#Resource Packs General
1 messages · Page 3 of 1
[09:23:35 INFO] Registered 4685 custom items
[09:23:37 INFO] Registered 240 custom skulls as custom blocks.
[09:23:38 INFO] Registered 241 custom blocks.
how to fix this
(the particle rotation)
im using an animation
and im using this camera face mode
not use camera facing? Particle should just stay without any rotation
or set it to something else
I'm not a particle expert but try lookat_y instead.
already tried, is doesn't work, i think it's bc im using an extra model
like this
and it's rotating with the player
but it's strange, i'm blocking the rotation, idk why it doesn't work
fixed!
How do you make it look like Blaze
The particle enters the body very quickly
I wanted something softer
I'm pretty new to the materials, but is it possible to use "USE_EMISSIVE" with "USE_UV_ANIM"?
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You can simply rotate the locator the particle is being emitted from using the animation.
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Check the sounds file with a json validation tool like jsonlint.com
If its valid then check to make sure all the sounds are in .ogg format
I had an issue like this qhere all my sounds had the .ogg extension
But I had to convert them all to mp3, then put them back to .ogg before it started working again
Do shaders work on 1.20.51??
"shaders" as if shader code - no, there is no official shader support in any version. If you meant deferred pipeline, it works in preview and technically shouldn't work in release, but you can probably force-enable it using BetterRenderDragon dll mod
Alright thanks?
Jumping out of my usual comfort zone which is anything BP related
I'd like to know how I can change the colour of the dialogue items from its current gray colour to whatever I want
And also, is there a way to make long text fit in the buttons?
What does sound have to do with particles?
U were talking about sounds not playing
Oh ok
Check what I replied to
You are crazy
Huh
I asked for help about particles
You responded talking about sounds
What does one thing have to do with the other?
This is what I was replying to
You were talking about sounds here
It's been so long man
It has already been resolved
Server here takes too long to help people
Ait
Real
But they are doing they're best
There's more people asking questions than actually answering
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can you change the texture of the lead?
Yes
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just rotate the locator using an animation.
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If the particle is being emitted from the locator, it should rotate accordingly. If it's not rotating as expected, there might be a setting within your particle causing it to consistently face a particular direction.
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I'm not sure. I'm not an expert when it comes to particles.
Is there something to combine json codes into one, like a program or something?
is there a way to chane the tecture of the leash (not the item, the rope thing)
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No, not really!
I don't think you can do it.
There is geometries array for geometry.
somebody knows how nametags are rendered? I'm looking for a way to conditionally obfuscate the nametags (without scripts)
Resource Packs
Immerse yourself in the world of Resource Packs with these valuable resources. For everything in the resource packs scope not covered in the other development channels, such as;
-
Vanilla Materials: Explore the intricacies of materials and elevate the visual elements of your resource pack entities.
-
Materials Overview: Fine-tune the appearance of your resource pack entities by gaining insights into the visual aspects of different materials.
-
Introduction to Particles: Enhance your Minecraft experience by adding dynamic effects through particles in your resource pack.
-
Flipbook Textures Guide: Unleash creativity with flipbook textures, creating animated and captivating visuals for your resource pack.
These resources offer valuable information and guidance, empowering you to craft visually stunning and immersive Resource Packs.
Anybody know where I can find the crafting table UI?
like a png of it
nvm, found one
Is there still a way to make particles collide with entities (players)?
back in 1.16 or 1.17 you just had to set the collision property
now in 1.19/1.20 it only collides with blocks
my particle is a glitter particle, it is supposed to be annoying and stick to your face
setting the air drag to a maximum or something like that when collided with an entity might be fine as well but i have no clue how to do that either
Hey guys! First, happy new year to everybody! 🎉 Now I have a question. Is it possible to force change the skin of the player momentarily? Is for SP adventure game. I want the player to start playing as themselves, then change the skin so they play as a specific character, and then revert it back to their own skin
Also, if that's not possible, do you know how can I force change the skin of the player for the entire experience?
Thanks for your help!
just rig the default texture path.
Replace default with custom and put custom in the render controller too.
How exactly?
What files should I change?
And what about my first question? Is that possible?
It's textures → default in player.entity.json. You just replace the word default with whatever you want then do the same in render controller.
Yeah, have more textures in the textures object then just put them instead when needed.
For example, see how vanilla mobs have a lot of textures.
Oh so I just have to give the player the same treatment as an entity? Like changing it's texture by an event that changes the minecraft:variant component?
Mhm, yes! As long as you don't mess with the default texture, your player should be wearing their skin at start but when you set variants and stuff the skin should change.
There is player.render_controllers.json.
Was looking in the wrong folder
Did it! Thanks! One last thing thou... Do you know if it's possible to also change the skin in the menu? Because it looks like this now:
I don't think so but give it a shot in #1067869374410657962.
Good afternoon. How do I fix this?
My item has extra pixels that shouldn't exist.
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is there any known way to increase the render distance of flipbooks?
seems they stop rendering like 6 blocks away 😬
are there any ways I can make those look better
I reduced them from 128x128 to 32x32
use 64x if you want a sweet spot i suppose
if you want something lower than 64, 48x should be fine
though its a weird resolution to be chosen
yeah my main worry is that it would be too resource intensive for mobile or switch edition
not really and it will have a performance impact.
Try:-
{
"format_version": "1.10.0",
"render_controllers": {
"controller.render.ct": {
"part_visibility": [
{
"head": "!variable.is_first_person"
}
],
"materials": [
{
"*": "Material.default"
}
],
"textures": [
"query.property('property:ct') == 1 ? Texture.shrine : query.property('property:eyes') == 2 ? Texture.limitless"
],
"geometry": "q.property('property:ct') == 1 ? Geometry.shrine : q.property('property:eyes') == 2 ? Geometry.limitless"
}
}
}
Do any of you guys know how to port a ui texture pack from java?
Is there any way for a 2d item to have a different front and back texture?
If not, how do you create 3d items? (presumably this would solve ^ with 1px wide item)
You can not. You would use attachables for 3d items. Here's a link explaining them: https://wiki.bedrock.dev/items/attachables.html#top
Hm. Ok, thanks
how would you get rid of the tooltips that show the item name when you select them in your hot bar. what would i put into my hud_screen.json?
How do I replace the default particle.png into one that is mine?
I made a few particles in Snowstorm but 3 out of 4 of them show nothing.
Does anyone have acess to the title creator?
hi do you have render_offsets for item in 64x64 please?
Is anyone here up for recoloring the ender chest ui from colorful containers? I just wanna make it purple to fit a purpler end texture pack, will make a drawing for whoever helps me :>
{
"minecraft:render_offsets": {
"main_hand": {
"first_person": {
"scale": [
0.01875,
0.03125,
0.01875
]
},
"third_person": {
"scale": [
0.01875,
0.03125,
0.01875
]
}
},
"off_hand": {
"first_person": {
"scale": [
0.01875,
0.03125,
0.01875
]
},
"third_person": {
"scale": [
0.01875,
0.03125,
0.01875
]
}
}
}
}
Please be aware that the use of render offsets is deprecated and it may be removed altogether in future versions.
is there any way to reload ui quickly? ideally without leaving the world
To refresh the RP without reloading your world, you can go into fullscreen mode, switch to a different tab, and then return to the game.
that doesn't reload UI
uhm anyone knows how to hide the spesific effect icon texture pack? for example levitation
Is it possible to vary mobs with states? How does guast
any idea why my music isn't working when i do /music play music1?
This page explains how: https://wiki.bedrock.dev/guide/project-setup.html#turn-on-content-log
Models in Java have a different format than in bedrock. But I believe blockbench has an option to convert from Java to bedrock
You must define them in sounds/sound_definitions.json with category set to music.
What does that acronym mean?
Please ignore bots message and visit https://wiki.bedrock.dev/documentation/sound-definitions for more information about sound definitions.
Wow! Didn't know that! TY so much!
How to fix the lead problem?
Please just add a locator named lead in there geo wherever you want the lead to be positioned.
I already did this, but the lead is still correct in only one of the variations
You have to do the same in all models.
Yes I did, but it didn't solve it
Is it only working in the variant defined first ?
Yea
You could consider creating separate entities for each pig, and then use a dummy entity that spawns using the pig spawn rule and randomly transforms into one of your pigs.
Is it possible to add particles to armor animation?
how would u relocate the tooltips that pop up above your hot bar when u select an item
Hi, is there a way to make a material visible only when viewed through another material?
Do you guys know how to fix the name apearing twice?
What did you do to make it appear twice?
Need to know that before I can say how to fix it
something related to json ui
Info
This bot was created by SmokeyStack for the purpose of making a FAQ bot for the Bedrock Add-Ons Discord Server.
Managing Entries
To manage entries, please make a pull request on GitHub.
Source Code
What Vanilla Things Can We Modify?
Can
- Entities
- Features
Can't
- Blocks
- Items
- Biomes
- Dimensions
Using the `development_*_packs` folders
The correct way to create addons is by using the development_behavior_packs and development_resource_packs folders. Storing your addons here will allow you to reload the world to see addon changes, and will prevent pack caching issues.
You can work directly in the world, or in behavior_packs/resource_packs, but you need an understanding of manifest-versions and caching to avoid issues.
We highly recommend using the development_*_packs folders.
anyone know where the inventory hover texture is?
like this blue thing that gives the item information (i would upload an image but discrord images are dead)
textures/ui/purpleBorder
How do you change caundron's potion colors?
Please don’t cross post your questions
How can I fix this
I want this particle to be at postion green (just above my item)
What are you using to summon it ?
Command
/particle minecraft:basic_smoke_particle ^ ^1 ^1
I recommend summoning it through ac or animations from the projectile itself or the player.
Nvm i fixed it
Just by messing around with x y z
Ey pixel guns
I need help 🥲
I tried using the /playsound bullet.hit @s on a command block and it works
(Yes I put 4 different sounds in one sound so it's random)
But when it comes to projectile it sounds like shulker bullet🤣
The sounds_definition is good I tried many things but maybe someone knows why this happens.
Hey does anyone have a solution to this
https://discord.com/channels/523663022053392405/1197837609582461060
How can I fix this?
[Texture][warning]-Failed to find either texture set or image file of name (assets/images)
Does anyone know how to fix the tamed cat's texture?
any1 know how to fix this? item not rendering in my hand
To make a texture invisible I can just make a blank PNG file right?
i believe so
Also is there any texture pack way to force coords on?
no i dont think you can do that
Can anyone recommend some good (preferably free and not ad-ridden) sound editting apps for android. I need to create and edit sounds for my custom mobs.
Does anyone have the 1.20 icons.png?
Can resource packs affect light intensity
I want light level 0 to actually be well.. light level 0
Vanilla Packs
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
Java Edition's Vanilla Packs: https://mcasset.cloud/
☝️
I have a qwestion, when you guys are making an RP, lets say u forgot what a propety in a certain json file dose where do you search for it
ex: mcvanilatextures/biomes_client.json
Like a search bar?
Mo bro like
What website do use for remembring what some stugg dose
Bedrock.dev
Wiki.bedrock.dev
I cannot find the files for the bossbars, does anyone know here they are?
RP/ui/hud_screen.json.
ohhhh okay, tysm!
Does anyone know how to change the pumpkin bottom? It doesn't seen possible it seens
Have you tried modifying this in blocks.json?
"pumpkin": {
"sound": "wood",
"textures": {
"down": "pumpkin_top",
"east": "pumpkin_side",
"north": "pumpkin_side",
"south": "pumpkin_face",
"up": "pumpkin_top",
"west": "pumpkin_side"
}
}
Let me try!
Doesn't work
I tried and I couldn't either
what do you mean by it doesnt work, have you specified it in terrain_texture.json?
Me friend has tried everything yet we can get it to work ;-; and the same code works on the melon, just not on the pumpkin
Does it work for you?
weird, i havent tested it yet
send the blocks.json, terrain texture.json and manifest.json
Which did you want to change, The pumpkin block, carved pumpkin block, lit carved pumpkin block or carved pumpkin block on head?
All pumpkin bottom texture
Oki imma send it in dms
How can I make 3D Model Skins the same in the Hive and can be used ONLY on a server/world?
What is the name of the file that affects the spells of items?
If you are talking about the effect of enchanted items, it is in resource_packs > RP > textures > misc > enchanted_item_glint.png
when you see this message, the best thing to do is to delete the addon and start over lol
Is there a way to create a custom screen effect like how the totem of undying does?
incorrect
It's a bug
I tested it on a blank world, no addons, no packs, just a world
and it showed the message
you should physically delete the pack from your packa folder and restart the game
i wish i know a better way
You can have the same effect for every potion effect if you use minecraft:spell_effects component to add it to the player.
There's a parameter in it that does it.
already did
deleted the pack.json and pack_history and restarted game and all that
I'll try some other stuff
but I don't know what really to do, I might reinstall
did the issue resolve?
no
empty the resource packs and behavior packs folders and re-add addons to them 1 by 1 to see what causes it
I just moved all my development packs and it fixed
then I moved my development behavior packs back and it does it
I am NOT testing which pack(s) it is
Anyone know how to fix this?
any way to make the minecraft nights darker?
any idea how to set snowfall color? i have set random RGB color but when i use the resource pack they won't change, i have try 2 options (change particles texture and implement minecraft:particle_appearance_tinting) but noone success
||[Texture][warning]-Failed to find either texture set or image file of name (ms-appx:/data/images)||
I'm having the same issue.
For whatever reason I was able to fix it by moving the texture pack from development resource packs to the normal resource packs folder.
I think it has something to do with photoshop not saving images correctly based on what other people have said, and for some reason it affects development resource packs?
Is there any plugin so that when I animate one animation, the movements are transferred to another?
Hi, I made this post for custom on-screen effects. Take a look at it and give feedback https://discord.com/channels/1138536747932864532/1203840699624333403
How I can import sound to the game???
No, its not that, its the subpacks that are broken
https://bugs.mojang.com/browse/MCPE-115241
When I had the issue, I was not using sub packs.
Is there any plugin so that when I animate one animation, the movements are transferred to another?
(blockbench)
but does the pack have subpacks?
Nope.
Is it possible to combine player.entity.json files from two different addons . And if so is there anyone that would do it for me @everyone
is this your actual content log error or is there something else after /images
Can Minecraft get read obj models directly? If so how do you refer them? If not what should I do if I wanted to use a not blockbench model in Minecraft?
You can only use bkockbench models in minecraft. I believe blockbrnch allows you to convert other models to them(I could be wrong though).
no, it is caused when packs with subpacks are located in the development_resource_packs folder
You could use .json model either
Ay would anyone be able to understand what this error is trying to say?
[Molang][error]-RP/animations/axolot.item_hand.animation(new).json | animations | animation.axolot.item_hand.action2_wave | loop_delay | query.day = 1 ? 6 + (math.random(0, 30) + 1) : 10 + (math.random(0, 64) + 1); | Error: assignment to non-variable not allowed. Expression is trying to assign to a: Query Function 'query.' or 'q.'
Error: assignment to non-variable not allowed. Expression is trying to assign to a: Query Function 'query.' or 'q.'
With content log errors, you usually find the error at the end. The rest of it is telling you where it is at
ahhh so is there a typo Ive made in that line of code or something completely different?
I'm not exactly sure how I'd interperate the error message
that's basically what I told him
Is there a way to have a particle stretch into the axis an entity is looking at?
Kinda like a lazer particle
@eager gust Hello, can you help me with this? The code gives such an error, I do not understand why
{
"format_version": "1.8.0",
"render_controllers": {
"controller.render.player.deadpool_chest.first_person": {
"geometry": "Geometry.deadpool_chest",
"materials": [ { "*": "Material.default" } ],
"textures": [ "Texture.deadpool_chest" ],
"part_visibility": [
{ "*": false },
{ "rightArm": "query.variant == 1 && query.get_equipped_item_name(0, 1) == '' || query.get_equipped_item_name(0, 1) == 'map'" },
{ "rightSleeve": "query.variant == 0" },
{ "leftArm": "query.variant == 1 && (query.get_equipped_item_name(0, 1) == 'map' && query.get_equipped_item_name('off_hand') != 'shield') || (query.get_equipped_item_name('off_hand') == 'map' && !query.item_is_charged) || (!query.item_is_charged && (variable.item_use_normalized > 0 && variable.item_use_normalized < 1.0))" },
{ "leftSleeve": "query.variant == 0" },
{ "head": "query.variant <= 0" },
{ "hat": "query.variant <= 0" },
{ "body": "query.variant <= 0" },
{ "jacket": "query.variant <= 0" },
{ "rightLeg": "query.variant <= 0" },
{ "leftLeg": "query.variant <= 0" },
{ "rightPants": "query.variant <= 0" },
{ "leftPants": "query.variant <= 0" }
]
},
"controller.render.player.deadpool_chest.third_person": {
"geometry": "Geometry.default",
"materials": [ { "*": "Material.default" } ],
"textures": [ "Texture.default" ],
"part_visibility": [
{ "*": false },
{ "head": "query.variant == 0" },
{ "hat": "query.variant == 0" },
{ "body": "query.variant == 1" },
{ "jacket": "query.variant == 0" },
{ "rightArm": "query.variant == 0" },
{ "leftArm": "query.variant == 0" },
{ "rightSleeve": "query.variant == 0" },
{ "leftSleeve": "query.variant == 0" },
{ "rightLeg": "query.variant == 0" },
{ "leftLeg": "query.variant == 0" },
{ "rightPants": "query.variant == 0" },
{ "leftPants": "query.variant == 0" },
{ "cape": "query.variant == 0" }
]
}
}
}```
[Geometry][error]-minecraft:player | minecraft:player | Invalid render controller: controller.render.player.deadpool_chest```
controller.render.player.deadpool_chest does not match controller.render.player.deadpool_chest.first_person
Is it possible to move the interaction button that shows up above hotbar when we are holding fishing rod or shears?
understood thanks
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Hello
Can we change the models of vanilla mobs in resource packs, which will then be sold on the marketplace? Does this violate marketplace policy or not?
Have you gotten a answer?
Nope
Damm
Do you know?
I'm just trying to do a fun project and I'm missing some aspects and things
I kinda do, I'm still trying to learn how to do it properly & work out some bugs
how to add my model to player hand
Is it an armor or weapon item?
is there a fix for the player’s skin when modifying the player entity file?
Is there a simple way to create the effects of how items are displayed in item frames?
Anyone knows how to rotate particle that I have made in rotation to projectiles body rotation? So if Im looking straight it should go out of it forwards?
What query is used for that?
Idk if this is the right place to ask but is it possible to change the color of lights?
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It's hard coded, the only way I know is whether via shaders(don't ask me anything about this^^) or skyboxes. You can have a semi transparent texture, it will change lightly the sky color and will allow to see the sun trough it
how to add model to entity
@rocky light how do you mean wrong material?
What's this?
thats the particle
@rocky light sorry for pinging , but i just found out , that even transparency does not do anything
Try this material on a regular entity, not attachable
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Using the `development_*_packs` folders
The correct way to create addons is by using the development_behavior_packs and development_resource_packs folders. Storing your addons here will allow you to reload the world to see addon changes, and will prevent pack caching issues.
You can work directly in the world, or in behavior_packs/resource_packs, but you need an understanding of manifest-versions and caching to avoid issues.
We highly recommend using the development_*_packs folders.
Is there a tutorial to do a Texture Pack for Bedrock? I would like to do one by myself, but Idk where to start
oh ok, but it wouldnt matter if it would work there
Is there anyone who makes glass pane and wall icon textures like MCPE with a fairly light size?
I've tried the Java Aspects texture pack but it's too heavy for my phone
do entity in rp have actor property access
Yes, via q.property but only if client_sync in property definition is set to true
uh
Hey
Im trying to render player offhand using render controller
"part_visibility": [
{ "*": false },
{ "leftArm": true },
{ "leftSleeve": true }
]
Like always show it
But I cant get it working
any help?
@rocky light I tried alot but nothing seems to work, now it doesnt even update the pack even though its in dev folder
It's possible that attachables just don't support advanced blending modes. Try making it work on regular entity first and then see if it works on attachable
Does anyone know where to find the material file for entities like the warden, camel, and sniffer?
Thanks! I needed this so badly!
Actually, I wanted to talk to you about that entity glint workaround for entites.
ok
If I'm correct, I believe in your template, the only way to change the color of the glint in the RC was if the player had the controller or the entity had the warden runtime identifier.
both if the entity isnt a player
I'm wondering if I could create a material from the warden that can allow the usage of the RC color in an non player entity without the usage of runtime identifers...what do you think?
not possible
its not about the material, its the runtime identifier
no way around that
So I'm assuming whatever hard-coded data the warden or the runtime identifier is what allows the RC color? That sucks.
yep
Still, thanks for the updated material file. I'll just have to find a way to name my entity so that it won't say: "Player was killed by Warden" or something lol.
good luck
Is it possible to prevent 2 layers from appearing when a player is wearing armor with Render Controller? If so, how?
Does anyone know if it is possible to create a material that is both transluscent and can support color masking?
oh, that would suck, i dont know any way to make the whole without attachable.. since i dont wana use player json
How did you fix that ? I have the same issue
Using slot_0.png/slot_1.png... etc
okay
@rocky light im sorry for pinging again, but i just found out that the material wasnt active all the time.. now i made it use the material, but it reverts the colors in oposite , so its dark now
So, what is the difference between diamond and diamond_darker in the armor trims?
Diamond_darker is the diamond palette used when you put a template that use diamond on a diamond armor
So instead of having the same diamond palette, it will have a darker one so you can see the trim pattern
Oooooooohhhhhh
(moved question to #add-ons)
Do particles with parametric movement work on entity locators using local rotation?
Hii does anyone here mind looking at my post in the resource pack tab im having trouble creating variants in terrain_textures.json. Im trying to create variants for flowers in minecraft for a texture pack and im having trouble with the coding.
how does the trims/color_palettes file work?
how can I add a description to an item
The /playanimation command is no longer working on attachable models?
Can bedrock RPs change block models
Is there any possible way to imrpove the end sky by like increasing the brightness of the sky texture or by doing some gradient color stuff? I saw the end sky has a material, but it seems to call vertex shaders in the shaders folder, so I am not sure if I need to change that to improve the end sky or change it.
sky.material
"end_sky": {
"states":[ "DisableDepthWrite", "DisableAlphaWrite" ],
"msaaSupport": "Both",
"vertexShader" : "shaders/uv_repeat.vertex" ,
"vrGeometryShader": "shaders/uv.geometry",
"fragmentShader" : "shaders/texture_ccolor.fragment",
"vertexFields": [
{ "field": "Position" },
{ "field": "Color" },
{ "field": "UV0" }
],
"samplerStates": [
{ "samplerIndex": 0, "textureWrap": "Repeat" }
]
}
}
There isn't much you can do aside from editing end sky texture textures/environment/end_sky.png or maybe trying out blending modes for end_sky material, but idk if it works or not
I think I'll go with fogs since they do brighten up the sky
also an option
What is the max for sub packs?
Does anyone know if it’s possible to make number particles without creating a particle for each individual number? Not entirely sure where you’d even begin, but something akin to interpreting and displaying text as a particle
How are you planning to spawn or pass data to them?
Spawned with scriptAPI
As for how to pass data, I really don’t know the capabilities of particles. Was less asking for a solution and more asking if it was possible at all.
I’m fine with doing the work myself to figure it out, just wouldn’t want to bother if it’s known to be impossible.
Only ideas would be either in the name space itself or using the decimals of the original spawn as text data, but I don’t know what could actually be read, if anything
You can pass arbitrary data to your effects from scripting. Although the logic on the particle side can deal only with as many variables as you program it to handle. You can pass individual variables and then read them in particle, but you can't pass arrays, so at most you could draw text in chunks up to certain number of symbols.
can the item cooldown sprites in the hotbar be changed?
Does texture wrap repeat work in attachables? I tried everything but it doesnt seem that it works
UV animation doesn't work on attachables in general
Does it even work for regular entities? I thought entity geo UVs are clamped
Some materials use repeat so maybe it works
If you want to make use of repeated texture wrap, you have to use UV animation to scale up the UV
I know that uv anim doesnt work in attachables but i didnt think that texture repeating doesnt work completely
It works but only with UV anim
Damn
this is probably not the right channel for this question but does anyone know if ctm-repeat is possible in mcbe?
how to make a particle 100 pixels
{
"format_version": "1.10.0",
"particle_effect": {
"description": {
"identifier": "aba.particle.rebound",
"basic_render_parameters": {
"material": "particles_blend",
"texture": "textures/particles/aba"
}
},
"components": {
"minecraft:emitter_lifetime_once": {
"active_time": 1
},
"minecraft:emitter_rate_instant": {
"num_particles": 1
},
"minecraft:emitter_local_space": {
"position": true,
"rotation": true
},
"minecraft:particle_appearance_billboard": {
"size": [ 1, 1 ],
"uv": {
"texture_width": 100,
"texture_height": 100
}
}
}
}
}
how to reduce in size?
There's a replicate option in flipbooks, but I'm not sure if it'd work for this https://wiki.bedrock.dev/blocks/flipbook-textures.html#replicate
Bedrock does have support for random texture variations tho.
I have already tried that, it’s entirely different unfortunately, thanks though
how could I kill a particle when its travel distance has reached a certain number
How do i access the glyphs texture files (for emojis) on android?
Noice 👍 i assume I'm able to create a new glyph file for custom emojis
I don't think so, you can use the empty spaces in glyphs E_0 and E_1
How do i assign a space for a new emoji for the game to recognise
There are always 16 emotes in the first line, and there are 16 lines in total. In a 256x256 image each emote is 16x16 in size. Divide the image into 16x16 spaces.
Emojis & Symbols
Sup nerds
Can i place particles on specific points whilst using one emitter? I currently have a grid of offset coordinates, we used to spawn particles one by one on the server side, but we are now switching to client side particles
Is it not possible to make see through particles?
By see through do you mean translucent or render on top of terrain?
Render on top of terrain
Gotcha thanks
any idea on how to fix this?
"+states": ["DisableDepthWrite"]
can you send me the link where custom materials is documented?
https://wiki.bedrock.dev/visuals/materials.html#top
https://wiki.bedrock.dev/documentation/material-config-description.html#top
perfect thanks
Is it possible to create a timer in the animation controller in the resource pack?
Why do you need it?
Why not setup a timer in the behavior?
The task is to make a timer that will work without a behavior package. Animations in the controller should switch after a certain amount of time
and also the timer should not be tied to game events
if you have a translation key and one only the en_US lang file, what will appear when you have another language applied?
The texts from the en_US file will appear
ok
You can use an animation with the length you want it to remain in that state, and then use q.all_animations_finished in the transition condition
does anyone have an answer to this question? https://discord.com/channels/523663022053392405/1214681479125270548
Thanks!
Hey @frank escarp, have you ever encountered a bug where particles with randomised initial speed would form a cube, despite having a constant spawning rotation (so logically they should've formed a straight line)?
No
Ok, figured it out. Turns out minecraft:particle_initial_speed runs 3 times per particle, once for each axis... So if you use math.random, it will multiply each velocity axis by different random values
Classic bedrock
Apparently it also supports specifying initial speed per each axis
"minecraft:particle_initial_speed": [1, 2, 3]
I mean, it's in the docs... but nobody ever uses it, and snowstorm doesn't support it either
How can I decrypt packages whose codes are hidden/encrypted?
You don't
you can, but this is not the place to discuss it.
how do i fix Error: query.has_property does not have an actor.
Is there a way to detect when a player hits an entity with a specific item but without the experiments active?
Paintings in my resource pack.
Material to fix double sided texture rendering?
What the heel
Yeah I know, hehe. :)
Gen z humor or millennial
Beanos, thousand-yard stares, doot doot skeletons, and Sonic 2.
Inbetween I'd say.
Anyone know how i cant make this uv animation only play once? (pls ping me)
"controller.render.mammoth_pile_snow": {
"geometry": "Geometry.default",
"textures": ["Texture.snow_pile"],
"materials": [{ "*": "Material.overlay_anim" }],
"uv_anim": {
"offset": [0.0, "math.mod(math.floor(query.life_time * 1), 4) / 4"],
"scale": [1.0, "1 / 4"]
}
}```
Change the offset to this: math.min(math.floor(query.life_time * 1), 4) / 4. This should theoretically make it so that once it reaches the last frame, it stops animatinf
Thanks I'll give it a try
beanos
Yo i need help with an animation here
Or animation controller
I need to achieve this with a 2d entity to try and give the effect its always flipped towards its target/side of the screen the target is (I know the image is poorly made)
Note its always facing the screen
#add-ons message
To be honest, I don't get what you want. If it's facing the camera all the time, it gets flipped by default when you go to the other side. What do you want exactly ?
Ok semi hard to explain so i will send an example video
From a mod on gmod
The sniper is always generally flipped towards her target
Pretty much
Or flip based on where the target is
Like the zombie is her target and she flips based on where she looks
Idk hard to explain
Essentially i find myself in a complex pickle
The rotation to camera query returns value between -180 and 180. You can flip it if the value is greater than x. It's just about some brainstorming with math animations.
Issue is id assume for what im going for thered be some sort of body rotation or eye target
What I'm able to understand so far is that you just don't want it to face the opposite side while shooting that fat man.
Yeah
Flipping axis based on target or direction
This is like the last puzzle piece before i can make 2d shooter entities
I think I'm missing something but what's the issue with flipping axis if rotation to camera exceeds a certain value ? The entity will be facing the target by default though!
My god your right
The video i sent just shows them flipping across the center of the screen
Ive been overthinking
Wait but it does have something to do with normal body rotation
As it doesnt flip when on the side
Now you will have to explain this to me smh
What your animation looks like right now ?
Its an animation controller
One is blank other is a flipped anim
Are you able to show it ?
The image actually describes everything now that i think about it
Only thing is the flip axis should be based on entity rotation
Ignoring the target
Um its pretty sad rn
I was using this as a place holder until i was able to make a viable solution
Umm you should be doing this in VS Code and I'm not sure how you'll do it with animation controllers.
but what you want to do needs animation.
You atleast create something which can be quickly testable in-game. This will require a bit of trial & error for you.
Yeah i figured
Best bet is messing with body rotation and camera rotation
Shifting the testing variables as it rotates
Ping me when you have created a working animation in-game. It's easier to fix the issue if we know what is it exactly.
Is it normal that the item eating animation has such low framerate? Looks really bad in third person
It's also not showing in first person for some reason 🤷🏻♂️
Oh shoot, i accidentally modeled my item facing north instead of south, i can flip the model, but it doesn't flip the animations.. and using the flip animations button does anything but flip in the right direction?
Is there a quick fix to flip the Z axis or should i just lazily rotate by 180
Hmm it seems to have worked now, but 2 elements didn't flip their position keyframes
Now i just need to figure out how to start the animations or animation controller for the item attachable
Adding the animations in the "animations" and "scripts" arrays seems to work, but afaik that doesn't allow for transitions?
Got it! :o (figured it out via vanilla bow/trident)
quest_book.attachable.json
{
"format_version": "1.10.0",
"minecraft:attachable": {
"description": {
"identifier": //...
"animations": {
"first_person_hold": "animation.quest_book.first_person_hold",
"third_person_hold": "animation.quest_book.third_person_hold",
"idle": "animation.quest_book.idle", // animations need to be defined
"open": "animation.quest_book.open", // in here so they can be used
"close": "animation.quest_book.close", // in the controller
"closed": "animation.quest_book.closed",
"flip": "animation.quest_book.flip",
"controller": "controller.animation.quest_book.default" // controller
},
"scripts": {
"animate": [
{
"first_person_hold": "c.is_first_person"
},
{
"third_person_hold": "!c.is_first_person"
},
"controller" // the controller name defined in "animations"
]
}
}
}
}
quest_book.animation_controllers.json
{
"format_version": "1.19.0",
"animation_controllers": {
"controller.animation.quest_book.default": {
"initial_state": "closed",
"states": {
"closed": {
"animations": ["closed"],
"transitions": [
{"open": "q.is_sneaking"}
]
},
"open": {
"animations": ["open"],
"transitions": [
{"active": "q.any_animation_finished"}
]
},
"active": {
"animations": ["idle"],
"transitions": [
{"close": "!q.is_sneaking"}
]
},
"close": {
"animations": ["close"],
"transitions": [
{"closed": "!q.is_sneaking && q.any_animation_finished"}
]
},
"flip": {
"animations": ["flip"],
"transitions": [
{"active": "q.any_animation_finished"}
]
}
}
}
}
}
how does uv_anim works?
i tried this but it does nothing {
"uv_anim": { "offset": [ 17, 0 ], "scale": [ 1, 1 ] } }
and this
"uv_anim": {
"offset": [
"math.mod(query.life_time*100,36)",
0
],
"scale": [
1,
1
]
}
}```
hey quick simple question, I wanna start texturing icons and items etc.. perhaps, where can I get the perfect colors for what I want? I'm using pixelart, and I'm pretty sure the original mc icons aren't made using the default colors..
What is the path to the 'minecraft' texture? When I load the world, I want to find it and I can't.
textures/ui/title.png
no one damn.
it depends on what you want to change the colour you want it to be
there are palette generators as well
I just need good colors for glyphs and icons..
yeah, but what theme?
general icons, lets say a discord glyph, a realm portal glyph, a sword glyph, a money pouch icon, etc...
hi there, what is the path for the images that forms this balloon on the items descriptions?
Should be like purpleborder.png or something along that line
thx, that is it 🙂
any way to replace the boat model?
not sure where the boat.geo.json is at, so I doubt so
https://youtu.be/3Jw8MjJFq7M
https://wiki.bedrock.dev/animation-controllers/animation-controllers-intro.html#rp-animation-controllers-1
got it to work with particles too, the attachable & its controller work just like entity animations
for animated texture do also need to male the same mcmeta as java ?
there is a seperate file to declare animated textures. it is at /textures/flipbook_texture.json
Is it possible like i have an model sword and i want to add a swing animation what do i need to add ?
swing animation as in attack animtion or what?
I know samus rpg class pack ?
these?
Yeah
There is the model the entity and then the animations the swings
There will be the model ( entity ) texture and animation ( swing attack ) texture , but how do i combine the two ? Because i always did all in one texture but if u want to add an animated texture where do i need it to set it so it can works ?
not sure, but there should be an article for animated entites
Has anyone managed to make a particle follow a point? For example, particle point A stays stationary, while point B follows a blocks or mob, but also have the particle "length" get longer as point B moves further away.
how can i sync step noises to the animation?
Can you explain more what exactly is that you're trying to achieve? Do you just want to draw a particle line between 2 points, one of which is connected to moving block or entity?
Kind of yea. You know how end crystal beams work with the ender dragon?
Can you spawn them from the entity itself (via animation or AC), or does it have to be spawned via command or scripting?
The particle can be spawned from the entity itself, yea
What if it is spawned via a command or scripting?
Then you'll have to spawn it every tick and pass A and B positions to it, and potentially their velocity, so that you can somewhat smoothly interpolate
If you were to spawn it from an entity, you can just save static position in property, query entity position and interpolate on the client side
Client side would be better? And uh explain those other things please :)
If you spawn it server side, then you have to pass both positions as variables, and optionally velocity to interpolate between them, and you also will have to spawn a particle every tick. But if you spawn it on the entity, then you can query entity position directly, which allows you to spawn just a single particle only once and then stretch the same particle between entity position and another point
yes, you can just do that directly, but the particle has to be spawned from animation or AC for it to work
wait how does it stretch the particle
Eh, let me quickly put together an example
v.pos variables are just example position variables, you'd replace them with world position of your points
Wait, it's just 1 particle? Guess I'll need a texture or something that does not stretch
Ah, do you want texture to not stretch, but instead tile?
In this case it might be easier to do it with entity geometry, since here you can use material that repeats (tiles) a texture
can you make the entity texture blueish?
Just like pvz zombies when they get hit by a snow pea
Idk if that’s possible using render controllers
I believe there's something along the lines of overlay_color. I'd check the docs to make sure though
Does anyone know what this dirt block is called on the ui?
should literally be the grass side texture used in the block
I did already modify it though
Are render controllers able to change the texture used for specific bones? or is it all or nothing. Trying to add a customization for an item to include colors and symbols, and curious whether I will need to create a brand new texture for every symbol, for every color. Otherwise I'll end up making at least 60+ textures
You could also just add multiple RCs
It's all or nothing, but there are materials that also support multiple texture slots, up to 3 iirc
So you can specify 3 textures in RC instead of one
so I can have up to 3 textures appearing on a given geometry at once?
Yes, look intoi multitexture materials
You can also have infinite RCs tho, so you could just split the geometry between multiple ones
Yeah, what I'd do is have the base texture, and use a separate render controller with the same geo, but that's empty except for the decal and using entity_alphatest so only the decal shoes up
or you can have a single texture with multiple bones and individual UV placed where you want your color to be in the texture, then only change the bones visibility using molang
do someone know the name of the background sound that plays on while you are regular places, lice plains or so? the one that is very light and calm that make almost everyone fall sleep?
In Minecraft Bedrock Edition 1.20.73.01 in phones had pbr?
Deferred is preview only as of right now
Damn I hope it added in stable version
It will take a while, it’s still very early and experimental
can we make custom blocks with translucency not appear opaque in the hotbar?
Not as far as I know
How to fix
Hey, me again. Uhm what query to I use to get the position of itself and the target of where the particle should stretch to?
q.position - entity position. Target position you should supply yourself, e.g. via entity properties
where can I find the texture fo the background the black one
Do you guys know if its possible to give waxed copper doors their own texture? (to differentiate them)?
?
okay i am still struggling with spawning 2 particles/emitters at once and setting a variable on initialization..
i want to spawn 2 wing particles, this works so far, but the second should be mirrored
when setting variable.mirror=1; in pre_effect_script on the attachable's animation controller minecraft says the variable is unknown
blockbench also renders them incorrectly
and in-game only one particle spawns until i open my inventory
Can i change the skycolor when theres a full moon in minecraft??
oh god i finally did it
Wings via attachables, animation controllers & particles
the locator is just ignored and the particles don't go away but thats minor
What exactly did you do?
I iterate a variable in the motion parameter iirc
is anyone available to vc and tell me whats wrong w my pathing? my textures arent loading in my resource pack and ive been trying to figure it out for hours
Is it possible to have armor items 3d on hand? 🤔 (using attachables)
How do you change xp colors?
how fast do particles move per speed increase?
It's not 1 block per 1 value
I'm trying to make it so that as the speed increases, the duration decreases so that the endpoint of the particle will always be at the same location, but since these things aren't really a 1:1, I have no idea how to do this
Particle speed should be in m/s
ahh I didn't realiez just how much the linear drag coefficient affected the speed
had that in there for no reason
ahh wait, that's preventing the particles from spreading out for some reason
even though it's not supposed to have any speed in the outer directions
and this is because I was using the sphere emitter, not the box. woops
oh my god I am incredibly stupid, I was trying to take into account two dynamically changing variables to figure out how to calculate this
I should have just made the particle lifetime duration a constant and increase the speed of the particle by the distance I want it to travel
every increase in speed by a value of 1 increases the distance a particle travels by 2 blocks
is it possible to make a sound act like a jukebox or noteblock where the change in volume from distance is less so then other sounds? well, until it reaches its limit. I've got my own music I want to play in world like a jukebox but it gets way too quiet even just a few blocks away
nevermind, got it. didn't know min_distance had to be a float
how can i change eng font?
what´s the id pf the flint and steel sound?
and the pne fire makes when extingished?
does "custom_direction" no longer work for direction? I can't get my particle to rotate
it ends up just flattening out
What's your face camera mode?
"minecraft:particle_appearance_billboard": {
"size": [0.15, 0.15],
"facing_camera_mode": "lookat_xyz",
"uv": {
"texture_width": 8,
"texture_height": 8,
"uv": [0, 0],
"uv_size": [8, 8]
},
"direction": {
"mode": "custom_direction",
"custom_direction": ["variable.direction.x", "variable.direction.y", "variable.direction.z"]
}
},```
apparently custom_direction isn't a valid mode either
but documentation says it's ' "mode": "derive_from_velocity" or "custom_direction",'
didn't seem to rotate it
stayed as a flat plane unfortunately
ah
I know why
completely my fault. I haven't adapted the emitter shape to be modified with variables yet
"minecraft:emitter_shape_box": {
"offset": ["math.random(0, 1)", 0, "math.random(0, 1)"],
"half_dimensions": [0, 0, 0]
},```
what´s the id of the flint and steel sound?
fire.ignite
do particles support uv rotation?
nah but you can rotate the particle itself
"minecraft:particle_initial_spin": {
"rotation": -90, // value
"rotation_rate": 0
},
is that different from what I'm doing with direction?
I really just need the texture to rotate
I guess the texture is the particle..
hold on
ahh okay this will work. Thanks
Hello I had a question about the pack that changes titleraw display to scoreboard I wanted to ask that if I use this pack will it make it so that I can't put a title on the centre of the screen normally? like if I download the pack and run a /titleraw to create one of those custom scoreboard displays and want to execute a normal title command will it run on the scoreboard?
( im on lower discord version and couldn't create a forum and please ping on responding)
How can I make the mob that was interacted with appear in this place?
like the npc
if anyone knows pls tag me
fast question
how do i make the particles more frequent at the end?
Heres the offset for emitter
Mennn
-(math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180) * 1.2 + math.sin(variable.attack_time * 180)) * 10.0
how can I do a sound with large duration follow my entity?
anyone knows?
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Mc allows multiple?
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Guys, is it possible to force a language file just for 1 world?
Wdym by force? Like only one language will be use?
Let me explain. I'm creating a world that I need to localize in different languages. The issue is that some of these languages are not officially supported by the game, so I understand that to use .lang files of these languages, I must add a new language to Minecraft. Of course, I believe I need to create an independent pack that adds these languages to the game, import it to the game, and activate it from the game settings under global packages, right? In other words, I can't just 'force' that language in a specific world file somehow so that I don't have to go through the whole process of importing the language pack, activating the language from the settings menu, and then entering the world to see it in that language, right?
This is because at this point, creating a JSON dialog file that includes the texts directly there instead of using strings would take too much time, considering that the dialog file is already programmed to pull the strings from the .lang files
Additionally, what also happens is that when changing the language from the global settings menu of the game, since it's a language not officially supported, it would only change the texts in my specific world, but the entire MC interface would remain in another language, which, for the project I'm working on, might cause a bit of confusion...
For this reason, I was wondering if there is any way to 'force' the world to take the texts from a specific .lang file, regardless of the language the rest of the game is in
Perhaps, if I can find a way to change the language from within the world settings, that'll be perfect
anyone here?
well I'm making a texture pack and I want to know
is there a way to change the side of a sticky piston only
Is there any way to make cubemap/skybox rotates? I have cloud cubemap but it doesn't spin and it was so monotone
Is it possible to change the nameTag font?
Guys, does the vanilla resource pack contains the player's skins in it? I want to use one of those for an entity I'm creating
I mean.. It does have the alex/steve skin
What about the new ones?
Doy you know if it has the education edition skins too?
There are a lot more choices in that version
Try this
Minecraft Skins
Hi, is there a way to change the color of the outline on the menu buttons, or just delete it? I cant find the texture png that changes it.
Why is it when I edit the armor model, it only affects the player and not the mob?
It's because of the animation probably
Animation you put on player
Do you use player.json.entity?
I mean to change the model of the armor do u use player.entity.json?
A lil typing mistake
mob uses a different geometry i think
players use normal, while mobs use humanoid version
Is that in the entity geo folder?
does minecraft ever load treatment packs while in a world or only after you leave?
guys is there a bedrock resource pack template
Vanilla Packs
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
Java Edition's Vanilla Packs: https://mcasset.cloud/
@iron coral
the I couldn't find
maybe, i forgot where i found it
hey that screen when you get kicked
this dirt
whats it called and where is it
someone ping me if you know pls
textures/ui/background.png
thx! <3
how to make a material that makes a texture glow without using alpha channel
because i need my model to have both transparency and also glow
Which number? Ask properly
idk
Min engine version? Version? Format version?
Your manifest seems about right.
You can import it on your world but the textures doesn't show up?
It means something is wrong with your textures, not manifest.
Does anybody know why some parts of geometry become darker than it should be?
Why when using multiple controller.render in player.entity does the game start to crash a lot in multiplayer?
Is there a way to optimize this?
Instead of 1 render controller per texture make single controlles where you choose texture from array with query
Like in this example
{
"format_version": "1.10.0",
"render_controllers": {
"controller.render.wool_only": {
"arrays": {
"textures": {
"Array.top": [
"Texture.top_1",
"Texture.top_2",
"Texture.top_3"
]
}
},
"geometry": "Geometry.default",
"materials": [
{
"*": "Material.default"
}
],
"textures": [
"Texture.bottom", //static bottom texture
"Array.top[q.variant]" //pick top texture based on entity variant.
]
}
}
}
Even using an array, performance drops when there are more than two players
Yeah because there are too many textures and geos
Avoid using this much
where is the humanoid armor geometry file, the one that mobs use?
found the name of it in the attachables file, but cannot find it
mobs.json
hello
its kinda stupid but where is the location does the fire that shows up in your screen are
It uses the fire block texture. If you want to lower the fire just lower the block texture
Wait are you asking ab the texture or ui?
If ui i dont know ab that
thanks
no you could not....
and it's againts the TOS to talk about encrypting a pack
but i dont want people to steal my assets?
its kind of unfair featured server get to use that but we dont
do we have a choice? no right? so go with it.
only thing we could do is obfuscate it, it can be fullproof for a beginners but not full time coders.
How hard it a ui pack would you say for a relievedly new person I mean like moving things and all that
Can you make the UI for the ender chest look different than a basic chest or are they tied too tight?
Does anyone know why is cursor issue happens with custom cursors?
other cursor for reference
it's specifically a mobile issue
I figured it out. I had to make the rest of the image black, not transparent.
is it possible to make only players with same tags can see each other ?
With render controllers
Please give me an example
Help me 🥲
When I install my addon in a world without other addons, it works without problems but when I install it in a world with other addons, the game closes.
I have removed the resource pack from that world and then it lets me in, does anyone know what could be the problem?
is it possible to make the glyph sheets appear smaller in-game? i don't wanna lower the resolution of the sheet because i feel that it will make the heart look different
i want it to be the same size as font letters are, both sheets are 256x256 but this one still looks larger
There is no other option, you have to lower the pixels
When I enchant an Armor, the Armor looks like this pls help
Nice work mojang at this point i dont even know am i dreaming or not because how could you possibly make your game so broken that attachable position depends on your window size
Attachable is rendered in the middle of the screen and its size is constant because vertical FOV is constant and horizontal adapts to it, and you are only scaling window horizontally
But this happens only for offhand item
I dont even know lol
My epic blaster is attachable too but i hold it in my hand and actual hands are from player, only gloves that i have in offhand move
does anyone know the name of the .png for this
i want to beable to remove it from the realm list thing
is this an attachable?
No
did you edit the enchanted_glint image?
No
does anyone know what this error means and how to fix it?
it seems to originate from an item attachable
Hey!
You know if there are a specific rule to add a song to entity anger event? Because i defined a new one but it works in other events but in the agry one not 👀
Does anyone know the correct way to remove this description from locked items? I've already tried deleting the .lang keys and these residues still remain.
/gamerule showtags false
This also hides the red/yellow texture that overlays the item.
This
is it possible to modify the vanilla potion particles to be different for splash/lingering potion particles & the player's potion effect particles
Hey, do bedrock models have anything similar to optifine's java part models? I wanna randomize zombie limbs' models but don't want all of them in a single file
Theoretically, you could render multiple geometries with multiple render controllers. Change the base zombie geo to have no cubes in the arms and legs, and create more models that have the same bone structure, but only have cubes in the limbs you want then to be for
Then, have a render controller for each model
does anyone know how to remove ui elements? like the permishions and stuff like that
You should ask in #1067869374410657962
Good evening, today I am looking for a maker pack for my project. I pay fairly. If you are interested please pm me.
Who knows the name of the website for the obj to json model envelope?
Blockbench
No
i don't know a website, but bridge has that function
it's a plugin
but also blender has a plugin for that, but i don't remember
But they all don't have a bones....
if u use bridge no, but if u use blender yes
i found a video talking about that
but it's in spanish
is it that ok?
this is the first obj model to blockbench tutorial I watched lol
Hey can any1 help me paint and animate an entity for Minecraft bedrock edition?
Dm me if any1 can
any2 can
anybody know how to get a custom pumpkinblur to stretch like vanilla
we did it
kinda mint
i got a problem, i can’t find the name for the mobile ui movement buttons, i have it for all buttons except the movement, i wanna change them
its crazy that there isn’t a single query to detect fishing rod casting
Hey, how can i test if player his hitting by the big Axe
Damage based on location is crazy
Will probably need to use scripts to help with that damage stuff
i'd probably handle the rotation on the server side too instead of client side otherwise there's a great chance it may not be on sync
Hmm. Its my understand all addons get flattened during game play. So I assume world. But I haven't tested it.
That charts is also mising the pading.
Also keep inmind you have to account for the vanilla textures too
Just adds space on the atlas between textures.
is there a way to use a spritesheet like emojis for item icons?
is there a way to replicate the warden digging particles?
does anyone have a copy of kz.png for the recent previews that includes the new paintings.
how do i create items with flipbook textures similar to a compass or a clock
is it possible to make a language file that is global to everyone? i dont wanna make the same edits for every possible language
Just have ai translate everything for you 😅
Worth a try
Also maybe just add like 10 popular languages for Minecraft
nah it's not that, i don't wanna add support for multiple languages i mean that i want to modify the join message but i want it to appear the same way for every language user
i just decided to spend my precious time on copying pasting and renaming every file manually
i could probably write a script for it next time though
can you add bezier curves in snowstorm?
Anyone know if I can replicate that first pov effect from the totem of undying being activated?
Is it possible to have a different item icon when its in your inventory and when you are holding it?
json ui
Oh was that a json ui problem?
no, only json ui can do the thing you want
does someone has the texture of the spider on png format?
Can we play a sound not from the start of the audio file?
spider uses tga for a reason, so you should use a supported editor
Are functional toggles fully possible to make completely resource pack side?
how do i make my own hit aniamtion? like instead of a swing its a slice
instead of that animation
You use math. The swing animation uses math based animations
Is it possible to make a particle that looks like a beacon beam?
Yeah, but I don't think that would be optimal
Unless you're using it for only a temporary/triggered action
It's for a staff.
Player use the item and the beam appears facing the direction I am facing.
after like 3 seconds it's gone and cooldown
Yeah, particle will work
Actually maybe.
Hmm
Since a particle can only be 2D. Maybe not.
Is there any other way, maybe?
You could just spawn an entity.
where can I find the documentation for the scripts in the entity RP?
the
"scripts": {
"animate" : [ ]
}
This page includes everything in entity rp files, including that: https://wiki.bedrock.dev/entities/entity-intro-rp.html
One message removed from a suspended account.
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nvm fixed
Yo if i wanted to remove the particles that appear when you run on ice how would i go about tht
Is there a material like entity_alphablend, but without backface culling?
hello people my entity is tposing but I have rotation appllied on the geometry...
it was an animations problem
this is a long shot, but can we color any textures? like if i have a gray scale texture, i set the rgb to (1, 0, 0) somehow and it turn red?
would it be possible to do for anything other than ui? (like blocks, particles, or entities)
Yeah i read something in render controllers
i think you are referring to the damage and on fire color, i want something to apply all the time
https://wiki.bedrock.dev/items/attachables.html#first-person-animations
I just wanted to point out that method 1 of first person animations on the wiki doesn't work without putting the "first person attachable guide" animation on override previous animations (at least for me)
tell me if I'm missing something or if I'm wrong
also why is there no animations tag in resource packs
There is also an overlay_color field in render controllers that always applies. Here's an example of what it looks like:
"overlay_color":{
"r":0.5,
"g":1.0,
"b": 0.0,
"a". 0.7
}```
A is for the alpha channel, how opaque it is. You can also use molang in any of the fields
Any reason why a texture wouldn’t be loading?
trying to Change TNT
And apparently tnt_side.png isn’t correct?
awesome, that's exactly what i needed.
can we play flip book animations on entities? and is there a vanilla entity that does that?
Seems it’s a subpack issue idk why it’s happening
Any ideas why my particle is not attached to locator (in my attachable model)? I've set up all in attachable file and in animation file. Particle seems to ignore position of locator. There's no difference where locator is placed, particle still plays just in front of player's head (plus not visible in 3rd person)
I have it set up in the player.entity file and it works
Do you have an example?
Locators in attachables are broken
the example is pretty messy, but it should be basically the exact same as an attachable
I have the locators as a separate geometry inside player.entity so when the animation plays the particle recognizes the locator
Anyone know how to recreate the pumpkin overlay for other items?
Does texture filter work with particles? Cant get it to work
No
what material can make something transparent more visible in dark areas and less visible in bright areas?
Why does the anvil only have 2d and not 3d looking icons as it does in the inventory?
Anyone have new 3d looking textures?
Thats it
👍
So I would have to manually create anvil 3d textures for it to look the same?
Just a 2d version and that looks 3d
Just apply the first texture to all the faces of the anvil
Just want inventory to show 3d texture
In chest gui
Custom.gui
Herobrines chest gui, I'm wanting to auto grab the textures which they currently dont
Have to specify each one manually
guys is there a way to use the textures from blocks below on particles? like the running particle, the warden digging the the mace smash attack
@rocky finch Is it you he's talking about?

lmao sorry its the best way to explain what gui im talking about
Legit no way to have them update automatically
anyway to not have the sun or time of day affect fog? I want to make a fog work when your underground but the sunrises make it look all red/orange and nights make it look black
well, you can use the numbers for blocks, they don't change often.
just tell your script if it sees the world "anvil" to use number 145
Is the the discussion channel for like particles? If not can someone direct me where to go?
Yes. You can also make a post if you have an issue that is more complex, like running into issues with a pack you're making
how can i make a block highlighter that works ith multiple connected blocks and only shows outline like xray mod ?
Did you find one?
How can i get the texture of double chest?
If anyone has, can anyone send it
I can't find it in vanilla resource pack sample
hello! How do I make a texture for each redstone dust state?
example: redstone at level 5 has one texture, but at level 15 the texture is different
Hi Is there a way to make an animated item like (cobalt_boots) I just made the common item, as for the armor it didn't work the common method, is there another way?
textures/entity/chest
How do I trigger custom hurt animation for entity?
playanimation
Any way to make an entity model always visible?
What do you mean?
Can you send it?
https://www.youtube.com/watch?v=ipbXS5JxsCM
(it's a spanish video, so, u have to translate it)
En este tutorial explico lo básico de como hacer modelos con polígonos (poly_mesh) para Minecraft Bedrock, pronto traeré el tutorial para hacer Skins 5D, Skins animadas, trucos para hacer mejores modelos con polígonos, etc.
Donaciones: https://www.paypal.com/paypalme/DFlogFlagSkins4D
Mi servidor de Discord: https://discord.gg/EnmbvJT
base.jso...
entities normally stop rendering when you are too far away
a kokiri?
Mido?
?
ah, idk, i have never played zelda
me neither 🌚
lol
Hi guys anyone here knows the link of Microsoft minecraft documentation for Components thank you
how can i make custom emojis?
Is there an alternative?
sorry i been looking for other ways that don't require player entity
How can I stop the default damage animation on my entity? My entity twists when receiving damage
would minecraft complain if i used .png for .tga files?
Would it theoretically be possible to make a resource pack that displays the current state of the rain/thunder timers on the HUD? Does such a pack already exist?
I'm completely new to bedrock modding
what are blocks.json and texture_atlas.json for?
can i make custom armor for entities with thier own attachabes tha adapt to thier models? or i need to make the armor model part ofthe entity file ?
and if i can, how does the armor model needs to be to move with the entity model?
blocks.json lets you modify the sounds for blocks, and define textures for vanilla blocks/blocks that don't use a custom geometry. Not sure what you mean by texture_atlas.json, I'm not aware of any file named that.
You can make a custom armor attachable for entities. You do this by using the 1.10 format version in the attachables. The vanilla player armor files are an example of this, and you can just replace the identifier used in the query for your entity. I've attached one of the files to this post for an example
oops i meant terrain_texture.json in textures, apparently its for defining what file does a texture use
Ah, gotcha. And yeah, terrain_textures defines the texture names used in blocks.json
how does flowing water work? its 32 pixels wide and im unsure why would it be that way
if its to squeeze more frames into less height, then in what order do the frames go? vertically or horizontally?
Hey, does anyone know how to change fog to not change w/ night vision. I'm trying to light up an area without the use of excessive light blocks by giving the player night vision, however it messes up my fog to be extremally bright.
Try making your fog darker
I can have it set to #111111 and it'll jump to like #ffffff
The only thing I can really think of is maybe a shader but I have zero experience in that
Just tested it, still seems to result in the same pitch white look
Only difference im noticing is it goes pitch black when I look at the sun now
Not really sure what to do besides maybe look into shaders.
Can someone help me with texturing? Im making an ogre but im struggling to texture the side of its body, if someone could send some concepts or art it would be very helpful
Somebody ping me if they do know a solution to this.
what's wrong with my RP?
it's not being read by miencraft
my bp is fine though
{
"format_version": 2,
"header": {
"description": "Template",
"name": "Template(RP)",
"uuid": "78d3cedf-b610-410g-b7eb-b8dfd6209c35",
"version": [1, 1, 0],
"min_engine_version": [1, 21, 0]
},
"modules": [
{
"description": "Template Resources",
"type": "resources",
"uuid": "e91e4d4e-0d69-4d6d-8bb0-d5426f8cef2f",
"version": [
1,
0,
0
]
}
]
}
I set up a resource pack to change horses texture and geometry when they are given a certian name with a name tag, the gemoetry works by for whatever reason the texture doesn't. any help would be amazing `
You need to merge the first 2 together. Remove the first 2 lines in textures, and replace them with "query.get_name=='unicorn'?Texture.unicorn:Array.base[query.variant]". Markings will still show up, but the base texture will only appear if the mob isn't a unicorn. It's currently rendering the vanilla base over the unicorn texture
hi there, how can I translate a name of a npc? I have set this npc to open a chest and it shows entity.npc.name, I tried by adding the entity name to the language files but it donest affect the entity name when spawned
thanks so much!
Ofc
Does anyone here happen to know the difference between horse 1 and horse 2 texture folders, and also the horse v1/v2 vs the horse v3? Which should I use?
why there is no documentation for hurt color in render controller
{
"format_version": 2,
"header": {
"name": "Template",
"description": "Template(RP)",
"uuid": "2f85891a-bd3d-439d-a1ec-238ea8b22abf",
"version": [ 1, 1, 0 ],
"min_engine_version": [ 1, 20, 0 ]
},
"modules": [
{
"type": "resources",
"uuid": "d7a1fd29-1e22-454e-94ba-50a13a4c10d9",
"version": [ 1, 0, 0 ]
}
]
}```
try this
also, put a icon for the pack
lol
were do i get the block - item texturs and ids
Does anyone know how I can make the small items look like this?
It is to make small items for a skin
how can i merge the player's skin with another in the texture via render_controlls?
what is the sound id of player punch air in mobile?
can somone help me here? why is the geo (the black thing above the players head) not attached to the players head like when I look up or down it doesn't follow the head
only when I turn right or left
Does anyone know how to merge texture packs
been trying for a while but can't figure it out
??
you have it in a different part, it will only follow when part of the head 'folder'
Yeah thx I already fixed that
{
"hud_title_text": {
"type": "image",
"size": [ "100%c + 10px", "100%c + 8px"],
"anchor_from": "top_right",
"anchor_to": "top_right",
"offset": [ 0, 0 ],
"texture": "textures/ui/Black",
"layer": 30,
"alpha": "@hud.anim_alpha",
"controls": [
{
"title": {
"type": "label",
"text": "#text",
"layer": 31,
"localize": false,
"font_size": "small",
"font_scale_factor": 1.6,
"bindings": [
{
"binding_name": "#hud_title_text_string",
"binding_name_override": "#text",
"binding_type": "global"
}
]
}
}
]
},
"anim_alpha": {
"anim_type": "alpha",
"easing": "linear",
"duration": 3.0,
"from": 0.8,
"to": 0
}
}```
This is my hud_screen.json, and whenever it gets reloaded it throws this error:
```[UI][error]-----------------------------------------------------
Unknown properties found in def[hud_title_text] from namespace[hud]
- Unknown property [orientation]
----------------------------------------------------```
There is no orientation property specified in the file. How do I fix this?
Also... is there a way to put like a shadow on the title text I send?
Why wouldn't this texturebe working?
query.is_name_any('name1')
Query is deprecated, use above
Thank you!
Thanks!
Should I do that to all past and future queries?
Future queries, because query.get_name will only exist for backwards compatibility
Thanks so much!
Whenever I manage to add a new texture I get a geometry not found error for the horse even though all but one of the horses use the default horse geometry, any idea why?
is it possible to change the track distance of locator maps?
Fe if a player gets more than like 500 blocks away they dont show up anymore
Idk if this actually relates to resource packs, if not where should i go
does anyone know how to merge texture packs? I accidentally made a new pack instead of editing the one I was using and I can't figure out how to merge the two
also what would you reccomend for someone new to making packs to make the process as painless as possible
Does anyone know how to make a slime transparency and make it visible in the game?
you mean like when you click on it, it will import all packs folder to the game?
exactly
i've done this before, simply archive all your mcpack to zip, then change the file format to .mcaddon
tysm
anyone knows??????
can you not give/replace particle components in events? because im trying to and its not working, I dont even get an error.
"events": {
"tgte:stick": {
"components": {
"minecraft:particle_motion_dynamic": {
"linear_acceleration": [
0,
-10,
0
],
"linear_drag_coefficient": 0.1
}
}
}
}