell texture called?
does anyone have a list of glyphs that do not change the font to the smaller counterpart?
this is contents.json of a resource pack from third party server, so it's possible for community creators encrypting their resource pack assets? I checked game cache files related the server found these files are actually been encrypted.
If its from one of the partnered servers we cannot help you. They have special partnership with Mojang in order to do so
it's non featured server.
you can "encrypt" even if you are not partnered, but I would not advise to do so tbh
indeed. encryption prevents most ppl from looking them but can't stop someone who intentionally to do
It's possible to do it's just entirely pointless
And it's against the rules here to discuss it beyond what we have
Can I do line break in lang.json?
Like:
zone.menu1.body=ID: %s \nName: %s
Is there any documentation on custom materials?
Barely, good luck
There is plenty
https://wiki.bedrock.dev/visuals/materials.html#top
https://wiki.bedrock.dev/documentation/material-config-description.html#top
Honestly i learned materials reading the questions youve answered ππ
I need some assistance from some particle guys. So, is it possible for a porticle to move in the direction you, or an entity is looking at? Is there some molang involved, and if so, how does it look like? I'd apreciate that.
Rotate locator with head or target rotation queries
i would take the molang path. Locators are bad for my use.
how would I make target queries work?
If you can use them in a particle, should be as simple as doing a bit of trigonometry to convert rotation to direction that you can plug into initial direction when particles spawn
x: cos(y_rot)*cos(x_rot)
y: sin(x_rot)
z: sin(y_rot)*cos(x_rot)```
Something like that
the particle doesn't need to be attached to the player or summoned by the player to work? It just works?
so a locator
No I mean it needs to be played from animation or AC, not from particle command
not even scriting?
And it must have bind_to_actor true
I see.
No, but you can spawn it from scripting and pass rotation. But that will be just initial rotation, you can't make it query current rotation in real time during particle lifetime
oh and to be clear, y_rot is the query target_rotation?
Or head rotation. One of those must work. You also might have to subtract body_y_rotation for it to work, but I'm not sure if you need to or not
I'll mess around. Would attachable models and anims work for this too?
I think so
Alright.
@rocky light one last thing. All this has to be put where in the particle json?
Emitter shape direction
This is destroying my brain 
Well Idk what do do I kinda need help π
As a start
"minecraft:emitter_shape_point": {
"direction": ["math.cos(x_rot)", "math.sin(x_rot)", 0]
},```
Test it in game and see if looking up will shoot particles upwards and looking forward - sideways
well, I did and they don't go up when I look up, and the go behind my head when I rotate -x
Did u test in 1st person?
yep
try 3rd
same there
Try other queries in 3rd person
target and head rot
Test in 3rd person first
It may not work in 1st person which would mean that you'd have to use properties to sync rotation from BP
eww
Because for some stupid reason all rotation queries break in 1st person
There is a variable for x rotation, but not for Y
y camera rot is only available in UI but not on the player entity π
I might be stupid but all 3 rotation queries give the same result. Am I doing it wrong?
It may not be available on particle
You can try q.self->q.rot_bla_bla but that's experimental
I alr use tons of exp stuff so
well, I got the rotation to work for y in first and third person
when I look up, particle moves up
but the x axis is bit buggy
Try this
Did you make it work with q.self?
no cuz idk what that does 
How did you do it then?
Oh cool, so this query does work then
If you try using it here it should work
let me send you it first before i spent 6 hours figuring out why it broke
Though you might have to switch cos and sin for x and z y_rot and potentially place minuses somewhere
i think a minus at z would be it since there is no z rotation for a x and y looking camera
Maybe. Never know until you try
y works, but now it's x rotation bothering me. No clue why, but when i rotatefrom left > right the particle follows me, but when i rotate from right > left the particle moves behind the player head 
wait a minute... I think I....
When I get it to work, I will pin the stuff here incase people need it in the future
I have it! I think I do? This how to make a particle move in the direction the player if facing! After so many hours, I got it!
"minecraft:emitter_shape_point": {
"direction": ["math.sin(q.target_y_rotation)*math.cos(q.target_x_rotation)", "-math.sin(q.target_x_rotation) * math.cos(q.target_y_rotation)", "-math.cos(q.target_y_rotation)*math.cos(q.target_x_rotation)"]
}
I'll try sin and fix it
Just no need for y_rot here at all, Y axis doesn't depend on y rotation, only on x rotation
well, I completed step1, now I gotta figure out how to make the particles expand (in a disc) with linear_acceleration
basically simulate outwards with linear_acceleration
what's this part of the menu called?
Anyone knows the textures used for checkboxes?
Where can i get the default 1.20 textures (so i can replace the annoying beta panorama)
?vp
Downloadable from: https://github.com/Mojang/bedrock-samples/releases
bedrock.dev archive: https://bedrock.dev/packs
GitHub (RP & BP) : https://github.com/bedrock-dot-dev/packs
Example particles: https://aka.ms/MCParticlesPack
How can you stop a player's arms and legs from moving while another animation is playing?
Is it possible to have my particle switch to a different UV when it's about to die?
Where's the file with colors Β§ with HEX value
Please add the query you're using to play your animation with a ! in front of it in move.arms and move.legs in player.animation_controllers.json.
?color codes
https://minecraft.fandom.com/wiki/Formatting_codes
Note that Strikethrough and Underline currently do not work:
https://bugs.mojang.com/browse/MCPE-41729
Β§0 Black
Β§1 Dark Blue
Β§2 Dark Green
Β§3 Dark Aqua
Β§4 Dark Red
Β§5 Dark Purple
Β§6 Gold
Β§7 Gray
Β§8 Dark Gray
Β§9 Blue
Β§a Green
Β§b Aqua
Β§c Red
Β§d Light Purple
Β§e Yellow
Β§f White
Β§g Minecoin Gold
Β§k Obfuscated
Β§l Bold
Β§o Italic
Β§r Reset formatting
Ooo-k, guess what I'm tryna do aint possible? I found no vanilla particle that changes a textures when it's about to expire, but there has to be way.
does query.life_time work in particles? If so just put both textures into the same file and use uv
I mean, to change them
can't
yea, that *variable works, but idk if it should be at max FPS or should it be in UV_step
You broke my dreams aboutgradient
Are these it?
haha alr
I don't think that's hex or RGB values
ui/_global_variables.json
it's percentage of rgb, it's what minecraft uses for colours
255 is 1.0?
yeah
yes
So it's easy to calculate
example pack: https://mcpedl.com/health-and-damage-indicator-pack/
function format(r, g, b) {
return {
r: (r / 255).toFixed(3),
g: (g / 255).toFixed(3),
b: (b / 255).toFixed(3),
};
};
Smth like this ig
π€·ββοΈ It's from the 1.20.10 vanilla examples
if you're gonna use a language to automate this, make sure it's python:
import sys
def query_valid(arg):
for item in arg:
try:
int(item)
except ValueError:
return False
return True
def convert(items):
return list(round(int(item) / 255, 4) for item in items)
if __name__ == '__main__':
args = sys.argv[1:]
if len(args) == 3 and query_valid(args):
converted = convert(args)
print(f'r: {converted[0]}\ng: {converted[1]}\nb: {converted[2]}')
else:
print('Incorrect usage: python main.py <int: red value> <int: green value> <int: blue value>')
Just use the calulator app though
Im playing it with /playanimation in scripting...
... no... just.... no
Yeah I need to find a better way to link an animation to scripting
use dummy components/properties
https://learn.microsoft.com/en-us/minecraft/creator/documents/introductiontoentityproperties
https://wiki.bedrock.dev/entities/dummy-components.html#top
for a player, use dummy components, for any other entity, use properties
If you don't mind that the paperdoll won't perform your action, you can use properties for players like this:
player.entity.json -> scripts -> pre_animation:
"v.variable_name = (v.is_paperdoll || q.is_in_ui) ? 0 : q.property('namespace:property_name');"
animation controller:
"animations": [
{
"animation_name": "v.variable_name"
}
]
i already made one xD
but thx also
forgor to add a clamp for the values, good enough though lol
Thx
Updated
Did not find a way :/
Have you tried v.particle_age > v.particle_lifetime-0.1 ? v.uv_expired : v.uv_alive ?
no I did not cuz I don't know particles well. I am new.
I'll try
but where do I put.. Oh right.. hhe
There are also some other useful variables besides particle_age and lifetime https://bedrock.dev/docs/stable/Particles#Molang integration
where do I add this
idk where
You could also emit another kind of particle when original particle expires, but there is probably no need to go that complex for a single short static texture
v.uv_ are just placeholder variable that I used, replace them with your actual UV offsets
oh lol 
Also set correct texture and uv size
According to your texture resolution
Those are relative values btw, so you can also do 2x1 for texture size and 1x1 for uv size
thanks :)
And then having only v.particle_age > v.particle_lifetime-0.1 in uv x offset would be enough
Since it'd offset by 1 (half of texture size) when it's about to expire
im getting this error [Geometry][error]-minecraft:player | minecraft:player | geometry not found?
after adding a model in the
"geometry": {} object
Please send the whole player.json.
@late coyote any idea?
send whole log, the game will report a model as not found if there is an error in it.
Your code looks good. Do what Kirby said.
Literally the only thing logged
is it possible determining entity's texture just using resource pack without applying behavior packs? my thought is using render controller tracking scoreboard value to determine entity texture.
Is there a way to reload the resource pack in a world like on java?
Don't think so, resource packs can't always access the scoreboard as far as I know
Only on the dev version with f9
That seems interesting, I never knew about it
X2
Is there a GUI template document out there? I mean like a Photoshop doc that includes all the elements and has exporting set up so that it exports all the elements with correct path and name etc.
Why can't it find the player's geometry? everything is in place and in good order in my opinion
What is the name of the explosion particle that mc uses? I want to change it
minecraft:huge_explosion_emitter
minecraft:large_explosion
hi
Can someone explain to me the basics of animations? I understand the rest (mostly) and I have an animation on an entity I just don't get how I tell it to trigger the walking animation whenever its moving.
hmm
I would normally tp anything to anything really
like I find a mob that likes a dropped food and then summon one of those. but it's flawed because no walking
?
this is #1067870133328027730
wait...
?
Have you set up the animation controllers for the entity?
I figured it out sorta kinda. Just took some trial and error
how would I make it so the nametags are not seen through walls?
Edit the mats
Hello everyone, where can I find the original armor models? What is their geometry name? In mobs.json && player_armor.json geometry cubes are empty
In 1.8.0, geometry could be used as a template, the armour works by inflating the zombie model. It is then split into each individual piece.
You can use this model if you want in attachables but if you're looking to modify it, it would be easer to just re-make it
rp/particles/note.json
Thanks
do you know if there is a look up for variable.note_color definitions. Looking to make it more color blind friendly
not sure
Whatβs the texture name for the paintings I canβt find it lol
textures/painting/
I am not sure if this is possible, but I saw the player model does this, but I want to have a model be invisible in first person, but still have it there to cast shadows (this is a thing I am trying for deferred)
Have you tried part visibility or animations?
I'll show what I got sofar messing with player files.
I'm testing first person shadows for Luminous Dreams. This might be finished or not, depending on the difficulty.
video thingy
I need to have a custom player like model that acts the same as the vanilla one where it's invsible but casts a shadow.
using the vanilla one does goofy rotations (I am looking down)
It's like every other bone is attached to the head rotation
so is the issue that you don't know how to make the player use a custom model or is it with the rendering engine not showing the custom model's shadow in fp?
I want a custom model to be invisible in first person but also cast a shadow in first person like the pics
v.player_x_rotation returns vertical rotation in 1st person so you should be able to counteract the rotation using this variable
In addition, you might be able to also display a regular hand using materials. Material with DisableDepthWrite shouldn't cast shadows and material with DisableColorWrite shouldn't be visible but should only be able to cast shadows
Yeah just play animation with X rotation as -v.player_x_rotation
On the whole body
Custom anim would do for that I suppose
where can I find?
Modify or add new material and add one of those into "+states": []
materials folder
Entity material file
It's not on GitHub but you'll find it in the game folder
C:\Program Files\WindowsApps\Microsoft.MinecraftUWP_1.20.3002.0_x64__8wekyb3d8bbwe\data\resource_packs\vanilla\materials
Path may differ slightly
they can be added to a RP right?
Yes
I think I will add it because I never touched materials
That's just a theory btw, idk if it will actually work. Deferred doesn't fully support custom materials so there is a chance it won't.
I could try. I am first trying to figure out that animation part
Though, I feel that variable is custom. I don't see it on the docs unless it's new
It's hardcoded
oh
Similar to v.is_first_person
makes sense
Btw there is no alternative for Y rotation. You'd either need to sync it from BP or use temp leaking from UI entity or particles or other entities to obtain Y rotation in first person
"DisableDepthWrite" is used by beacon beam and in deferred its shadow is invis
Beacon beam is also rendered in a special way so it might be unrelated
fair
What if you try removing DisableDepthWrite, will it render the shadow?
I will try
Yeah it needs to only play in 1st person
first person is odd tooo
it's weird in first person haha
I am trying to see if a custom model would do the job
The entire model gets flipped like that like the screenshot shows
That's when I look up and down
Show in 1st person
Player Head btw
Though, I don't think this fixed my initial issue shown here:
You can see how the shadow moves oddly.
I guess this is where that Y thing would've helped
Oh and the materials did nothing. Had to test it.
This is something. I used math.clamp(1 - variable.player_x_rotation / 105, 0.0, 1.0) and it did not do what this screenshot shows.
I think my problem lies with all the bones being linked with the head rotation, but my model's bone structure is nothing like this.
I don't think materials work in Deferred
They also did not work when Deferred was disabled
@rocky light your material theory worked
Niceee
What I have to do now is make different materials for third person. Only 1 as first person will use another custom one.
Thankfully the wiki has that documented
Imagine Mojang fixes this issue this week for deferred π«
What issue?
that floating hand shadow in first person
I am trying to fix it myself
my showcase recently shows the fix
I am sure custom materials do work
on the wiki is prefix:window_glass:. so I assume that window_glass is what goes in the entity json?
Idk what you're referring to
With custom shaders it would've been possible to make it seamless without any artefacts. Too bad we don't have those :(
DisableDepthWrite seems to disable the model too with no shadow
So I guess no first person hand for now
@rocky light you got a material state list that explains what each one does?
It should only disable the color, hm. Try Blending instead
i tried too, hides it.
I will try
I could need some help here. My material is pog:invisible_material and in the entity it is the same. Is this the correct way to define a custom material to an entity?
no luck
I think I defined my materials incorectlr?
well my bad veka
my material was defiend wrong
Can someone help me?
It's about animation
my animation on block bench
it's not the same in Minecraft
Block bench
Minecraft
The model is not included in the hand
Anybody have bow shoot animation for Wither skull
Is it possible to make particles that are only visible to a specific player, e.g. the one with a tag?
How to remove jukebox music playback time limit?
@fair crane no cross-posting your question. Stick to one channel forum.
heβs server crossposting too
Ah
Ok
Answering your own questions haha

is there a way for me to check what type of entity it is in the attachable? or is there a way to check if it's at least a player?
"animation.turret.look": {
"loop": true,
"bones" : {
"head" : {
"relative_to" : {
"rotation" : "entity"
},
"rotation" : [ "query.target_x_rotation - this", "query.target_y_rotation - this", 0.0 ]
},
"body" : {
"rotation" : [ 0.0, 0.0, 0.0 ]
}
}
}
how can i only rotate the head
i want the body stay static
nvm, fixed
-
How do I make the sword I'm using release particles when I attack?
-
I tried to use /particle but the particle is not working Or it is being generated within the player.
-
How do I make it generate around the player or around the sword, when I attack, the particle comes out?
Hi Dan, You can use the q.owner_identifier just like Minecraft uses it for every vanilla armor.
Please use effects in animations and v.attack_time > 0.0 to trigger it.
thanks!
Does minecraft support custom font's in the format of ttf(True Type Font)?
I want to use this font ingame:
Is there any converter for this TTF to the Minecraft font format?
Would anyone know why my texture pack is refusing to replace the model of the silverfish?
[Geometry][error]-models/entity/armor_stand.geo.json | minecraft:geometry | bones | poly_mesh | positions | Array too large (6 > 3)
[Geometry][error]-models/entity/armor_stand.geo.json | geometry file didn't validate
How do I fix it?
where would I find all the .material files?
?Windows folder
The Window Apps Folder has additional files, not available in the VRP/VBP downloads.
Location: ProgramFiles/WindowsApps/someminecraftfolderuwp
How to get Access: https://www.maketecheasier.com/access-windowsapps-folder-windows-10/
how i can change a totem particle color?
[Json][error]-upgrade items/weapons/dragon_battleaxe.json | Failed to upgrade to version '1.18.0' from document version '1.16.100'
I'm getting from all my custom items like this^ anyone know why?
-> minecraft:item -> components -> minecraft:werable -> slot: unknown value "slot.weapon.mainhand"
thank !!
I want to add custom texture to the armor stand with name tag, how i have to do this? I'm beginner, plz help
What application do I use to edit the images and make them smaller without losing revolution?
well, i use paint.net, but u can use any editor, like photoshop
I could not find the enchanted material in there, am I missing something?
I'm mobile
photopea, is a web editor
It's in vanilla/materials/entity.material
Can I make an entity animation be applied "on top" whatever current animation is playing? Like add the two together?.. maybe I was just missing something but I couldn't figure out how to do that
Like rotating the entity head in idle overrides the look_at_target rotation
I'd just like to have them add together instead
you can use query.name on the render controller
would anyone know why my item model isnt in the correct positon in game but in block bench its just fine?
If 2 animations play together at the same time, they should be already additive, unless there is something like override_previous_animation or relative_to: entity turned on on one or both animations. In this case I can suggest 4 options to try: 1) switch the order of animations 2) remove the problematic property from one animation or add it to another 3) use this to query current animation value of a specific field in specific bone, which you might be able to use to manually add anims together. More info here 4) add a new dummy bone as parent or child of head bone and assign one of anims to it
Thank you, that's very helpful!
I was considering a dummy bone to stack animations but thought they should natively add together
That's very insightful
I don't really know if it's a entity or resource pack issue so I'll post it here also
#1070606638525980753 message
Can someone give me geometry.humanoid.custom's json?
?vp
Downloadable from: https://github.com/Mojang/bedrock-samples/releases
bedrock.dev archive: https://bedrock.dev/packs
GitHub (RP & BP) : https://github.com/bedrock-dot-dev/packs
Example particles: https://aka.ms/MCParticlesPack
resources/models/mobs.json has the geo you're looking for
Open with blockbench and it'll let u select through the list, or manually edit the file
What about this?
I've fixed the sneaking animation
But i can't fix the file
is there a reason the title image is not getting replaced on switch? does it have a different path specifically on that platform?
@winged schooner
What am I getting pinged for?
u know about rtx and deferred light? i can pay u for a thing
If you're planning on discussing commissions it'd be best to take this to DMs
alr, i will send u fr
{
"$9_color_format": [0.22745098,0.662745098,1.0],
"Β§e_color_format": [1.000,0.533,0.490,0.490],
"Β§a_color_format": [0.792,0.671,0.933]
}
What is wrong?
I have a question, is it possible for me to change the title of the shulker box so I can get the name of the item "shulker box" so it can change the name of the container according to the color?
Because in vanilla, regardless of the color, it will be called "shulker box" I wanted to know if it is possible to change this to change the name of the container according to the color, for example I get a blue shulker box and the name of the container is blue shulker box
It looks like you can hide player armor by modifying the armor render controller to just path to a random geometry file. You don't even need to attach it to every armor piece. However, neglecting to do attach it to every armor piece as a geometry file will cause the game to spit out a content log error for every single piece of armor in the add-on.
Can you change the model of the regular chest ?
I doubt it
damn
r,g,b
you have 4 "chars" in &e
lol
are the generated atlases only stored in memory or are they in an accesible file location?
Anyone know how to get different item locators on a player? I have separate geometry files in the player entity that require me to modify the location of the held item. However, adding an additional item locator ends up creating an error.
Even though they are two separate geometries loaded in two different instances, it seems like it won't allow you to create another item locator unless it has the same coordinates (which is completely useless).
Dose any one have the textures of the four basic cape? Along with a few others
I got them nvm
??
Memory
Use resource pack, edite text file
yes, but how could I put a unique name for each color variation?
Shulker boxes are named according to their color, for example: "red shulker box", just find the text of each one and add Β§ to each one
Sorry my english
Just the item
The container is the same name for all, just "shulker box"
And I want to change this
Oooh
I have no clue how the animations for an item swinging in your hand, shield blcoking, or pulling back a bow is attached to anything in the player geometry. I've been trying to mirror it on my custom geometry to the point where I even rebuilt the entire thing using the EXACT same folder setup and naming conventions as the player geometry. But it still doesn't work.
Should I replace these?
does anyone have any tricks to get particles to spawn from the player without using behaviors or player.entity.json?
scripting
thats a behavior lol
forgot what channel I was in
Attachable. Tho that'd require player to hold a specific item
Anyone know why the fish animations are messed up? Trying to make a Salmon transformation, but there are variables being used that aren't initialized in pre scripts, and intializing them still doesn't do anything.
"scripts": {
"pre_animation": [
"variable.ZRot = !query.is_in_water ? Math.cos((query.time_stamp + query.frame_alpha) * 14.32) * 90 : 0.0;",
"variable.AnimationAmountBlend = Math.lerp(variable.AnimationAmountPrev, variable.AnimationAmount, query.frame_alpha);"
]
},``` issue here is that variable.AnimationAmountPrev and AnimationAmount get used in the animations themselves for swimming and flopping, But they are never initialized, or set anywhere.
is there a way to get entity info (specifically hitbox size and velocity) in an attached particle?
Hey there! I need help, this is the grass color map. I need it so that it the plains grass is a dark crimson red, where would I put the color?
Can compute velocity from q.position and there is no way to know hitbox dimensions unless you specify them manually or emit particle from script and pass those values via variables. v.entity_scale and q.model_scale might give you an approximate size
what is q.position relative to?
also what about q.position_delta?
entity (updates every tick not frame)
it may not work on the client
hmm, not sure how I would get velocity (easily) then
bc I have to somehow get the previous position reliably
Store it in a variable?
well yes, but to get velocity I have to do (pf - pi)/(tf - ti), which requires me to know the delta time between when I first called it and the current time
whcih is annoying because particles kinda don't do time so good
v.emitter_age wouldn't work? You can also use q.life_time
my particle needs to know the velocity as soon as it spawns
which means it would have to be passed by another particle
You could leave the emitter running and send a signal to emit a particle. That'd likely require BP tho, unless you decide to emit a particle from the emitter itself
q.self->v.public_var_velocity is also an option if you can use exp
you have to be kidding me
when the changelog said it "fixed" the splash particle, they mean they broke it
so now I have to somehow find a way to have it spawn on the surface of the water again
welp, ig it's time to do a binary search... with only particles
the real question is can I do this without adding more particles
You could get player pos, ceil the Y and spawn particle there
ah nvm it's not attached to entity is it
I have to drop the particle down until it hits water
which I have now done
suprisingly it looks even better than the original
wait a minute...
perhaps the amount that the particle falls would be the perfect factor to determine the size of the splash...
tho I have no clue how to get that information to the subparticles
I need to get the distance (not time bc too inaccurate) from where my particle spawned to where it expired and send it to subparticles through an expiration event. Any ideas?
an a very normal conditiona to fix it
Use parametric motion to modify and store in variable position with every particle update, send the variable value to subparticle upon expiration
pretty sure events can't access variables from the spawner particle
When particle expires it would have stored traveled distance in a variable so when expiration event is triggered you can pass that variable to a subparticle emitted from that event
whats the default time of day for the nether and end?
*specifically when using q.time_of_day
Guys any one knows how to re enable achievements after adding behaviour pack
how do i make particles stick to the player? like the flag curse particle on hive
i know i need to use animations but what do i put in the animation
I can't find where it's placed
ok
thank
:D
hey! the chevron hovering color (in red) is located where?
I been trying to find but can't see where
is this settings_screen?
try textures/ui/chevron_left
I know
I already edited the texture
I just need the light grey texture
to change
it would appear that you may want to just edit the ui file for that, because it seems like its bugged. it inherits from no_background_content_button, yet it has a background. I would suggest fixing this by finding a button that has a properly transparent background and using that as a template
So im playing a Realm with my friend. He is using the Consistently Cubed texture pack as a downloadable pack when joining. I have the pack in my Cache. I want to use my custom UI pack over top of the Consistently Cubed pack. Is there a way i can do that? at first i tried looking for the cached texture pack and throw it in my resource_packs folder but i couldnt find it. Is there actually a way to do this?
windows?
Yes
from com.mojang go back to the Microsoft.MinecraftUWP folder
then go to LocalCache/minecraftpe/packcache and open the folder in vscode
search all files with vscode for the name of the addon
this will help you find the folder the pack is in (it will have a garbled name)
you can then copy the rp into com.mojang/resource_packs
i cant copy it bc the files are all encrypted by the program, how do i bypass this bc i dont wanna manually copy everything 1 by 1
lol own your own computer bozo
i just zipped it up and moved it, my pc isnt part of any organization
but zipping it up works just fine
odd
anyways, if the files are encrypted, theres no way that you're going to get that pack and by the rule of this server this disscussion ends here
I dont want it to get it for free, i just want to use my UI pack on top of it. The pack has its own UI but i prefer my own custom UI. The pack is good but i only see myself using it on the realm anyways. I just want my textures over top of it.
Nope
Or maybe you could remove every other thing except manifest and pack icon but idk
Help, someone can help me? i change texture color and this happend, when i get an effect looks like this
Hey I make new recipe for my new crafting table, crafts working but not apparear in survival list
I find them in the list only if I search they Name example : rubis sword
@hearty herald what was that website called that lets me upload a font and it will convert into the atlas.png ?
Nope, but thank Youπ©΅
there isnt any mob effects in textures/ui/ so it bugs with textures/gui/icons.png
I fixed it, thanks for support
Guys, does anyone has a map with all the possible sound effects in command blocks to test them ingame?
If anybody can make me custom Armor skin in cheap dm me

Custom stats , as we can see at in this picture my health is 100 but I don't want multiple hearts gets pop up i want to stay them as default 10 hearts
So anybody can tell me is there any resources pack which can help me
Wait.....so like its possible that mobile and other devices can finally use RTX????
Or did I read the post wrong?
Why not just hide the hearts completely?
You already have them in the actionbar
Also
https://discord.com/channels/523663022053392405/1173305047803756738
Someone please help
I think I'm gonna go insane if I don't see my animation play in game
I've spent the whole day in this
Bruh.......there was a space in the animation name
Lmao ai really does help
No. Deferred pipeline is a graphics option, with things like shadows, colored lighting, bloom and hdr. It is similar to RTX in a sense that it improves look of the game and supports 3rd party PBR/configuration packs, but unlike RTX it doesn't use any kind of ray tracing (or even ray marching). But you are able to use RTX texture packs with it, since deferred pipeline supports the same PBR texture standard
Works for me
Hos can I ??
Then simply remove it ?? Or i have to edit
I think you have to edit it by yourself
All you need to do is just make the heart transparent.
Anyone know any reasons for sound in the sound_definitions not playing when using
/playsound
Would appreciate help here
Thanks in advance
When the entity sounds folder starts not working, what should I do?
like I was updating the sounds of my mobs and until yesterday it was working
But today the sounds folder stopped playing sounds on mobs
This is a problem with the sound or sound definitions
I already removed the code from the mob I was making, in theory it should work again
But that's not happening
What can I do to resolve this bug?
Sorry for the exaggeration
I think this is a resourse issue https://discord.com/channels/523663022053392405/1173736610018365574
Is there a way to create a colored horse armor item like on java?
on bedrock
on java
How to do it so that when the player is holding an item, the animation is stuck on that item
example, I'm holding a spear, my character already has the Arm Raising when I hold the Item
How do I make the animation activate whenever I hold the item?
In my pack, The Durability Bar doesn't show. What do I do?
How can I remove animation from panorama
I made a post on official Minecraft feedback discord about shader support on bedrock (loading material.bin files with shader code from resource packs), if anyone's interested https://discord.com/channels/1138536747932864532/1175431434228465694
https://discord.gg/MXxTqXnuD5
About what he is
In my pack, The Durability Bar doesn't show. What do I do? Someone help
what flipbook texture/array/render controller/whatchamacallit controls the color changing on the Jeb_ sheep?
@grim pagoda
It's probably hard-coded if you can't find anything in the vanilla files
You could probably replicate it with some molang and the color feature in render controllers. You'll need to use the player or warden runtime id on the mob to get color to work though, not sure if any other runtimes work for it.
I did something similar with color overlay for a rainbow cube
It's possible to replicate multiplicative tinting without runtime ids if you render a geo second time with multiplicative material
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Is there any way to make this glyph smaller in the name without affecting the font of the text?
It's beautiful π
hardcoded
Hey, how could I fix this issue?
I'm currently reading about making custom emoji packs. I don't know it this will help but it seems like glyphE1 are smaller
remove the .png part
images dont requre it
so its just textures/gui/player
still the samething.
You think my image is too big or something?
is show file name extensions enabled?
like in file explorer, is this enabled?
that shouldnt cause any issues other than crashing due to high resolution, not missing textuers
How do I enable that?
Yeah it's on
Idk if this causes an issue but before putting the image in my GUI folder I made them transparent by a website
making them transparent shouldnt do much anyways
i dont know how the files are called in java because i dont do addons
i mean you could try making them non-transparent
I'm making the images on low res and see if it works
I switched over to using this now anyway,,
With some help from a few friends I got this system working
Cool!
Question. When making a emoji, do I really have to find my hex code in order to use it or I can copy and paste my emoji and use it?
I'm not sure... sorry
can a single model have different materials for each bone?
I'm currently using query.scoreboard to change the texture of the Rank displayed above the player..
However, I noticed that this will not render unless I am displaying the objective on the side.
Is there anything I can do to stop this from happening where I have to display the objective?
I guess I can just hide scoreboard from being seen but it's not exactly the best way of doing it.
Sadly not, that's an intentional aspect of the query. Are you using a BP and rp, or just an rp? As you can probably set a property to the scoreboard in the BP if you are using one, and just query the property instead
My BP just has a script for changing ranks
Everything about displaying it and the variables is all in the RP
Wrong acc I just realised
Ah, OK. Yeah, you might need to modify player.json and use properties to store the data rather than a scoreboard
Is compatability a concern here?
Compatability in what way
(i'll be using this account now.. just forgot i was on that account lol)
With other add-ons. Modifying player.json can do a lot of helpful things, but because of that, so many add-ons modify it that it makes it so that if you do modify it, your addon won't work with many other ones
Oh no, the player json I'll be using will only have an edited damage sensor for spawn protection but that's it
I'll only be using one pack as it'll be used on a Realm that I'm working on.. I don't like having multiple packs
Ah, ok. It sounds like it won't cause any issues to add properties as well then. They might be a better method to send data to the rp
whatever will work the best, I just need to be able to change the property that is being displayed once they have a certain amount of kills
it will all end up having to use scores or dynamic properties to track what is being displayed to change what texture is being displayed above them
Gotcha. Dynamic properties don't have the issue of needing to display the scoreboard, so will probably work better
i just don't have a clue on how those work in the player.json, do you mind making an example for me?
Sure. Here's an example:json { "format_version": "1.20.40", "minecraft:entity": { "description": { "identifier": "minecraft:player", "is_spawnable": false, "is_summonable": false, "is_experimental": false, "properties": { "example:rank":{ "type": "int", "default": 0, "range": [0,5], "client_sync": true } } }, "component_groups":{ //component groups you use }, "components":{ //components you use }, "events":{ //events you use } } }
You can change the min and max/default values to whatever you need. You do need client_sync set to true for the rp to be able to read it. I'm not sure if there are any limtations to use entity.SetDynamicProperty as I haven't used it myself.
properties and dynamic properties aren't the same thing
well, properties are like dynamic properties, but they aren't exactly dynamic.
I'll just hide the scoreboard through the scoreboards.json file instead..
It seems way too much of a hassle to make this work correctly
can't you just set the setdisplay to nothing?
/scoreboard objectives the_name setdisplay
They don't need to be dynamic..
I just want properties from 1 to 24 which can allow me to display a different texture based on what property is active
However, I need the properties to change based on an amount of kills either stored through a scoreboard or through dynamic properties
this is my resource pack right now just to make my system function with different images
Ah, nice mojank. I guess another solution could be constantly setting the property to a scoreboard using the set_property event response and some kind of timer
I have a problem with my animation controller, what happens is that it goes to the next animation without the current one being finished, is there any way to fix it?
use query.all_animations_finished
in the transition
It is possible to hide the potion icon UI on the player's hud
query.modified_move_speed > 0.2 && v.attack_time <= 0 && query.all_animations_finished == 1 like this?
try it
hmmm, there has been a bug with Animation Controller since 1.20 iirc, i don't know if it still hasn't been fixed yet
I was trying to make like this
But I made this
How can I fix , background when we put item in chest ?
render hover text when text != ''
then if element has item = add something, in this case this background
Hello, I have a problem. I am adding Item TPS animation, but I cannot adjust the elements. I want to adjust the player elements when I receive the item.
Hi guys, how do I play a sound when crouching?
Can anyone teach me how to add particles to the stepdaughter when she does Query.casting
When in the mob summoning event
Does anyone here understand this subject?
translation went wrong
Yes
just use that query to summon the particles on your stepdaughter.
Thanks
Can I change the name of a vanilla effect?
Yes, it's all in en_US.lang.
how can i hide items from hand?
render offsets was deprecated so i cant use that anymore
There isn't really a way for 1st person.
You can use attachables if you want to hide a specific item.
It's not worth it if you want to hide all the items in the game.
Can I make a particle that has a tiled texture?
any idea why does a "hold_on_last_frame" animation loop even tho its present in both transitions?
"on_combat_stance": {
"animations" : [ "combat_stance" ],
"transitions": [
{
"default": "q.get_equipped_item_name != 'punch_attack' || q.ground_speed > 0.0"
},
{
"on_stance_punch_left": "v.attack_time > 0.0 && v.x == 0"
},
{
"on_stance_punch_right": "v.attack_time > 0.0 && v.x == 1"
},
{
"on_block": "q.is_using_item"
}
],
"on_entry": [
"v.x = math.random_integer(0,1);"
],
"blend_transition": 0.25,
"blend_via_shortest_path": true
},
"on_block": {
"animations" : [ "combat_stance", "block" ],
"transitions": [
{
"on_combat_stance": "!q.is_using_item"
}
]
}
The other state replays it.
The states don't respect what the other state did.
so how do i make it not replay

have a separate animation controller for it with just one state.
I think you don't even need an ac.
hi there, can someone tell me where is located this button image?
Guys is it possible to create a textured item that is bigger than the slot?
maybe an inventory fill item that cover the vanilla grid
That was my question too, and today I discovered that you need to edit hud_screen.json to remove it
Use this and it will use the elipses.png image
thx!
You can not. There may be a way to change the background of the inventory based on whether you have a certain item or not though. I'd ask in #1067869374410657962
Another question
Where is the file that controls the mobiles' UI buttons? (move, click etc)
Now works but are invisible
if anyone on mcpe knows how to make a texture pack with mobile, please share
What for, specify what you want to make.
I basically want to edit the trapdoors so I can use them in my redstone. Like make it so iron trap doors look like lamps and crimson are see through when open and blck when closed
Not possible afaik
Trap doors won't have modifiable block states, so you can't convert it to redstone lamps