#Resource Packs General

1 messages Β· Page 2 of 1

wooden tusk
rocky light
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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

wooden tusk
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it's very confusing and tbh frustrating lol

rocky light
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This particle is the only place where splash_power variable is used, so this has to be the issue

wooden tusk
rocky light
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Yes

wooden tusk
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alright will try

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thank you very much @rocky light!

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fortunately it wasn't anything big, but got a donation link or paypal?

deft vortex
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Anyone knows how to differentiate players (in RP AC)? I do not want to use q.name.

rocky light
rocky light
deft vortex
rocky light
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How do you determine which player to choose

deft vortex
rocky light
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Do you want to select player during the game?

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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

deft vortex
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No, I select before launching MC (determine in files).

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I'm on the train at the moment, so I rarely reply.

rocky light
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Why not use nickname then? It seems like the best option to me

deft vortex
ripe merlin
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So is there anything like the "Item scroller" from java in be? Atleast the mass crafter part.....

supple ember
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for sure

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but this require a lot of work

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or rather weird logic in mc UI system

mint hill
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can i adjust the position of the players camera or should i ask this in another channel?

agile needle
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now with the new "render dragon features" it's possible the make a new skybox for the end?

prisma hazel
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You could always change the end background.

prisma hazel
agile needle
gray mist
#

Is there any ways we can query CustomModelData from NBT data?

the goal is to reimplement its functionality in bedrock

wooden tusk
supple ember
#

basically you can

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in bedrock

wooden tusk
supple ember
#

then no

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but you can manipulate every ui element based on text

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then you can

wooden tusk
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hmm true but the logic behind that would be kinda crazy wouldn't it? if I want very custom lore

supple ember
#

yea it would be crazy

light pawn
#

hi , how can i change grass color for biome in a texture pack?

ivory bough
#

editing texture

light pawn
#

texture of what

ivory bough
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grass

light pawn
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uhh

rancid stream
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Is there no player animated pack for hello mcpe like this java?

heady rapids
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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?

rocky light
heady rapids
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so how ppl protect the RP? there is no protection at all?

rocky light
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Usually obfuscate JSON, but that's not much of a protection. No matter what you do there will be a way to undo it.

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So really the only way to guarantee that your RP won't be stolen us to not have RP at all

naive tundra
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but we do not allow DRM talk here

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as Veka said

wild tapir
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Whats going wrong here hmm

wooden tusk
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what's a glyph file max resolution?

bronze sedge
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anyone know why my .lang file isnt working i know there isnt any typos in it

glass granite
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Can OreUI already be used?

clear jolt
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what does f stand for

"color": {
        "r": "1.0f",
        "g": "1.0f",
        "b": "1.0f",
        "a": "0.3f"
      }
glass granite
clear jolt
#

ah

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thanks

prisma hazel
quartz wave
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don't think so.. but if you put each leg in the same bone and animate that bone instead, you might get similar effect?

bronze sedge
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Would anyone know why trying to make the enchantment glint green makes it look so dim?!

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and is there a way to fix it?

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you can see it just fine and its nice and bright except for if its green

neat dune
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hey idk where this is supposed to be but how could I disable particles? like crit particles only

quartz wave
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remove their json file i think

neat dune
quartz wave
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most particle does

neat dune
#

file path please

quartz wave
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vanilla packs particles folder

neat dune
quartz wave
#

?

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it's in the vanilla packs

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?vp

lilac salmonBOT
neat dune
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nvm figured it out thanks!

warm tiger
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does anyone know why this doesn't spawn my particle? No errors.

quartz wave
quartz wave
quartz wave
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oh

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idk then

wooden tusk
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are pack settings to manage sub packs not accessible on servers?

gilded gulch
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Possible to render texture A to players tagged A and texture B to players tagged B from the same entity?

prisma hazel
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nope, afaik there isnt a query for that

wooden tusk
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hmm sad, should really be a thing

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is there a way to remove the scoreboard red numbers from the resource pack side?

wooden tusk
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okay found out

harsh musk
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Someone can help they dosen"t work

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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
                }
            ]
        },
gilded gulch
agile needle
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that should work

bronze sedge
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hey does anyone know if you can change hoe enchantment glints are rendered?

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like not just the texture

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but like the way it moves on items and armor

bronze sedge
deft vortex
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Anyone got q.remaining_durability work in resource packs?

deft vortex
bronze sedge
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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

bronze sedge
#

alright then

rocky light
bronze sedge
#

ahhh! i knew i was on the right track with understanding it!

rocky light
bronze sedge
#

hahaah! now off to learn how to use materials πŸ˜‚πŸ˜…

rocky light
wooden dagger
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Hi, is it possible to make a particle attached to an entity redder the less life the entity has?

bronze sedge
#

wait so how do i use this pack of his?

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what entities do i even attatch it to??

bronze sedge
wooden dagger
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Thank you

bronze sedge
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np

mild saddle
#

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

bronze sedge
mild saddle
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I dont move them from rp to devrp folder, they are always in devrp folder πŸ™‚

grizzled oxide
#

So I'm new to res packs

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Anyone have any tuts for me to watch?

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I just want to know how to make custom sounds

agile needle
#

is there a software to make texture_set faster?

late coyote
lilac salmonBOT
late coyote
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The 4th link.

lament dawn
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I kind of forgot how to make the mob perform an animation when chasing the target does anyone know?

bronze sedge
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would anyone know how i could make a green enchantment glint? coloring the enchantment glint texture green doesnt seem to work

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is there a render controller or something like that so i can force the glint to be green instead of purple

neat dune
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hey quick question, could someone help me make 2 simple item textures by any chance..?

zenith temple
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Does anyone have the name of a texture pack that had those little arrows so you can retype what you typed last?

subtle ginkgo
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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?

prisma hazel
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just use a high resolution render of the item i guess

lime imp
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help
i added two models but first model dont works
and second model works but render controller dont works

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3d models

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WTF

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my model one dont works

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but

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why

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i hate bp

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my problem fixed :D

floral grove
#

How do I fix the model?

lime imp
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armor stand pose

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.-.

split burrow
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When creating a texture pack, do I have to include all the textures or just the ones that have been customised?

wooden tusk
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would a texture that is over 2kx2k cause problems for some devices?

prisma hazel
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if you are having a 2kx2k block, yeah insane issues, but 2kx2k but the entity needs to use every pixel, then possibly not

split burrow
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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"
         ]
      },
prisma hazel
split burrow
wooden tusk
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on xbox, windows, android it's all working fine

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which is weird and trying to pinpoint the issue

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anyone got clues on what it could be for those specific versions? I know we do have lots of models

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but if it were a size issue it probably wouldn't run on android (?)

subtle ginkgo
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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.

past moth
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Btw what is the right camera angle of a first person perspective in blockbench?

past moth
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I'm making an animation for my gun

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But I'm still messed up with the correct camera angle cuz it looks off in game

subtle ginkgo
past moth
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Breh I was asking for the right camera angle lol

I thought you're talking about my issue

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In your issue tho...
The ring must be inside the rightArm folder of your geometry

subtle ginkgo
past moth
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It's fine som1 already sent help

subtle ginkgo
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I already tried to create a weapon but in the end I left it because I could not make it look good

past moth
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It maybe in bedrock dev website or YouTube

subtle ginkgo
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It's true, especially the bedrock wiki they explain many concepts and it is very useful

bronze sedge
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hey would anyone know where I could find the default enchantment glint.materials file?
cant seem to find it on addon wiki

rocky light
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?windows folder

lilac salmonBOT
rocky light
#

You'll find it here ^

bronze sedge
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got it

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thanks

heady rapids
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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 ]

rocky light
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Multiply by 2

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Actually you don't have to change anything

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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)

heady rapids
#

good to know, thx πŸ™‚

subtle ginkgo
subtle ginkgo
past moth
subtle ginkgo
#

this is a gold nugget, pretending to be a ring

past moth
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I see

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Go to its geometry

And lower it

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Can u send me the code of your geometry?

past moth
subtle ginkgo
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sure

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{
    "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]}
                    ]
                }
            ]
        }
    ]
}```
wooden tusk
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does anyone know if specific platforms have model amount limites?

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we have over 3k models that run on pc, android and xbox but on other platforms we just can't get it to work

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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

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ios seems to be able to go over 1000 but I have not tested further atm

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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

low nexus
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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"
    },```
low nexus
#

@wild tapir

wild tapir
low nexus
#

Lol

wild tapir
# low nexus Lol

Is there a reason to specifically ping me?
Cause I don't remember stumbling onto this problem before.

low nexus
low nexus
#

@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"
    },```
wild tapir
#

You already send this.

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And you don't have to ping me when I'm already in convo with you :)

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Oh and some item textures are blocks.

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So maybe it's that.

low nexus
wild tapir
#

On custom blocks?

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Or on custom items?

low nexus
#

Software: Pmmp

wild tapir
#

And on which itens are you putting these textures on.

low nexus
wild tapir
#

Ah and could you show me the code for the once that doesn't work

low nexus
#

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 ....

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Only few things like

Close
Table
Glass

Are working

#

@wild tapir r u here ?

wild tapir
low nexus
#

Ok

wild tapir
#

You only have skills in there?

#

And the textures are also in contents.json?

wild tapir
low nexus
#
        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

wild tapir
#

Did you add them in contents.json?

wild tapir
#

Hmm

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I never use server sofware tbf

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So idk what's wrong

low nexus
#

Hmm sad how can I fix this

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Btw content.json = item.json ??

bronze sedge
low nexus
bronze sedge
#

but that stuff is far beyond my knowledge and i cannot help you beyond telling you that

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i dont even have a quirky little icon next to my name on this server bc i dont know shi-

low nexus
#

Ok

true kernel
#

I create a custom item, but my texture is bug, can you help me ?

prisma hazel
#

?render offset

lilac salmonBOT
#
Example Render Offsets

"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]
    }
  }
}
low nexus
#

Anybody give me idea to make this disgusting menu much better (I am very bad at designing things)

prisma hazel
#

Does anyone know the textures used for dropdown boxes?

modern tree
#

Do you think it's possible to make custom model for each armor using geo and modifying the json file ?

gentle field
modern tree
#

okay

modern tree
gentle field
modern tree
low nexus
#

How can I add progress screen like this

#

@wild tapir

wild tapir
low nexus
wild tapir
low nexus
wild tapir
#

This too

#

But to your question

wild tapir
prisma hazel
wild tapir
#

But yeah in servers that might use progress indeed

lilac salmonBOT
#

Could not find your last search-request! Please use </wiki search:1051148733145952370> to get a list of search results before using this command.

#
Your search for ***nineslice*** returned:

For more information on a result, use </wiki details:1051148733145952370>

#
Your search for ***nineslice_size*** returned:

For more information on a result, use </wiki details:1051148733145952370>

(1) max_stack_***__size__*** - Vanilla Usage Components
(2) max_stack_***__size__*** - Vanilla Usage Components - Full
(3) ***__Size__*** of the structure in the X direction. ***__Size__*** of ... - .mcstructure
(4) ***__Size__*** of the structure in the X direction. ***__Size__*** of ... - .mcstructure
(5) "***__size__***_UV" defines the ***__size__*** of the particle's ... - Particles and Sounds
urban pivot
#

its possible to make a recipe for anvil only?

agile needle
urban pivot
#

ah, thank you

past moth
#

Is it possible to play 2 animation at a time?

wooden tusk
#

how would I go about getting the default glyph images? like for example glyph_25?

astral walrus
#

Anyone knows how to get rid of the map edge?

agile needle
agile needle
past moth
astral walrus
agile needle
astral walrus
#

It does not change the map

#

brhu

#

My bad

#

I use the wrong RP Folder

agile needle
#

XD

wooden tusk
#

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

deft yarrow
#

Hello. Is there any way to find out: what sound is being played?

agile needle
#

nop

opal quest
#

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?

hollow blade
#

what is thebar that holds the bell texture called?

wooden tusk
#

does anyone have a list of glyphs that do not change the font to the smaller counterpart?

clever monolith
#

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.

gentle field
#

If its from one of the partnered servers we cannot help you. They have special partnership with Mojang in order to do so

clever monolith
#

it's non featured server.

wooden tusk
#

you can "encrypt" even if you are not partnered, but I would not advise to do so tbh

clever monolith
naive tundra
#

It's possible to do it's just entirely pointless

#

And it's against the rules here to discuss it beyond what we have

scarlet grail
#

Can I do line break in lang.json?
Like:
zone.menu1.body=ID: %s \nName: %s

hot folio
#

Is there any documentation on custom materials?

void lantern
rocky light
void lantern
eager gust
#

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.

rocky light
#

Rotate locator with head or target rotation queries

eager gust
#

i would take the molang path. Locators are bad for my use.

eager gust
rocky light
#

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
eager gust
#

the particle doesn't need to be attached to the player or summoned by the player to work? It just works?

rocky light
#

It needs to be attached, yes

#

Otherwise it can't query rotation

eager gust
#

so a locator

rocky light
#

No I mean it needs to be played from animation or AC, not from particle command

eager gust
#

not even scriting?

rocky light
#

And it must have bind_to_actor true

eager gust
#

I see.

rocky light
# eager gust not even scriting?

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

eager gust
rocky light
#

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

eager gust
#

I'll mess around. Would attachable models and anims work for this too?

rocky light
#

I think so

eager gust
#

Alright.

#

@rocky light one last thing. All this has to be put where in the particle json?

rocky light
#

Emitter shape direction

eager gust
#

This is destroying my brain fox_spin

eager gust
#

Well Idk what do do I kinda need help πŸ™ƒ

rocky light
#

As a start

"minecraft:emitter_shape_point": {
                "direction": ["math.cos(x_rot)", "math.sin(x_rot)", 0]
            },```
eager gust
#

Alrighty

#

what's next?

rocky light
#

Test it in game and see if looking up will shoot particles upwards and looking forward - sideways

eager gust
#

well, I did and they don't go up when I look up, and the go behind my head when I rotate -x

rocky light
#

Did u test in 1st person?

eager gust
#

yep

rocky light
#

try 3rd

eager gust
#

same there

rocky light
#

Try other queries in 3rd person

eager gust
#

there is target eye rot and target rot

#

which ill try

rocky light
#

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

eager gust
#

eww

rocky light
#

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 πŸ’€

eager gust
#

I might be stupid but all 3 rotation queries give the same result. Am I doing it wrong?

rocky light
#

It may not be available on particle

#

You can try q.self->q.rot_bla_bla but that's experimental

eager gust
#

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

rocky light
eager gust
#

no cuz idk what that does derp

rocky light
#

How did you do it then?

eager gust
#

for y?

#

-math.sin(q.target_x_rotation)

rocky light
#

Oh cool, so this query does work then

rocky light
eager gust
#

let me send you it first before i spent 6 hours figuring out why it broke

rocky light
eager gust
#

i think a minus at z would be it since there is no z rotation for a x and y looking camera

rocky light
#

Maybe. Never know until you try

eager gust
#

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 pandaderp

#

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

eager gust
#

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)"]
            }
rocky light
#

Oh, cool!

#

Y looks incorrect tho

#

You shouldn't need to have cos(y_rot) here

eager gust
#

I'll try sin and fix it

rocky light
#

Just no need for y_rot here at all, Y axis doesn't depend on y rotation, only on x rotation

eager gust
#

well, I completed step1, now I gotta figure out how to make the particles expand (in a disc) with linear_acceleration

eager gust
#

basically simulate outwards with linear_acceleration

wooden tusk
#

what's this part of the menu called?

prisma hazel
digital grove
#

Where can i get the default 1.20 textures (so i can replace the annoying beta panorama)

prisma hazel
#

?vp

lilac salmonBOT
proven crag
#

How can you stop a player's arms and legs from moving while another animation is playing?

eager gust
#

Is it possible to have my particle switch to a different UV when it's about to die?

mystic swan
#

Where's the file with colors Β§ with HEX value

late coyote
late coyote
lilac salmonBOT
#
Minecraft 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

eager gust
#

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.

void lantern
mystic swan
eager gust
#

can't

mystic swan
#

😭

#

Gg

eager gust
mystic swan
#

You broke my dreams aboutgradient

void lantern
eager gust
#

oh lol

#

it's that

#

forgot about them

void lantern
#

haha alr

mystic swan
#

Yes

#

Where's that

#

File

eager gust
#

I don't think that's hex or RGB values

void lantern
#

ui/_global_variables.json

mystic swan
#

Ohoh

#

Bro thx

void lantern
void lantern
#

yeah

eager gust
#

yes

mystic swan
#

So it's easy to calculate

mystic swan
#
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

wooden tusk
#

is that not updated?

void lantern
void lantern
# mystic swan ```js function format(r, g, b) { return { r: (r / 255).toFixed(3), g: ...

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

proven crag
void lantern
proven crag
#

Yeah I need to find a better way to link an animation to scripting

void lantern
#

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

An introductory article detailing entity 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"
    }
]
mystic swan
#

but thx also

void lantern
prisma hazel
rocky light
eager gust
#

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

rocky light
rocky light
#

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

eager gust
#

UV Step? wait static

#

im using snowstorm

rocky light
#

Uv start

#

Use static uv mode, not flipbook

eager gust
#

I don't see any effects so I might be doing it wrong

rocky light
#

v.uv_ are just placeholder variable that I used, replace them with your actual UV offsets

eager gust
#

oh lol sweatpanic

rocky light
#

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

eager gust
#

thanks :)

rocky light
#

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

burnt grail
#

im getting this error [Geometry][error]-minecraft:player | minecraft:player | geometry not found?
after adding a model in the
"geometry": {} object

late coyote
burnt grail
#

@late coyote any idea?

void lantern
late coyote
burnt grail
clever monolith
#

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.

swift dirge
#

Is there a way to reload the resource pack in a world like on java?

swift dirge
burnt grail
prisma hazel
agile needle
#

X2

split burrow
#

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.

silver lily
#

Why can't it find the player's geometry? everything is in place and in good order in my opinion

vale zealot
#

What is the name of the explosion particle that mc uses? I want to change it

void lantern
iron coral
#

hi

fathom shoal
#

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.

iron coral
#

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

fathom shoal
#

?

iron coral
#

idk I only do commands really

#

and redstone

#

I love redstone

fathom shoal
#

this is #1067870133328027730

fathom shoal
#

?

prisma hazel
fathom shoal
wooden tusk
#

how would I make it so the nametags are not seen through walls?

silver lily
#

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

void lantern
#

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

crude ermine
#

Where is "minecraft:note_particle" defined?

#

for particles?

void lantern
#

rp/particles/note.json

crude ermine
#

Thanks

#

do you know if there is a look up for variable.note_color definitions. Looking to make it more color blind friendly

hybrid summit
#

What’s the texture name for the paintings I can’t find it lol

eager gust
#

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)

void lantern
eager gust
#

I'll show what I got sofar messing with player files.

#

video thingy

void lantern
#

love my internet

#

144p and still buffering

eager gust
#

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)

void lantern
#

lol

eager gust
#

It's like every other bone is attached to the head rotation

void lantern
#

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?

eager gust
#

I want a custom model to be invisible in first person but also cast a shadow in first person like the pics

rocky light
#

v.player_x_rotation returns vertical rotation in 1st person so you should be able to counteract the rotation using this variable

eager gust
#

I can either fix the vanilla model animation or replac-

#

oh

#

In the animation or...?

rocky light
#

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

rocky light
#

On the whole body

eager gust
#

Custom anim would do for that I suppose

rocky light
#

Modify or add new material and add one of those into "+states": []

eager gust
#

uhh

#

where in the RP is that sweatpanic

rocky light
#

materials folder

#

Entity material file

#

It's not on GitHub but you'll find it in the game folder

void lantern
#

Path may differ slightly

eager gust
#

they can be added to a RP right?

rocky light
#

Yes

eager gust
#

I think I will add it because I never touched materials

rocky light
eager gust
#

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

rocky light
#

It's hardcoded

eager gust
#

oh

rocky light
#

Similar to v.is_first_person

eager gust
#

makes sense

rocky light
#

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

eager gust
rocky light
#

Beacon beam is also rendered in a special way so it might be unrelated

eager gust
#

fair

rocky light
#

What if you try removing DisableDepthWrite, will it render the shadow?

eager gust
#

I will try

eager gust
#

no effect

#

but this is something else haha

rocky light
#

Yeah it needs to only play in 1st person

eager gust
#

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

rocky light
#

Show in 1st person

eager gust
#

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.

eager gust
# eager gust Player Head btw

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.

eager gust
#

I don't think materials work in Deferred

#

They also did not work when Deferred was disabled

eager gust
#

@rocky light your material theory worked

rocky light
#

Niceee

eager gust
#

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 🫠

rocky light
#

What issue?

eager gust
#

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?

rocky light
#

Idk what you're referring to

eager gust
#

materials

#

making a custom one

#

Figures it out

rocky light
eager gust
#

yea :(

#

I might get a workaround

#

I am so close

eager gust
#

DisableDepthWrite seems to disable the model too with no shadow

#

So I guess no first person hand for now

eager gust
#

@rocky light you got a material state list that explains what each one does?

rocky light
rocky light
eager gust
rocky light
#

So with only Blending it didn't work?

#

Try slime material

eager gust
#

I will try

eager gust
# rocky light Try slime material

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?

eager gust
#

I think I defined my materials incorectlr?

#

well my bad veka

#

my material was defiend wrong

cedar lagoon
#

Can someone help me?

#

It's about animation

#

my animation on block bench

#

it's not the same in Minecraft

#

Block bench

#

The model is not included in the hand

low nexus
#

Anybody have bow shoot animation for Wither skull

subtle ginkgo
#

Is it possible to make particles that are only visible to a specific player, e.g. the one with a tag?

fair crane
#

How to remove jukebox music playback time limit?

eager gust
#

@fair crane no cross-posting your question. Stick to one channel forum.

abstract forge
limpid oasis
#

Yeah lmao

#

No one helps in my server tho so it's alr 🫑

glass granite
#

How to add custom symbols to Resource Pack?

#

?symbol

lilac salmonBOT
glass granite
limpid oasis
#

Answering your own questions haha

neon nest
wooden tusk
#

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?

agile needle
#
"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

agile needle
#

nvm, fixed

cedar lagoon
#
  • 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?

late coyote
late coyote
small zinc
#

Does minecraft support custom font's in the format of ttf(True Type Font)?

agile needle
small zinc
#

Is there any converter for this TTF to the Minecraft font format?

bronze sedge
#

Would anyone know why my texture pack is refusing to replace the model of the silverfish?

floral grove
#

[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?

wooden tusk
#

where would I find all the .material files?

rocky light
#

?Windows folder

lilac salmonBOT
jolly summit
#

how i can change a totem particle color?

craggy spruce
#

I think you just need to change the color codes

dreamy sable
#

[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"

jolly summit
visual umbra
#

I want to add custom texture to the armor stand with name tag, how i have to do this? I'm beginner, plz help

sage urchin
#

How can I create emojis?

#

and what app can I use?

agile needle
#

?custom emojis

lilac salmonBOT
agile needle
sage urchin
agile needle
wooden tusk
agile needle
rocky light
limpid oasis
#

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

prisma hazel
bronze sedge
#

would anyone know why my item model isnt in the correct positon in game but in block bench its just fine?

rocky light
# limpid oasis Can I make an entity animation be applied "on top" whatever current animation is...

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

limpid oasis
#

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

glass granite
#

Can someone give me geometry.humanoid.custom's json?

limpid oasis
#

?vp

lilac salmonBOT
limpid oasis
#

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

glass granite
#

I've fixed the sneaking animation

#

But i can't fix the file

wooden tusk
#

is there a reason the title image is not getting replaced on switch? does it have a different path specifically on that platform?

agile needle
#

@winged schooner

winged schooner
agile needle
winged schooner
#

If you're planning on discussing commissions it'd be best to take this to DMs

sage urchin
#
{

    "$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?

limber vapor
#

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

peak garden
#

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.

modern tree
#

Can you change the model of the regular chest ?

void lantern
modern tree
#

damn

supple ember
#

you have 4 "chars" in &e

#

lol

wooden tusk
#

are the generated atlases only stored in memory or are they in an accesible file location?

peak garden
#

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).

fervent hemlock
#

Dose any one have the textures of the four basic cape? Along with a few others

fervent hemlock
#

I got them nvm

scarlet grail
limber vapor
scarlet grail
#

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

limber vapor
#

The container is the same name for all, just "shulker box"

#

And I want to change this

scarlet grail
#

Oooh

peak garden
#

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.

dusky arch
#

Should I replace these?

warm tiger
#

does anyone have any tricks to get particles to spawn from the player without using behaviors or player.entity.json?

peak garden
#

scripting

warm tiger
peak garden
#

forgot what channel I was in

rocky light
peak garden
#

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.
warm tiger
#

is there a way to get entity info (specifically hitbox size and velocity) in an attached particle?

latent grove
#

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?

rocky light
warm tiger
#

also what about q.position_delta?

rocky light
rocky light
warm tiger
#

hmm, not sure how I would get velocity (easily) then

#

bc I have to somehow get the previous position reliably

rocky light
#

Store it in a variable?

warm tiger
# rocky light 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

rocky light
#

v.emitter_age wouldn't work? You can also use q.life_time

warm tiger
#

which means it would have to be passed by another particle

rocky light
#

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

warm tiger
#

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

rocky light
#

You could get player pos, ceil the Y and spawn particle there

#

ah nvm it's not attached to entity is it

warm tiger
#

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?

warm tiger
#

why does this particle not get spawned?

warm tiger
#

theres been an infestation

warm tiger
#

an a very normal conditiona to fix it

rocky light
warm tiger
rocky light
#

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

warm tiger
#

whats the default time of day for the nether and end?

#

*specifically when using q.time_of_day

north tulip
#

Guys any one knows how to re enable achievements after adding behaviour pack

heavy pendant
#

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

jolly summit
#

where i can change this texture :

#

a snow powder effect

small zinc
#

In the textures folder

#

Just a sec...

jolly summit
#

I can't find where it's placed

jolly summit
small zinc
small zinc
#

βœ…

#

If you have any other questions let me know!

jolly summit
#

:D

modern tree
#

hey! the chevron hovering color (in red) is located where?

#

I been trying to find but can't see where

warm tiger
warm tiger
modern tree
#

I know

#

I already edited the texture

#

I just need the light grey texture

#

to change

warm tiger
# modern tree I just need the light grey texture

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

lusty wigeon
#

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?

lusty wigeon
warm tiger
#

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

lusty wigeon
lusty wigeon
#

i just zipped it up and moved it, my pc isnt part of any organization

#

but zipping it up works just fine

warm tiger
#

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

lusty wigeon
#

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.

prisma hazel
#

Or maybe you could remove every other thing except manifest and pack icon but idk

scarlet grail
#

Help, someone can help me? i change texture color and this happend, when i get an effect looks like this

alpine aurora
#

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

lusty wigeon
#

@hearty herald what was that website called that lets me upload a font and it will convert into the atlas.png ?

gentle bridge
#

In the models

#

What does "visible_bounds_width" mean?

#

height, and offset too

scarlet grail
#

Nope, but thank You🩡

prisma hazel
scarlet grail
pine vessel
#

Guys, does anyone has a map with all the possible sound effects in command blocks to test them ingame?

low nexus
#

If anybody can make me custom Armor skin in cheap dm me

agile needle
low nexus
#

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

modest arch
#

Wait.....so like its possible that mobile and other devices can finally use RTX????

Or did I read the post wrong?

modest arch
#

Bruh.......there was a space in the animation name

Lmao ai really does help

rocky light
# modest arch Wait.....so like its possible that mobile and other devices can finally use RTX?...

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

modest arch
#

Works for me

modest arch
#

Edit it from the RP

#

Goto Rp>textures >icons

#

In the example pack

low nexus
low nexus
#

Do u have this boss bar line ?

modest arch
#

I think you have to edit it by yourself

#

All you need to do is just make the heart transparent.

modest arch
#

Anyone know any reasons for sound in the sound_definitions not playing when using
/playsound

#

Would appreciate help here
Thanks in advance

cedar lagoon
#

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

solid quartz
coarse loom
#

Is there a way to create a colored horse armor item like on java?

#

on bedrock

#

on java

cedar lagoon
#

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?

edgy flax
#

In my pack, The Durability Bar doesn't show. What do I do?

sage urchin
#

How can I remove animation from panorama

rocky light
edgy flax
#

In my pack, The Durability Bar doesn't show. What do I do? Someone help

grim pagoda
#

what flipbook texture/array/render controller/whatchamacallit controls the color changing on the Jeb_ sheep?

sand ermine
#

@grim pagoda
It's probably hard-coded if you can't find anything in the vanilla files

void lantern
#

I did something similar with color overlay for a rainbow cube

grim pagoda
#

oh, alright

#

thanks

rocky light
crisp flint
#

One message removed from a suspended account.

crisp flint
#

One message removed from a suspended account.

proven crane
#

Is there any way to make this glyph smaller in the name without affecting the font of the text?

#

It's beautiful πŸ’€

agile needle
#

hardcoded

frosty dust
#

Hey, how could I fix this issue?

frosty dust
prisma hazel
#

images dont requre it

#

so its just textures/gui/player

frosty dust
#

You think my image is too big or something?

prisma hazel
#

like in file explorer, is this enabled?

prisma hazel
frosty dust
prisma hazel
#

oh yeah its windows 11, ive never used that before

frosty dust
frosty dust
prisma hazel
#

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

frosty dust
proven crane
frosty dust
proven crane
#

I'm not sure... sorry

grim pagoda
#

can a single model have different materials for each bone?

proven crane
#

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.

sand ermine
#

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

fervent heron
#

Wrong acc I just realised

sand ermine
#

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?

proven crane
#

(i'll be using this account now.. just forgot i was on that account lol)

sand ermine
#

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

hearty temple
#

can we break lines in lang files?

#

\n won't work

proven crane
#

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

sand ermine
#

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

proven crane
#

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

sand ermine
#

Gotcha. Dynamic properties don't have the issue of needing to display the scoreboard, so will probably work better

proven crane
#

i just don't have a clue on how those work in the player.json, do you mind making an example for me?

sand ermine
# proven crane i just don't have a clue on how those work in the player.json, do you mind makin...

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.

hearty temple
#

properties and dynamic properties aren't the same thing

#

well, properties are like dynamic properties, but they aren't exactly dynamic.

proven crane
#

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

hearty temple
#

can't you just set the setdisplay to nothing?

#

/scoreboard objectives the_name setdisplay

proven crane
#

this is my resource pack right now just to make my system function with different images

sand ermine
subtle ginkgo
#

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?

hearty temple
#

in the transition

cedar lagoon
#

It is possible to hide the potion icon UI on the player's hud

subtle ginkgo
subtle ginkgo
#

not works

#

😭

hearty temple
#

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

low nexus
#

I was trying to make like this

#

But I made this

#

How can I fix , background when we put item in chest ?

supple ember
#

render hover text when text != ''

low nexus
#

I mean this

supple ember
#

then if element has item = add something, in this case this background

cosmic belfry
#

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.

faint fossil
#

Hi guys, how do I play a sound when crouching?

cedar lagoon
#

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?

desert trail
#

translation went wrong

late coyote
#

just use that query to summon the particles on your stepdaughter.

cedar lagoon
true kernel
#

Can I change the name of a vanilla effect?

late coyote
clear jolt
#

how can i hide items from hand?

#

render offsets was deprecated so i cant use that anymore

late coyote
#

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.

fervent hemlock
#

Can I make a particle that has a tiled texture?

clear jolt
#

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"
                        }
                    ]
                }
late coyote
#

The states don't respect what the other state did.

clear jolt
#

so how do i make it not replay

clear jolt
late coyote
#

I think you don't even need an ac.

heady rapids
#

hi there, can someone tell me where is located this button image?

warm thicket
#

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

deft citrus
heady rapids
#

thx!

sand ermine
warm thicket
#

Another question

#

Where is the file that controls the mobiles' UI buttons? (move, click etc)

#

Now works but are invisible

iron coral
#

if anyone on mcpe knows how to make a texture pack with mobile, please share

iron coral
#

ooh

#

Yes

prisma hazel
iron coral
prisma hazel
#

Trap doors won't have modifiable block states, so you can't convert it to redstone lamps

iron coral
#

ik

#

ooh

#

fuuuu

coarse loom
#

What happens if you have over 3000 textures