#Resource Packs General

1 messages · Page 4 of 1

gentle field
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Does you entity have enable attacheables set to true?

hexed pewter
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and still doesnt works

edgy flax
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I found the problem

wheat forge
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Hi, im trying to add this arrow trail particle from "Actions and Stuff addon" to my own musket shot, but the summoned bullet entity moves too fast for the particle to be very noticable. Ideally i want the particle to appear almost straight out the barrel of the musket, what do i need to change in the particle file?

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also, maybe i need to spawn the entity somewhere different relative to the player, how do i do that? (im using a spawn_entity event inside the player entity)

whole finch
wheat forge
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I got the partical to work sort of

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but its not rotating the right direction

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i think thats becuase the projectile isnt facing the way its travelling

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any idea how to fix?

whole finch
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You can make the trail of particles at the particle file and set the direction using scripts (like the guardian beam)

wheat forge
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i think the direction of the particle is already set

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"facing_camera_mode": "lookat_direction"

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but the projectile always looks one direction and not the way its going

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what does the initialize do in the scripts section?

wheat forge
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would you mind having a quick look

serene tapir
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Does anyone know where to get all the new entities resource pack stuff? I need to get the json and textures/ geo of the newer entities.

sand tapirBOT
gentle field
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@serene tapir

serene tapir
random radish
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TIL USE_COLOR_MASK simply doesn't work without runtime identifiers

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Wanted to blend two textures using transparency, but it failed and I spent an hour debugging why (when the materials were identical!)

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If anyone knows any other way to dynamically change the alpha of a texture for layering via an expression, please lemme know

random radish
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Since I am working without color, I've opted for three layers: base layer, an intermediary layer (additive blending), and my second layer (multiplicative blending). Intermediary layer lerps from white to black using overlay_color, and I have adjusted my base layer texture to compensate for the blending

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Now I get to figure out how to build a gradient of >2 colors 🙃

rocky light
rocky light
# random radish If anyone knows any other way to dynamically change the alpha of a texture for l...

I don't think this is possible at all, with or without runtime IDs. After looking at entity related shaders, all of them do blending of textures based on unmodified texture alpha, so it's impossible to control it via an expression. The only options is manual blending by layering different additive elements with varying brightness adjusted with overlay color, or by changing textures with different alpha values like a flipbook. Or stochastic blending, but that's not a very good idea

random radish
random radish
rocky light
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Warden heart is not a multitexture material, but yeah it can change output color alpha

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I was talking about blending of texture layers via multitexture material

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That's still pretty neat because I didn't know there was a material that can do that. It's shame that it's locked behind a runtime id tho

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Graphics debugger also can be very handy, PIX is a debugger that works on windows UWP version

random radish
rocky light
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Yeah those are very outdated leftovers from HAL

random radish
rocky light
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Fog could be one of those unseen issues

random radish
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paint.net's layering feature has made previewing this a lot less painful than it could be

rocky light
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Btw you can do the inversion of colors (1-rgb) part via overlay color

random radish
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Noted—I'm always looking for ways to cut out a layering step

rocky light
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Actually you can do the whole thing with a single premultiplied layer I think, as long as you are fine with baking a texture with specific RGBA

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... = (1-a)b+a, so if u use a premultiplied blending layer with color and alpha equal to a it should work

random radish
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I eventually want to use a color gradient in place of Layer 3 for the different times of day, which I imagined using a texture with UV animation for multiplying downward

rocky light
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How are you planning to ensure the correct rendering order of blending materials btw? As far as I know there is no consistent way to order them correctly in all situations, and you are basically relying on a random chance that the engine would choose to order them in a specific way

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Sometimes it works and you can order them, other times it doesn't, and I currently don't fully understand when and how it works. With non-blending materials it's straightforward tho

random radish
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I'm not doing anything special yet. Just stacking render controllers and hoping it works. And it seems to so far! If you look at it right

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It probably breaks when looking at it from certain angles

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I'm not doing this too seriously either, it is more an exercise in VFX. I am recreating something I read in a novel

rocky light
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Oo that's neat

marsh pendant
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where i can find all the emoji like this and copy them? LIKE THIS 

gentle field
rocky light
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I don't think it works on RenderDragon, and I'm not sure it even worked on HAL at any point. Also #1072983602821861426 is not the right channel to ask question, please use appropriate channels next time.

somber tinsel
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Anyone knows a texture pack to view ingame what a world is called in the minecraftWorlds folder?

whole finch
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I think inst possible

hushed sage
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Does anyone know how to have multiple custom ui jsons

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im putting the ui jsons in _ui_fef.json

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but they wont show up

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they only show up if i name them hub_screen

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in the rp

tepid moth
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Does anyone know the path in a resource pack to adjust this armor trim texture?

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like the texture it shows when in ur hand

gentle field
tepid moth
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thanks

hardy fulcrum
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having a bit of a problem with this plane animation, it snaps when facing the -z direction.
This is what i input.
"Math.clamp(-(query.rider_head_y_rotation(0) - query.head_y_rotation(0)) * 0.25, -15, 15)"

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i get why it happens, but idk how i'd fix it.

thorn frost
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where exactly do I edit fogs?

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Idk how to make water more see through

random radish
glass granite
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a resource pack with big files crashes the game
is there a way to fix that? if yes - how?

thorn frost
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can you add extra inventory tabs?

mint panther
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Can anybody help me? My texture meshes are not resizing the item scale in first person

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Just in third person

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*The bind has been setup inside of the rightItem group

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The texture_meshe model

{
  "format_version": "1.10.0",
  "animations": {
    "animation.large_item.hold": {
      "loop": true,
      "override_previous_animation": true,
      "bones": {
        "rightitem": {
          "rotation": [
            "v.is_first_person ? 45 : 15",
            "v.is_first_person ? -15 : 0",
            "v.is_first_person ? 30 : -165"
          ],
          "position": [
            "v.is_first_person ? -6 : 1",
            "v.is_first_person ? 0 : -1",
            "v.is_first_person ? -1 : -6"
          ],
          "scale": [
            "v.is_first_person ? 0.5 : 0.5",
            "v.is_first_person ? 0.5 : 0.5",
            "v.is_first_person ? 0.5 : 0.5"
          ]
        }
      }
    }
  }
}
tight juniper
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Does the Bedrock Edition support VFX effects?

prisma hazel
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have to do with particles

tight juniper
prisma hazel
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not sure, i dont do particles, but it would be something to do with snowstorm and stuff

woeful thistle
indigo python
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does Minecraft default font support ligatures?

lone spire
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Does anyone know the name of the file that changes the clouds?

jolly summit
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Hello,
Can anyone tell me where is the texture for the inventory bar? with life, hunger and breathing...

hexed pewter
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do you know how to apply the way foxes hold items to other mobs?

prisma hazel
prisma hazel
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are there any differences between using "format_version": "1.10.0" and "format_version": [1,10,0]?

random radish
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I figure one will not be read by the game and the other will. Does the game parse proper semver written like that?

prisma hazel
random radish
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Oh, I figured you discovered that both worked. I don't know either.

prisma hazel
dusky flare
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My resource pack has a weird issue

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I removed a subpack from the BP, and now the textures for the RP’s subpacks aren’t loading. The BP subpack i removed has no correlation to the RP subpack that’s been affected, as far as I’m aware.

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The item names are working just fine though, which is strange

whole finch
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nope

whole finch
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???

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You need to make your own particle emitter

whole finch
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Google it

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Huh??

whole finch
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Ohhh potion

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Give me a sec

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You need to use scripting api to change the color, if you want a specific color just make your own emitter

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Didnt read this sorry

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Not possible without modding a dedicated server sorry

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Not a texture pack

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Servers are a bit different

dusty dragon
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Is it possible to make a particle that can be seen trough walls?

half plover
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If you find something let me know

dusty dragon
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With particles its showing Particle emitter has invalid material

half plover
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ok, idk about particles seen through walls, sorry.

whole finch
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Hiii

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Is there a way to saturate the textures without "using textures"?

grave cobalt
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anyone have any ideas why doesn't this code work?

   "redstone_lamp" : {
      "sound" : "glass",
      "blockshape": "beacon",
      "textures" : {
         "down" : "empty",
         "side" : "redstone_lamp_frame",
         "up" : "redstone_lamp_off"
      }
   },
   "lit_redstone_lamp" : {
      "sound" : "glass",
      "blockshape": "beacon",
      "textures" : {
         "down" : "empty",
         "side" : "redstone_lamp_frame",
         "up" : "redstone_lamp_on"
      }
   }
}```
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it's the blocks.json code

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what didn't work is the block shape

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cause when it's placed, the blocks are just invisible

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i feel like the block shape is invalid but it can't be cause the block shape is there in the known block shapes category in the website

glass granite
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is molang variable map only scripting or i can use variables in particle events too?

rocky light
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You can pass variables to subparticles via temp leaking. In the particle event, have a sequence that first runs an expression that sets variable to a temp variable, e.g. t.foo = v.foo;, then emit particle effect where in pre_effect_script you assign variables to temp, e.g. v.foo = t.foo;
You can find some examples of this in here #old-particles-showcase message

chilly basin
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sorry, but i just wonder can i display a particle with specific player?

thorn frost
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q.is_local_player on rendering conditions should work

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if you need someone that’s not yourself q.username? (Idk if that 1 exists but I’m like 70% sure)

chilly basin
woeful thistle
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on the player class

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player.spawnParticle

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this method is used to make only specific players to see particles

chilly basin
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can u show me an example of this class or docs links pls? thx u

woeful thistle
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seem properties and everything

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ill send you docs, 1 sec

chilly basin
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okay thx u

woeful thistle
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keep in mind its in beta

tight juniper
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I created a texture for an iron golem spawn egg, how do I put it into the game?

gentle field
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@tight juniper lets not crosspost please

tight juniper
sand ermine
sand ermine
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Wait, sorry, I was wrong

tight juniper
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no

sand ermine
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I just rechecked the wiki

tight juniper
sand ermine
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You need to use an item shortname

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Ajd define the path in item_texture.json

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Mb

tight juniper
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yeah

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No effect

sand ermine
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That means that you've got a bad path, or it might be that the index is wrong. I'd recommend just making your own short name rather than using spawn_egg as well

sand ermine
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Remove texture_index

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But other than that, yes

tight juniper
sand ermine
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That means the texture path is wrong

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Double check your spelling

tight juniper
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oh

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its work!

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thx!!

sand ermine
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Ofc! Glad it works!

tight juniper
sand ermine
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By using a .Lang file. I dont remember the exact format, but you can look at the vanilla Lang file for examples

modern tree
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Hey! Anyone has a RP that remove the vignette effect on screen

random radish
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Have you checked RP/models/mobs.json?

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It contains a bunch of legacy models like armor and player

barren wigeon
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I think it inherits the rest of the body from the villager model.

barren wigeon
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I’m sorry, I don’t know.

untold vector
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Could you put your code inside ```? :D

hardy fulcrum
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this is sad

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no one replied to the messages it was legit this 😭

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I've had moments like that tbh lol

tight juniper
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How do I define the broken textures of the Iron Golem?

tight juniper
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Why can't I find the texture and render controller definitions in the Iron Golem's client entity file?

crisp flint
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One message removed from a suspended account.

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One message removed from a suspended account.

rocky light
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You can also try particles_opaque. Or make a new particle material

"particles_nocull:particles_alpha": {
"+states": ["DisableCulling"]
}```
crisp flint
rocky light
crisp flint
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One message removed from a suspended account.

clear jolt
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how can i fix v.attack_time not working in attachables?

random radish
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It needs exposed as a public variable within the player definition, within the 'scripts' object.
RP/entity/player.json

"description": {
  "scripts": {
    "variables": {
      "variable.attack_time": "public"
    }
  }
}
clear jolt
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I'm trying to avoid any player.json modifications. is there any other way?

random radish
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I don't know a way to do so inside the attachable itself. But you might be able to animate it externally with /playanimation or the Player.prototype.playAnimation method in scripting

clear jolt
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that could work

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thanks

thorn frost
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What are all ways that a player could interact with a world to change a custom var in the entity file?

versed dagger
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How do you replace the title on the world with a custom image.

Also how to change the text when loading into a world

marsh pendant
thorn frost
marsh pendant
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nah

thorn frost
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Ah I don’t need it. I was just curious

whole finch
marsh pendant
gentle field
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Youll need to use scripting and create permutatioms for them

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Yes, and Im telling you a solution

whole finch
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Thats because you cant do it with just resource packs.. you need a full addon

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No

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Thats what he told you

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and what scripting is?? Behavior pack

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So

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Yes, because you want to do something, and you need to make a script for it

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Thats the only way

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What is supposed to answer you if a BP is the only solution?

gentle field
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And i told you, you have to use scripts and permutations

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There is a solution, but not just with RPs alone

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You did not, you just asked if it was possible

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🤷

minor heart
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Are custom fonts only gonna work if it's applied as a global pack?

gentle field
minor heart
gentle field
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That shouldnt affect anything

minor heart
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🤔

whole finch
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use q.has_biome_tag

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q.has_biome_tag == 'plains' ? <plains texture index> : q.has_biome_tag == 'mesa' ? <mesa texture index> : ...repeat

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This in your controller

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Oh wait

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Its a custom entity?

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You need to do it in the behavior part

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Well thats not really important

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And??

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Well i tell you the only way is bp, if you are doing just a texture pack you cant do anything

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Because resource packs is used for custom entities too!

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You know that?

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I dont see the problem by telling you that you need to do it in the bp, its a good reply, instead of a "you cant" basic reply, im just telling you how you can

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Obviously i will not explain you how to do it because we need to go to #1067869659757543555

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Ah no, not at all

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sorry if i did not explained well flashitoMimitos

rocky light
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q.has_biome_tag('plains')

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No

whole finch
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test it anyways

rocky light
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array.skins[q.has_biome_tag('plains')]

whole finch
rocky light
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Boolean in molang is 0 or 1

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q.has_biome_tag() returns 1 if true and 0 if false

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In this case you do

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Ah yeah, it only works in world gen

whole finch
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huh, maybe its not available in client

rocky light
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Or maybe BP

whole finch
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sad

rocky light
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It does say a Block Placement Target

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Which probably means something to do with block placement conditions in data driven blocks or world gen

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There is entity filter

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That requires BP tho

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You can't use BP?

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Currently using RP and not being able to use BP are different things. But tbf I didn't read the whole conversation, so not sure if you said anything about only using RP

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yeah you could be currently trying to solve this issue with only a resource pack, but that doesn't tell me whether you are allowed to use BP

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Well anyways, there is no client side-only way to detect biomes sadly, only possible potential solution is scanning nearby blocks with relative_block_has_any_tag but that can be very limited and/or limiting

gentle field
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🙂 This channel isnt just for resource packs only. It says anything that involves resource packs

tight pivot
#

#1272838884614606869 message

wind solar
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Does anyone know what the texture of the open inventory button is?

delicate ferry
#

p

runic summit
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How would I make a model Transparent. I have a blockbench model and when I put it in game it's not transparent but in blockbench it is.

whole finch
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The Wiki has a tutorial

thorny tinsel
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Getting this error

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Witch is wierd since door_gdl_off_broken is never used
and door_gdl_off is referenced

near lance
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anyone know how to get the block destruct particle from the vanilla pack to work?

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i tried editing it to give it the dirt texture and it's still invisible in snowstorm

tender wedge
#

Does anyone know how to make a custom skybox?

tight pivot
woeful thistle
#

anyone know the fire extinguish sound id

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oh, random.fizz

thorny tinsel
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Why won't bedrock recognize my texture?

gentle field
random radish
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Do you have a cached copy of your resource pack in your world or resource_packs folder?

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(That should not happen with a development pack, but it's good to check for)

prisma hazel
tight pivot
#

Could someone tell me if there's any entity material that is both translucent and emissive?(im making the bloom of a bright object, these two conditions must meet)

hearty temple
#

how do i edit a tga texture?

prisma hazel
hearty temple
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is there something for Android?

prisma hazel
storm urchin
#

Hey guys, does any1 know where loading_messages.json goes (directory)? Thanks!

tight pivot
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It should play when there's a rider but when I ride on it the animation doesn't play

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How should I fix it?

cerulean basin
#

Are these delays in seconds or ticks?;

  "bamboo_jungle" : {
      "event_name" : "music.overworld.bamboo_jungle",
      "max_delay" : 180,
      "min_delay" : 60
   }
hearty temple
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it removed the parts that i want to edit

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it also converts it into png

thorny tinsel
thorny tinsel
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its should load the png

magic raft
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hey, how do banner textures work? ive been trying to make a custom banner but cant find out how

raw basin
#

Hey quick question guys would it be better if I had my entity’s flying gliding and walking animations in a seperate controller to the attack, sit and sleep animations

gentle field
gentle field
magic raft
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alright ty

hardy fulcrum
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is it supposed to say farmdland_sidet

untold axle
#

I'm about to make some custom armour and noticed vanilla Minecraft has 2 attachable files for each armour piece: the normal file and one ending in .player. Do I need both when making custom armour or can I just use the one without .player without issues

hardy fulcrum
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you put farmdland

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instead of farmland

sonic fiber
#

Its there a way to make a block use a texture from whatever texture pack?

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like if i want to give a block a texture that already another block uses i can?

thorny tinsel
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Why does the texture on the left work, but on the right minecraft doesnt find it

prisma hazel
thorny tinsel
#

i dont know

thorny tinsel
whole finch
#

Photoshop probabbly has a higher default DPI

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Like 300 or sm

weary niche
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yall why when i display my emoji from a glyph i made theres a huge gap/space between the emoji and the text???

whole finch
weary niche
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am i supposed to fill the whole box

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cant i leave space if i dont want it too big

lone spire
fossil kite
#

create both Skin Model and Object model and import them both into a Generic Model

crimson garden
#

Does anyone know how to access this fire texture? I changed fire_0, fire_1 and campfire .png textures but it did not work.

crimson spire
#

Where do I find the texture for the inventory?

modern tree
#

Is it possible to have a custom hand attack item in first person?

crimson garden
# modern tree

I also tried it. But it only changes the flame particles of Blaze that charges fireballs.

simple hemlock
#

Hello, could someone help me show me how I can replace my 3D model with a mineral block?

fervent hemlock
#

Does minecraft not support tri-list poly-meshs?

gentle field
#

@runic phoenix has been dealing with polymesh lately, he might be able to answer. Does BE support tri list poly mesh?

fervent hemlock
#

It says it does but having an array of 3 just works the the same and make a quad with the next item so I assume not

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I'll just fold them

fervent hemlock
# runic phoenix ^

Yea but when I tried it puttin somthing like it it would conect the frist point of the next one no matter what

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And wouldn't render with just three points

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Like even if you say it's tri list it still make quads

modern tree
#

We can’t do this type of model on bedrock, right?

random radish
#

I did not bother making out how to use "tri_list" or "quad_list"

fervent hemlock
random radish
#

I wonder if one is better to use over the other. I would think the polys list would be more space efficient for larger models

fervent hemlock
#

Yes that is what is for so don't have dulpicate uv/normals/postions

fervent hemlock
#
"poly_mesh": {
                        "normalized_uvs": true,
                        "positions": [
                            [8, 24, -8],
                            [-8, 24, 8],
                            [-8, 24, -8],
                            [-6.33333, 24, 9.66667],
                            [9.66667, 24, 9.66667],
                            [9.66667, 24, -6.33333]
                        ],
                        "normals": [
                            [0, 1, 0]
                        ],
                        "uvs": [
                            [1, 0],
                            [0, 0],
                            [0, 1]
                        ],
                        "polys": [
                            [
                                [0, 0, 0],
                                [2, 0, 1],
                                [1, 0, 2]
                            ],
                            [
                                [4, 0, 1],
                                [3, 0, 0],
                                [5, 0, 2]
                            ]
                        ]
                    }

Two triangles one space apart
but it makes a quad with the first vertex of the next triangle instead

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For refrence this is the intended result

random radish
#

Schema says it can be either an array of 3 or an array of 4, but apparently only 4 works

fervent hemlock
#

Yes but it dosen't error is the thing so I suspect it might be a bug

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Like 2 or 5 error

random radish
#

Hmm, true. Could be an oversight then ...?

fervent hemlock
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Seems so but tbh I assumed everything was rendered in quads it seems sense everything is a square

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I'm just gonna report it and see

fervent hemlock
rocky light
#

Never tried it with polymeshes

fervent hemlock
#

and yk it pretty cool just to see mario standing in minecraft

stone violet
#

any app for android that I can use for ninslice

rocky light
#

What's the point of using tga over png? Both support transparency equally well, and you can configure image editors to retain color of fully transparent pixels instead of changing it to black whe exporting to png.

rocky light
#

Is that the whole reason? png doesn't have to be compressed either, there is an option for 0 compression

gentle field
rocky light
#

Does png not work for those?

gentle field
#

It theoretically should produce the same result, but vanilla wise, all dyed stuff uses tga so the docs follow suit

rocky light
#

That sucks, as tga is less commonly supported in image editors

whole finch
#

Its preffered for 3d model

gentle field
rocky light
#

Gimp. I'm not using tga anyways, was just curious why it even exists and after searching around found many people complaining about lack of support, in particular on mobile

sand ermine
#

Tga works fine for me with gimp, at least when I last edited one

modern tree
#

Can you add a custom 1st person attack animation to custom items ?

near hazel
#

I made a base for my texture pack with Bedrock tweaks but now I can't change the heart, hunger and armor bars

tribal nova
#

how can i disable cam shake when ur hit

stone violet
#

camera bobbing

cinder meadow
warm basalt
#

How to make animated texture for totem in hand?

stone violet
#

can anyone help me with textures

near hazel
#

someone know how i could remplace an armor model?

prisma hazel
#

Reverse it on the y direction ig

near hazel
vapid bison
#

creeper goin crazy

near hazel
upper jackal
#

item texture is like this
{
"texture_data": {
"anti_degradation": {
"textures": "textures/items/anti_degradation"
}
}
}

random radish
#

You may need to specify the name of the atlas in your item_texture.json file. Add this to the top-level keys: "texture_name": "atlas.items"

stone violet
#

insure the version to latest it also shows the error on old version

clear jolt
#

how can i make "binding": "q.item_slot_to_bone_name(context.item_slot)" be usable by custom entities? It currently returns invalid bone name.

clear jolt
#

fixed, the locator didnt have a rightItem bone as parent

pulsar quartz
#

#1279831471338688602

near hazel
near hazel
unreal mauve
#

so... i'm having problems with outlines... can somebody help me?

barren stone
#

I'm losing my mind
Can anyone tell me why the gray dots do not appear on the car?

random radish
#

Are you using a material that supports multitexture?

#

That seems stupid, but most materials don't have this functionality at first. It needs to be enabled

#

@barren stone

random radish
#

entity_multitexture is a basic material that supports multiple textures. You can use entity_multitexture_alpha_test for textures with transparency

#

Such a material has these properties, inherited from entity_static:

{
  "+states": ["DisableCulling"],
  "+defines": [
    "USE_OVERLAY",
    "ALPHA_TEST",
    "USE_MULTITEXTURE"
  ],
  "+samplerStates": [
    {
      "samplerIndex": 0,
      "textureWrap": "Clamp"
    },
    {
      "samplerIndex": 1,
      "textureWrap": "Clamp"
    },
    {
      "samplerIndex": 2,
      "textureWrap": "Clamp"
    }
  ],
  "msaaSupport": "Both"
}
barren stone
prisma hazel
#

probably missing textures

barren stone
rocky light
#

Multitexture material requires 3 textures

#

Add a 3rd one in RC

barren stone
#
    "format_version": "1.8.0",
    "render_controllers": {
        "controller.render.2035adraxwagonrs": {
            "geometry": "geometry.default",
            "materials": [
                {
                    "*": "material.default",
                    "Glowing": "query.is_sheared ? material.emissive",
                    "Glowing2": "query.is_sheared ? material.emissive",
                    "Glass": "material.transparency",
                    "Glass1": "material.transparency",
                    "Glass2": "material.transparency",
                    "Glass3": "material.transparency",
                    "Glass4": "material.transparency",
                    "Glass5": "material.transparency"
                }
            ],
            "textures": [
                "Array.base[query.variant]",
                "Array.damage[math.clamp(query.health / 25, 0, 3)]"
            ],
            "arrays": {
                "textures": {
                    "Array.base": [
                        "Texture.banana_yellow",
                        "Texture.knockout_teal",
                        "Texture.white"
                    ],
                    "Array.damage": [
                        "Texture.damage_0",
                        "Texture.damage_1",
                        "Texture.damage_2",
                        "Texture.damage_3"
                    ]
                }
            },
            "is_hurt_color": {},
            "on_fire_color": {}
        }
    }
}```
#

still not working

#

I tried everything 💀

half plover
#

hello, is this a query to check if the relative block of (0, 0, 0) is air?

restive chasm
#

anyone know what the vanilla texture for cobwebs is?

restive chasm
#

okay that's my bad lmao, I meant like the directory to reference it

barren stone
#

your_pack/textures/blocks/web

restive chasm
#

okay, thank you

acoustic wave
#

does anyone have a template for a resource pack?

barren stone
spice mirage
#

please tell me this is fixed 😔

hardy fulcrum
#

fix it

#

now 🔫
please 🥺

spice mirage
# hardy fulcrum fix it

got it to work with scripting
but i need a way to detect third person camera
it look bad in first person

neat vortex
#

{"\u0073\u0069\u007a\u0065":/"\u7faf\u5229\u400b\u6eb3\ud3a0\uf45e\u1992\ue349\u4e5f\u5615\u251a\uab05\u71b3\ud972\ufcb2\u6ecc\u1222\ub5a6\u1c13\u8aab\uef12\ufed0\ufd93\uef88\u3ee3\uf662\u9f6b"/[17,17]}
How to decode

#

I am learning about resources Packs (ui)

prisma hazel
spice mirage
#

how do i rotate body to head rotation?
tried query.camera_rotation(1) on the root and waist without any effect

random radish
#

This is equivalent to q.head_y_rotation(0) - q.body_y_rotation

spice mirage
random radish
#

I would do root, but I recommend trying them all and seeing which works best

spice mirage
#

alr
thanks

half plover
#

How do you make particles that similar to block being destroyed like it blends whatever the color of the blocks you've destroyed.

void root
#

I can't find the name of the atlas of tiles, there are no names in block-json or flipbook configs, can someone help find them?

half plover
#

is it possible to create a particle that glows just like the glow effect (when hit by spectral arrow) in java. I know it's possible with entities, but i want it to glow only to local player, instead of making it glow, and other players can see it.

prisma hazel
foggy wraith
#

How do i lower the Wing on my entity without needing to do It block by block?

#

Nvm i found it

lone portal
#

Can someone help me? How do I reduce the size of the item and fit it in the player's hand, since it is huge and far from the player's hand?

lone portal
pulsar quartz
#

can someone help me

#

I can't find the glass panel texture in the game files, please help me

spice mirage
untold vector
#

I think I changed the wrong colormap 😅

#

How do I disable this? 🌚

untold vector
#

How do I solve this?

untold vector
#

since I won't be able to work with .tga, I left almost all of the game's UI in grayscale

void root
#

Texture variations and attaching animation to each variation is still not supported?

vapid bison
#

ive never seen that before wth

#

looks like a colormap thing

untold vector
untold vector
vapid bison
# untold vector which one?

ah okay, im not a professional at this so apologies if it doesn’t work, but im pretty sure its the colormap, you have to maybe make the colormap completely white i think, or maybe make it gray

vapid bison
#

-# didn’t mean to edit it, that was supposed to be a new message lol

#

colormap folder

#

not sure which one tho, i would just try all of them tbh

vapid bison
#

it didn’t work?

untold vector
#

the photo i sent, all the colormaps are blank

#

evergreen, grass, foliage, etc...

vapid bison
#

damn, im sorry i don’t know then 😭

#

weird

untold vector
#

by the way, the problem is that I don't know how to edit .tga images

vapid bison
#

ah

#

yeah, i have no knowledge with that

#

hopefully someone here can help you

prisma hazel
gentle field
untold vector
untold vector
prisma hazel
spice mirage
#

can we render attachable in tow slots as 3D?
for example a hat that looks 3d both in hand and head slots

random radish
#

Yes, you would need a conditional render controller (or multiple controllers). Query for context.item_slot being either 'main_hand' or 'head'

#

As a matter of fact, that contextual variable is used in binding bones within the attachable's geometry. You'll typically see "binding": "q.item_slot_to_bone_name(c.item_slot)" in a model file for an attachable—and that will largely handle it for you. Then it's a matter of scaling it up/down depending on if it's worn or not

spice mirage
#

i used that binding thing
but the render control being conditional is what i never heard of

spice mirage
random radish
#

Nothing on its own. The geometry passed to this controller is the secret key; it uses some model trickery to selectively hide bones

#

You can try to copy this structure for your armor but it will probably be more difficult. This uses the legacy 1.8 model format, which has limits on how cubes are rotated

spice mirage
dusk pulsar
#

im bored, idk what to make

restive chasm
#

anyone know where the effect textures are in the vanilla directory? trying to convert them to glyphs

untold vector
#

How do I change the geometry of a vanilla block?

heady rapids
#

hi there, do someone know what is that fire particules that stays on your screen when you are on fire? btw is it a particule? I want to reduce the size of it, it is pretty annoying as it cover too much of the screen

random radish
#

It's more like a fire "block" that is put on the screen. This uses the fire block texture—reduce the fire's height to reduce the effect on screen

chrome vessel
#

is there a list somewhere that explains what all the super vague ui sprite names actually connect to?

spice mirage
random radish
#

I pulled that from vanilla armor. I have no clue what the vanilla items use component-wise

spice mirage
#

i can't seem to get it to work
i may just make tow items at this point

heady rapids
faint storm
#

How do I change the render distance edge texture? Just changing the sky color looks like this

mint panther
#

Did exist a way to make custom armor with a normal resized x32 item icon?

#

Can i resize a x32 icon texture and put it on a armor item?

half plover
#

how do i check if an entity.client in resource pack has this variable defined like in the animation controller for transition

"transitions": [
                        {"show_destroy_block": "q.has_property('yn:trunk_size') && v.dig_particle_color"}
                    ]

? since with property it can be checked with q.has_property('custom_property').

deft wind
#

Hey guys,
I am trying to play an animation when the player attacks but it doesn't work

"scripts": {
                "animate": [
                    {
                        "first_person_hold": "context.is_first_person == 1.0 && !c.owning_entity -> v.attack_time > 0"
                    },
                    {
                        "third_person_hold": "context.is_first_person == 0.0"
                    },
                    {
                        "first_person_attack": "context.is_first_person == 1.0 && c.owning_entity -> v.attack_time > 0"
                    }
                ]
            }
gentle field
deft wind
#

c.owning_entity->v.attack_time>0

gentle field
#

Yep and
c.owning_entity->v.attack_time<0
Instead of
!c.owning_entity->v.attack_time>0

gentle field
#

You might need to use <=

deft wind
deft wind
random radish
#

Is the attack_time variable set to public on the player entity?

untold vector
deft wind
#

How do I set it?

random radish
#

In the player's client entity definition (in RP/entity/player.json), in the "scripts" object, add a "variables" object with the attack time variable set to public:

"scripts": {
  "variables": {
    "variable.attack_time": "public"
  }
}
#

It's really the only way to support it like this. If you cannot edit the player's client entity def, you're a bit out of luck

#

One of those unsolved problems in add-ons currently

deft wind
random radish
#

You can leave that expression the same, variable. and v. are functionally the same

deft wind
delicate ferry
#

How can i do this?

deft wind
#

If so it’s by json ui

delicate ferry
delicate ferry
deft wind
# delicate ferry oh really how?

There’s two ways by setting subtitle position to be on the left top(you have to use /title @a subtitle)
Or just simply adding anotber text and position it on the left top

spice mirage
#

with fixed direction to the z plane
the rotation is limited to the red area
i want to rotate like the yellow area as shown in the video above

foggy wraith
#

ARE there any tutorials teaching How to make a Basic Sleep animation?

heady rapids
#

hi there, do someone know who fires this purple arrow in the arrows.png file?
or is this somekind of overlay?

rocky light
#

seems like a leftover asset from that experiment, but it's unused now

mint panther
#

How do i solve the head rotation problem?

#
{
  "format_version": "1.8.0",
  "animations": {   
  "animation.kurama.look_at_target.default": {
      "loop": true,
      "bones": {
        "head": {
          "relative_to": {
            "rotation": "entity"
          },
          "rotation": [
            "query.target_x_rotation + 30",
            "query.target_y_rotation",
            0
          ]
        }
      }
    },
    "animation.kurama.look_at_target.four_footed": {
      "loop": true,
      "bones": {
        "head": {
          "relative_to": {
            "rotation": "entity"
          },
          "rotation": [
            "query.target_x_rotation(0)",
            "query.target_y_rotation(0)",
            0
          ]
        }
      }
    }
  }
}
spice mirage
rocky light
#

Particle or entity?

spice mirage
rocky light
spice mirage
rocky light
#

Alright. So if both the emitter and particle are offscreen then particle wouldn't begin to render. What you can do to fix that is create emitter in front of the player through scripting, and then just offset the particle to the correct location

#

Or make a particle with longer lifetime, you only have to look at it once for it to start rendering offscreen

spice mirage
#

ok
thanks

normal ivy
#

How do you replace an item texture with a 3d one?

spice mirage
#

not in the inventory

normal ivy
#

I'm kinda new to this so, could you please explain this to me?

spice mirage
#

let me get you a link

spice mirage
normal ivy
#

I'll read into it, thanks!

spice mirage
#

np

gloomy mountain
#

umm what s going on

prisma hazel
gloomy mountain
mighty stirrup
#

I just made an animation where it has blend transition on animation controllers but the blend transition doesn't seem to work

crisp widget
#

Is there a way to make particle expire when comes in contact with a specific entity??

hearty temple
#

is it possible to create a fog that limits the player vision without changing the sky color?

hearty temple
#

in other words, can i make a fog that is transparent?

hearty temple
#

i have created this fog that limits the player render distance to 8 chunks

#

but the problem is it overwrites the sky color of other biomes

barren stone
#

I'm back because still can't fix it (nvm solved)

#

I don't understand layered textures D:(nvm solved)

untold axle
#

Does anyone know where the texture is for the darkening effect around the screen edges when using a spyglass?

mighty stirrup
#

I just made an animation where it has blend transition on animation controllers but the blend transition doesn't seem to work

neat vortex
#

What is the crafter block shape https://wiki.bedrock.dev/blocks/block-shapes I am not finding any other place please help

spice mirage
#

I am working on a drifting mechanic.
It work fine but with a problem, If the car is in the air after the drift started the particle spawn in air
is there a way to fix it?

prisma hazel
#

its not in the bedrock-samples, you need to take a look at it in the game files

worldly verge
raw basin
#

this might be a stupid question but how do i update a pack?

#

yk if ive made a new version of my pack do i jst deltet the existing ones and add the new ones or is there an easier way

random radish
#

Increment the version number within the manifest. If you started with [1, 0, 0] then perhaps a new version may be [1, 1, 0].

#

Semantic versioning standards identify each number as [MAJOR, MINOR, PATCH]. It recommends incrementing a Major version for breaking changes, a Minor version for additions, and a Patch version for fixes.

mighty stirrup
#

I just made an animation where it has blend transition on animation controllers but the blend transition doesn't seem to work

#

Does anyone encountered the same bug even though my molang expression are perfectly fine

random radish
#

The updated version alone doesn't do much. In isolation, when you go to download the pack and install it, Minecraft does recognize it as a newer version and it will install it. Both versions of the resource pack will then be in your storage.

random radish
prisma hazel
#

Anyone knows where the default block geometries are located at? I can't find any of them (I'm looking for Calibrated Sculk Sensor's geometry) never mind, manually made the geometry

lean zealot
#

Is there a way to make a particle appear for only 1 exclusive player?

oblique hull
#

Hello, I would like to know if there is a list with the songs from Minecraft because I’m creating a texture pack to change the music in the game. I’d like to know the timing of each song, like the conditions in which they play. Can anyone help me?

mighty stirrup
#

Hello does anyone know how to make a variable for an entity so that I will use it on animation controllers example:

variable.sword 1 = q.is_item_equipped('mz:excalibur')

so that in animation controllers I can just use q.is_using_item && v.sword1

spice mirage
#

it is a builder tool

heady rapids
#

hi there, not sure if I m asking on the right place... let me know if I m wrong...
I saw some models on java that they use a static texture to some bones, and a flipbook texture to some specific bones.
is it possible with bedrock too? or I need have single flipbook texture with all texture on it?

random radish
#

Can you provide an example? What you speak of sounds like it can be done with UV animating, but I am unsure

heady rapids
#

so this model have this sweep_effect, it is something that is show only when the entity attacks, but the model have two different textures, one static for the mob itself and another for the sweep effect.
I didnt understand how they do it on java so I was wondering if it is something available with the bedrock too, I have made a few animated mobs/items in the past but it was using a single flipbook texture, so basically the mob itself would have the texture rotating too even it was looking static... but for sure if I can use different texture on the same model would be great and easier to manage effects/animations with mobs and items

random radish
#

There are a couple of options, each with their own benefits and detriments. Two of these involves separating each sweep_effect cube into their own bones.

  • Use part_visibility in render controllers. Probably the most inconvenient solution.
  • Use animations to scale the sweep_effect bones sequentially. Can be done pretty simply and effectively.
  • Use one bone and apply a material with UV_ANIM to move the UV coordinates. More complicated.
heady rapids
#

yea I know about bone visibility, my doubt is related to the textures, specially because the animation part

untold vector
mighty stirrup
#

Plss help me on how to make a variable for the entity

#

Cause I want to add a variable that check if the player has all the equipments

raw basin
prisma hazel
random radish
random radish
still agate
#

why does my sound sound like it is coming from the right of me?

still agate
#

It's a custom added sound

hearty temple
#

how to break a line in a lang file?

random radish
#

You cannot. Use an insertion and connect that with a newline externally

#
my_text_line=Line 1%sLine2
/tellraw @a {"rawtext":[{"translate":"my_text_line","with":["\n"]}]}
hearty temple
random radish
#

🤷

#

If you can hardcode newlines, use multiple translation keys

hardy fulcrum
#

anyone get this error before?

#

it says no valid version, but there is a format version like the rest of them

#

and no errors are being called out by vsc or snowstorm

sudden current
sudden current
#

ok, are you executing the particle with command?

sudden current
hardy fulcrum
#

i can't really send the code, bu thanks for trying to help

hardy fulcrum
#

player rp

sudden current
# hardy fulcrum no

mmm it doesn't mean the end, it was just a suggestion, I assume you are trying to run it from the entity client, right?

hardy fulcrum
#

but the particle itself doesn't load in, which stops the player from spawning it

sudden current
#

That would rule out that the problem is the particle.

hardy fulcrum
sudden current
sudden current
# hardy fulcrum

Is your particle simple or does it have variables, events and complex things?

hardy fulcrum
#

simple

sudden current
#

Your version is correct so I doubt that is the problem, what version does your manifest.json have?

hardy fulcrum
#

bruh

#

fixed it

#

deleted the file, and made a new one with the same exact code

#

lmao

sudden current
#

bruh

hardy fulcrum
#

mc be buggin

sudden current
#

I've had similar errors with the tick.json file, you just can't change a tick.txt to tick.json strange things

whole finch
#

Hii

#

Its possible to get the item identifier of the item entity in client? (Molang)

grave cobalt
#

can someone help me identify the problem please?


{
  "format_version": "1.21.30",
  "jukebox" : {
      "sound" : "netherite",
      "textures" : {
         "down" : "boombottom",
         "side" : "boomside",
         "up" : "boomtop2"
      }
   },
   "noteblock" : {
      "sound" : "netherite",
      "textures" : {
         "down" : "boombottom",
         "side" : "boomside",
         "up" : "boomtop1"
      }
   }
}```

```  terrain_textures.json

{
  "resource_pack_name": "Femtanyl",
  "texture_name": "atlas.terrain",
  "padding": 8,
  "num_mip_levels": 4,
  "texture_data": {
      "boomside": {
            "textures": "textures/boombox/side"
        },
      "boomtop1": {
            "textures": "textures/boombox/top_1"
        },
      "boomtop2": {
            "textures": "textures/boombox/top_2"
        },
      "boombottom": {
            "textures": "textures/boombox/bottom"
       }
  }
}```

the files are located exactly where it should be but it still won't work
#

i rlly do need help as fast as possible rn, it's almost 11pm n iont wanna sleep at 2am yet i cant sleep without completing the pack

grave cobalt
raw basin
#

do materials work on attachables?

mighty stirrup
#

How do I detect when a player is 10 blocks above the ground cause I want to make an animation to ut

warm basalt
#

does anyone know why when I use an emoji, e.g. "☠️", it adds a symbol with the code 0xFE0F next to it

random radish
prisma hazel
# grave cobalt here

have you tried moving the textures to textures/blocks instead of textures/boombox and change the terrain_texture.json appropriately?

pale ingot
#

How do I make it so that when a mob spawns in a specific biome it comes with the biome's specific skin? Is there any query that I can use in the render controller?

ornate venture
#

How to make the nickname transparent?

sonic valve
#

How I can make a item move with other members

#

Like, two swords in one item

#

In both arms

spice mirage
spice mirage
mighty stirrup
#

Check the fox I think it uses it

pale ingot
woeful thistle
pale ingot
#

Is it impossible to do without a Bh?😔 Is there no query for biome in the render controller?

woeful thistle
#

the variants are being set in the behavior pack using biome filters in their entity jsons.

pale ingot
#

I know this, it's just that I wanted to make a texture pack that changed the cow's skin depending on the biome it was born in.

sonic valve
spice mirage
sonic valve
#

I'm Brazilian

#

My English is not that well

#

The binding is for equiped item, no?

#

Like, when is on off or main hand

spice mirage
#

is it an attachable?

sonic valve
spice mirage
sonic valve
spice mirage
sonic valve
#

I know

#

But

#

Wait

spice mirage
#

just use the main hand bone name there

sonic valve
#

Aw bro

#

I see

#

I can use two different

#

Like

#

One in the main and other in right hand?

spice mirage
#

hmm
not sure what do you mean
but that is the way to make items in off hand move with the main hand

sonic valve
#

The sword in offhand

#

I want to make it move with arm

#

But the two swords are a single item

spice mirage
sonic valve
#

I do

#

But the bind is 'rightItem'

#

It's alright?

spice mirage
#

idk
see the player model

sonic valve
#
[Molang][error]-minecraft:player.0.Customfb0489dc6e2940bbbd78b1b52823b216 | binding expression 'leftItem' returned a bone name that doesn't exist.

[Molang][error]-minecraft:player.0.Customfb0489dc6e2940bbbd78b1b52823b216 | binding expression 'leftItem' did not return a name?
#

This error

spice mirage
sonic valve
spice mirage
delicate ferry
#

How do

sonic valve
untold axle
#

How do i have a texture mesh geometry show as textured in-game? There is nothing I can find online about texture meshes

opal quest
#

can animations in attachables animate the player model? like if i were to use an animation that for example moves the right arm would it work in an attachable? or can attachables only animate the model they are using?

opal quest
#

tested, it didn't

#

well can /playanimation animate the rightItem and folders in it?

#

because my animation file has no errors, the animations folder's name is correct and i'm typing the name of the animation into the command correctly yet it does work

crisp flint
opal quest
#

well how come my animation isn't working?

#

do you have any possible reasons, if not i could send the animation file

opal quest
#

if i may ask again, why does my animation that controls a bone inside the rightItem bone not play through /playanimation if said so possible?

dusky arch
#

Because why not?

modern tree
#

Any way to fix the z fighting there?

#

I tried by moving the cube position just a bit but nothing works

thorn prairie
#

Did someone make something like this for Minecraft bedrock?

crisp flint
#

One message removed from a suspended account.

crisp flint
#

One message removed from a suspended account.

wind solar
#

Hi, does anyone know if I can make vanilla texture variants that only appear in certain biomes?

#

That is, without the need for it to be an addon

random radish
#

@crisp flint A really simple version of this effect could be recreated using a stenciling material on the entity. Stencils let an actor render through another actor with the same stencil index, so you could black out the scene with a plane and have your entity stenciled on top, and render a whiter texture as well. I recommend searching here for stencils

crisp flint
crisp flint
random radish
#

@crisp flint I was thinking of blacking out (or whiting out) parts of the screen around your model with a plane that basically covers the screen. The stenciling would then be responsible for rendering your model on top of the plane.

#

There might be a simpler way to implement such a thing, but I was unsure what limitations you had on your environment. e.g. do you want to eliminate the nearby terrain, should the sky be hidden, etc.

crisp flint
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

crisp flint
#

One message removed from a suspended account.

random radish
#

I'm honestly not entirely sure how an effect like that screenshot works. I imagine any pixels above/below a threshold is converted to either black or white, but how to translate that to a material is beyond me

crisp flint
#

One message removed from a suspended account.

fallow sigil
#

hey so anyone know how to make more icons etc so i dont use same one

#

need icons for these

mighty stirrup
#

Does anyone use the particle effect here where the particle takes the texture of the ground and make it as it's texture if yes plss give me an example of using it

spice mirage
mighty stirrup
# spice mirage the warden dose use it

Does yours doesn't have any errors cause when I tried using it there are errors like variables and stuff I don't know if I have to position they y axis of the particle to 0 in the animation of my mob

restive chasm
#

does effect screen break when you give yourself an infinite effect?

restive chasm
#

Hm

mighty stirrup
#

Does anyone know how to add animation controllers to falling entity I tried using the query.vertical_speed but what I want is to be specific like adding an animation when the entity is Falling 10 blocks below or 5 blocks

sudden current
mighty stirrup
#

Timer how?

sudden current
#

Does your state have animation? maybe you can use q.anim_time

mighty stirrup
sudden current
warm sable
#

how do you speed up a particle?

#

im using snowstorm

#

it's in the equation...

sudden current
warm sable
#

isn't that for rotation?

dusky arch
#

Did they make it so you can't change Nether biome fog colors anymore?

dusky arch
#

How do I get rid of the text border/background?

mighty stirrup
dusky arch
#

Never mind, I figured it out.

warm sable
#

?

dusky arch
clear jolt
#

hi is texture variation possible for custom geometry blocks??

woeful thistle
#

yes

warm sable
#
"default": {
                    "transitions": [
                        {"attack1": "query.is_delayed_attacking && math.random(0.0, 3.0) <= 1.0"},
                        {"attack2": "query.is_delayed_attacking && math.random(0.0, 3.0) <= 2.0 && math.random(0.0, 3.0) >= 1.1"}
                        //{"attackS1": "query.is_delayed_attacking && math.random(0.0, 3.0) <= 3.0 && math.random(0.0, 3.0) >= 2.0"}
                    ]
                },
                "attack1": {
                    "animations": ["attack1"],
                    "transitions": [
                        {"default": "!query.is_delayed_attacking"},
                        {"attack2": "query.is_delayed_attacking && math.random(0.0, 3.0) <= 2.0 && math.random(0.0, 3.0) >= 1.1"}
                        //{"attackS1": "query.is_delayed_attacking && math.random(0.0, 3.0) <= 3.0 && math.random(0.0, 3.0) >= 2.0"}
                    ]
                },
                "attack2": {
                    "animations": ["attack2"],
                    "transitions": [
                        {"default": "!query.is_delayed_attacking"},
                        {"attack1": "query.is_delayed_attacking && math.random(0.0, 3.0) <= 1.0"}
                        //{"attackS1": "query.is_delayed_attacking && math.random(0.0, 3.0) <= 3.0 && math.random(0.0, 3.0) >= 2.0"}
                    ]
                },
#

My entity is jittery

#

what the heck am I doing wrong

warm sable
random radish
#

Looks like it's transitioning between attack1 and attack2 at random.

#

Each transition within a state is evaluated every loop; on the client, this is every frame. Each loop a new random value is generated; if the condition succeeds, the state changes.
If you need a consistent random variable, you should assign one at the beginning and then perform comparisons to that variable.

#

Why have transitions from attack1 to attack2 and vice versa? @warm sable

#

I would structure it like this. For as long as the controller is in the default state, v.random receives a new random integral value.

"default": {
    "transitions": [
        {
            "attack1": "v.random = math.random_integer(0,2); return query.is_delayed_attacking && v.random == 0;"
        },
        {
            // v.random is "carried over" from the expression above
            "attack2": "query.is_delayed_attacking && v.random == 1"
        }
    ]
},
"attack1": {
    "animations": [
        "attack1"
    ],
    "transitions": [
        {
            "default": "!query.is_delayed_attacking"
        }
    ]
},
"attack2": {
    "animations": [
        "attack2"
    ],
    "transitions": [
        {
            "default": "!query.is_delayed_attacking"
        }
    ]
},
north inlet
#

Idk if this is possible but i want to make that the position of the model is same inside of the game for example in a animation I put (0, -60, 0) the model will be in that position ingame... Possible?

warm sable
warm sable
north inlet
warm sable
north inlet
#

I genuinely dont know who are you talking about 😭😭

warm basalt
#

Is it possible to make texture pack that is similar to this?

mighty stirrup
#

In an animation controllers can I transition states with another animation controllers example in animation controllers 1 there is a state called walk and I want it to transition to animation controllers 2

sonic fiber
#

How do i give the glowing texture like the torchs have in the darkness in the item.json file?

mighty stirrup
north inlet
#

Hello can anyone help me with anim controller

sand tapirBOT
#
How To Ask Good Questions

Be specific and include relevant details about the question upfront.

  • What are you trying to accomplish?
  • If you have code, which part is not working? Any content logs?
  • What have you already tried?
  • Have you searched the Bedrock Wiki?

https://xyproblem.info/

north inlet
#

You don't need to remind me that

random radish
#

Then please try following it. Nobody can feel confident in knowing if they can help you without knowing those details.

#

It's better etiquette to give those details up front. @north inlet

spice mirage
#

asking for help is alright
you just need to provide more infos in what do you need help with

scarlet grail
#

Do you know if there is a way to make it so that only the player himself can see an bone in its geometry when in third person?

rocky light
#

!v.is_first_person && q.is_local_player

woeful thistle
rocky light
#

Depends on whether you're calling it in attachable or player entity

woeful thistle
#

ah

scarlet grail
#

Oh you mean c. and v. no q.is_local_player

north inlet
#

Umm, can you make the entity follow the player head like what execute as @e at @s run tp @e ^^^1 into animations? The entity is riding the player also I don't want to use the command cuse if player look around the entity doesn't looks good

warm sable
#

why are billboards one sided? how to have a back 2 back billboard?

woeful thistle
#

one sided.

#

always facing the camera

spare flame
#

why did .lang files stop working in Minecraft pe version 1.21.43?

#

Does anyone know how to make them work?

gentle field
spare flame
#

wdym?

gentle field
# spare flame wdym?

Sometimes I accidentally hit English British instead of English American then get confused why my lang isnt working.

spare flame
#

I use some .lang files, from all languages, all the files are saved in a folder called "text"

In each .lang are all the death messages that exist, and each .lang file edits them and puts them in English, and with colors.

#

custom death message

#

@gentle field Can I speak to you in private to explain in more detail?

gentle field
#

No need for DMs, just here. Any content logs? Are you sure you applied the pack?

spare flame
#

Sure, I imported it correctly, can I send photos here?

spare flame
#

Sorry, seriously, it seems that they do work, but strangely the language used "English" was not written at all

#

but in other languages, yes

spare flame
#

@gentle field do you know the script code?

gentle field
#

😅 #1067870310055022672 ?

peak garden
#

oh why am I here

dreamy pond
#

can anyone tell me why source_property_name is not working?

{
    "messages_text": {
        "type": "panel",
        "size": [
            "100%",
            "100%c"
        ],
        "controls": [
            {
                "text": {
                    "type": "label",
                    "color": "$chat_text_color",
                    "localize": false,
                    "size": [
                        "100%",
                        "default"
                    ],
                    "text": "#text",
                    "text_tts": "#text_tts",
                    "font_type": "$chat_font_type",
                    "font_scale_factor": "$chat_font_scale_factor",
                    "line_padding": "$chat_line_spacing",
                    "bindings": [
                        {
                            "binding_type": "view",
                            "source_property_name": "((#text - '§h§i§d§d§e§n') = #text)",
                            "target_property_name": "#visible"
                        }
                    ]
                }
            }
        ],
        "bindings": [
            {
                "binding_name": "#chat_visible",
                "binding_name_override": "#visible"
            }
        ]
    }
}```
dreamy pond
crisp flint
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

rocky light
#

Position a small cube around camera

#

and/or use entity material that can be seen through blocks

crisp flint
#

One message removed from a suspended account.

sage skiff
crisp flint
#

One message removed from a suspended account.

#

One message removed from a suspended account.

turbid patrol
#

Is anyone familiar with how part visibility works when addressing nested groups of cubes?
like I want to hide Root/ZZZ/XXX, how could that be done?

Root:
  - ZZZ:
    - XXX:
      - Cube
      - Cube

    - YYY:
      - Cube

  - XXX:
    ...
rocky light
#

Try hiding zzz

rocky light
#

And showing yyy

#

or just use normal unique names

rocky light
turbid patrol
#

Hoped there was some nice way

#

But well, we gotta live with what we get

rocky light
#

[{"zzz": false}, {"yyy": true}] have you tried that?

turbid patrol
#

oh yeah that works

#

thanks!

#

not as pretty, but it does the job

crisp flint
#

One message removed from a suspended account.

#

One message removed from a suspended account.

rocky light
#

How does it look like

crisp flint
#

One message removed from a suspended account.

#

One message removed from a suspended account.

rocky light
#

Probably related to stencilref value, it only goes between and 255

crisp flint
#

One message removed from a suspended account.

#

One message removed from a suspended account.

crisp flint
void lantern
timid crag
#

How do you rotate what a blocks icon looks like?

faint storm
#

A few questions about recourse packs

  1. Is it possible to make custom models for existing blocks? If yes, is there any documentation on it? the default models are not public for some reason

  2. Most of the textures are assigned to blocks through blocks.json and terrain_texture.json documents. However, for some blocks, mainly ones with unusual models, this doesn't appear to be the case. For example, hoppers use the side texture for the inside, as well as bottom and top of the small part at the bottom. How can that be changed?

  3. Some textures can be made to change based on the blockstate by adding an underscore at the end of the texture name, for example, for redstone components like hoppers, this can be used to visualize the power state. But this only works with a select few blocks. Is there any proper documentation on it?

3.1 If I understand correctly, the blocks.json document lists all surfaces for a block with unique textures. The blockstate-dependent textures I mentioned earlier work separately for each surface. Is there a way to split one surface into multiple in the blocks.json document?

  1. I've heard people mention modifying the rendering engine. How to di it, and what can it acomplish?
prisma hazel
# faint storm A few questions about recourse packs 1. Is it possible to make custom models fo...
  1. no
  2. specifically, hoppers use the first texture defined for hopper_side
  3. honestly, its just trial and error, but most of the time, if a block has multiple sides and one of the multiple sides has multiple textures, the same can be for other textures (ie trial vaults, spawners, crafters)
  4. no, it depends on terrain_texture.json
  5. BetterRenderDragon to load and MaterialBinTool to devompile and compile shaders. Accomplishes stuff that previous HAL did
    i may be wrong, but just leaving this here
faint storm
# prisma hazel 1. no 2. specifically, hoppers use the first texture defined for hopper_side 3. ...

That's a bit disappointing, but thanks anyway

  1. That's the point. How do I change that?

By the first texture, do you mean the one for the side when it is unlocked and facing downwards, or literally the first one? Can I move those surfaces around in the list and it will always use the top one? If yes, that is super helpful, thanks a lot

  1. And is it only possible to do with one blockstate, or with a combination of multiple? And is it possible to change this in some way? Or are these questions pointless cause as you said, it's trial and error?

  2. I am unfamiliar with HAL. Can you be more specific about what it does? Also, is better render dragon for pc only?

#

And by the way, what are carried textures?

faint storm
crisp flint
#

One message removed from a suspended account.

north inlet
spice mirage
#

maybe json ui?

prisma hazel
# faint storm That's a bit disappointing, but thanks anyway 2. That's the point. How do I cha...
  1. First texture refers to when the hopper is facing down while unlocked, the inner texture always that texture. You cant change how the blocks use the list of textures though
  2. Mostly trial and error, stuff like composter dont have a blockstate, but somehow lava cauldrons have a special state
  3. HAL is the rendering engine used pre-1.18.30. I dont exactly know how it works because I started playing on 1.19. Yes, BRD is for PC, but there are tools available for mobile
  4. Carried textures are simply the textures used when the block is on your hand. They dont have any states even if you Pick Block with Data
north inlet
unborn dust
#

how do i make items to look small in the mainhand again?

faint storm
mellow wedge
#

can we render multiple things at 1 render controller?

prisma hazel
faint storm
#

any ways to remove nether fog? I looked at existing packs as well as tried some stuff myself, but nothing appears to work

pine vessel
#

Guys, is there a way to change a written book title?

mighty stirrup
#

Is it possible to change some of the model of the player but still retain the custom skin of the player

mighty stirrup
#

You see I made a smile addon and I want the player to have mouth to enter so yeah

unborn dust
#

does anyone know why my projectile doesnt align to the direction where the player is facing?

#

it shoots at the right direction, but theres this thing where it looks at South when spawn then proceeds to look to the correct direction

woeful thistle
#
{
    "format_version" : "1.8.0",
    "animations" : {
        "animation.arrow.move" : {
            "loop" : true,
            "bones" : {
                "body" : {
                    "rotation" : [ "variable.shake_power - query.target_x_rotation", "-query.target_y_rotation", 0.0 ],
                    "scale" : [ 0.7, 0.7, 0.9 ]
                }
            }
        }
    }
}
near lance
#

How do you get "color" in render controllers to work for attachables?

rocky light
#

I don't think there is a way, uv animation and overlay color fields do not work in RC for attachables, your best bet is probably switching textures, perhaps with a multitexture material

unborn dust
#

but thanks i already solved it

#

i just added arrow runtime identifier to my entity

dreamy pond
#

i want to render the texture of the button but not the button function iitself
is it somehow possible?

#

like i want to filter out which button has a flag, if it does the button isnt interactable but renders the rest

#

(basically turn of the functionality of the button without breaking it)

woeful thistle
#

just use an image instead maybe?

dreamy pond
#

i have a grid of buttons so i will need to somehow render the textures seperately

mighty stirrup
#

How do I use part visibility in player like disabling the helmet so that it won't show even though I'm wearing an armor

#

Oh I figured it out

mighty stirrup
#

Sorry it didn't work anyone know how I want it so that when a molang query is fulfilled the any helmet will become invisible using the part visibility

near lance
worldly verge
#

anybody know how to scale a particle with the size that of an entitity?

mighty stirrup
#

How do I flip an animation so that it will be on the other side cause I made an animation in blockbench where I made a right hand attack and I want to do the same thing to the left without having to make the whole animation again is it possible to just duplicate the animation and flip it?

thorn frost
#

Is it possible to make glow in the dark textures?

#

unaffected by lighting

spare flame
#

Can someone make my skin in The Hive style?

last slate
#

there is any type of particles like the grow.emitter but in red?
{pingme]

pulsar salmon
#

Hey guys, Do you know how I can make texture variations for my mob? I already have the textures and the model created, but I can't get them to change 😦

mighty stirrup
#

Check the villager it uses the texture variation

pulsar salmon
#

Entity wizard doesnt give me the render controller

north inlet
pulsar salmon
#

Obviously, I have already created one and conducted different tests, but I can't get it to work.

grizzled oxide
#

Alright so im tryna make a ghostly glow around the player (not around, more like just make him see-thru & whiteish) and I got to this so far:

{
  "ghostly_material:entity_alphablend": {
    "+states": [
      "Blending"
    ],
    "color_tint": {
      "r": 1.0,
      "g": 1.0,
      "b": 1.0,
      "a": 0.5 // Adjust alpha for desired transparency
    }
  }
}

&

{
  "format_version": "1.19.0",
  "render_controllers": {
    "ghostly_controller": {
      "materials": [
        {
          "*": "ghostly_material"
        }
      ]
    }
  }
}

(*Provided By Gemini After I Fed It Lots Of Documention)
So it told me to put the first code [the material] in assets/minecraft/materials & yes I created the common.json at that folder too.
Now where do I add the second code??

Also to make something clear I want only players with a certain tag have this ghostly glow.

#

Can anyone help yo?

random radish
#

Uh, neither of those are right. They're (somewhat) close but still not valid. I wouldn't trust a language model to do this kind of specialized thing for you.

#
  • Material files have a "materials" root object.
  • "color_tint" is not a property in a material definition.
  • Render controllers must start with controller.render.. They must also include a texture and a geometry to render, otherwise it won't render anything.
#

I'm not sure what material properties you will need for translucency. I suppose Spectator mode players already look like this, so you could use the existing material player_spectator.

#

The second snippet is a (incomplete) render controller, which goes in the folder RP/render_controllers. Render controllers obey the following format; the values for 'geometry', the first string in 'textures', and the value of the first key in 'materials' all refer to a corresponding geometry, texture, or material in the client entity definition, respectively.

{
  "format_version": "1.19.0",
  "render_controllers": {
    "controller.render.ghostly_controller": {
      "materials": [
        {
          "*": "material.spectator"
        }
      ],
      "textures": ["texture.default"],
      "geometry": "geometry.default",
      "color": {
        "r": 1.0, "g": 1.0, "b": 1.0, "a": 0.3
      }
    }
  }
}
#

For materials, another document exists, which I also recommend reading: https://wiki.bedrock.dev/visuals/materials.html#app. It's especially important to cross-reference from the vanilla resource pack and what you see in-game; some inference is needed.

north inlet
mighty stirrup
south sage
#

Is it possible to use "$sounds" as a sound path?

// example
"custom_win_music": {
  "category": "ui",
  "sounds": "$sounds",
  "$sounds": "sounds/ui/custom1"
}
grizzled oxide
grizzled oxide
#

I just need I little help

#

To just make this once...

random radish
random radish
# grizzled oxide I just need I little help

The example render controller I sent needs to be added to the resource pack. Paste its contents into a file inside the "render_controllers" folder.
With that render controller file existing in the resource pack, it then needs added to the player's definition to be used. If you do not already have a copy of the player's definition, you can grab one here: https://github.com/Mojang/bedrock-samples/blob/main/resource_pack/entity/player.entity.json
Within this file, in the "minecraft:client_entity".description.render_controllers array, append the name of the render controller ("controller.render.ghostly_controller"). When we later make this conditional, we will need to make this string entry into an object.

#

If everything has been done correctly so far, we should observe in-game that ... nothing has really changed. The player should still be rendering as fully opaque, and there might be some slight z-fighting on the model. Now we can worry about the conditional rendering portion.

#

You say you want to use a tag. That is fine, but note that Minecraft's rendering logic is not robust enough for a tag alone to do the trick. I suggest using entity properties; a boolean property is like a tag, except it can be read on the client.

#

Properties go inside the player's behavior definition within the behavior pack. If you do not already have a copy of this file, you may also grab that here: https://github.com/Mojang/bedrock-samples/blob/main/behavior_pack/entities/player.json
Inside the "minecraft:entity".description object, make a new object called "properties". We then define our own properties to use here; next we will make a boolean property that we sync to the client. An example snippet follows:

"description": {
  // identifier, is_spawnable, etc.
  "properties": {
    "protocol:is_ghostly": {
      "type": "bool",
      "default": false,
      "client_sync": true
    }
  }
}

To set this property, we will need to use an event. Scroll down to "minecraft:entity".events, then make two new events: One to enable the player being ghostly, and one to disable the player being ghostly.

"events": {
  // minecraft:gain_raid_omen, etc.
  "protocol:make_ghostly": {
    "set_property": {
      "protocol:is_ghostly": true
    }
  },
  "protocol:make_opaque": {
    "set_property": {
      "protocol:is_ghostly": false
    }
  }
}
#

Then it's a matter of running those two events to make the player ghostly or un-ghostly. With the properties set up, we need to head back to the resource pack and use these properties to toggle on and off the render controllers we want.
Back in the player's client defintion, in "minecraft:client_entity".description.render_controllers, we need to modify the third-person controller and our controller to only render one depending on the value of the property.

[
  {
    "controller.render.player.first_person_spectator": "variable.is_first_person && query.is_spectator"
  },
  {
    "controller.render.player.third_person_spectator": "!variable.is_first_person && !variable.map_face_icon && query.is_spectator"
  },
  {
    "controller.render.player.first_person": "variable.is_first_person && !query.is_spectator"
  },
  {
    "controller.render.player.third_person": "!variable.is_first_person && !variable.map_face_icon && !query.is_spectator && !query.property('protocol:is_ghostly')"
  },
  {
    "controller.render.player.map": "variable.map_face_icon"
  },
  // replace the plain string "controller.render.ghostly_controller" with the following
  {
    "controller.render.ghostly_controller": "!variable.is_first_person && !query.is_spectator && query.property('protocol:is_ghostly')"
  }
]
#

With all of that done, running the make_ghostly event should make the player look like a spectator when in third-person. From there you can try further modifying the material to get the effect you want (should the player be emissive? that type of thing)

#

I could have easily missed something though. Feel free to shoot me a question if one of those steps needs more explanation.

grizzled oxide
#

Yooooo thank you so much!

#

Your the best! Ima test rn

#

But actually before I do anything, does this affect/rely on/modify the spectator gamemode?

#

I've got the behavior part, I understand how to use events, I didn't know properties so that's why I said tag but this is better!

grizzled oxide
random radish
#

Sorry about the delay (feel free to ping me, I don't mind)—I left the remaining Spectator mode controllers the same, so in theory it should not affect Spectator or be reliant on it.

#

But with anything involving special behavior like that, you never know. Us defining this file could very well break it, for all I know. I trust that it did not, but double-checking that Spectator mode still works fine would be the way to go. @grizzled oxide

grizzled oxide
#

Alright thanks! I'm gonna test everything rn

grizzled oxide
#

Or maybe I got something wromg

#

Wrong*

random radish
#

Can you clarify what part you are looking at? There's a couple of steps involving materials

grizzled oxide
#

I have found in rp/render_controllers/player.render_controllers.json

#

It doesn't have [] at the start

#

I'm tryna get the point across

#

Just gonna send file

#

So this is the sample, and here is the ghostly material (I tried to copy format)

#

I'm not sure how to piece the puzzle together to be honest...

random radish
#

Ah, I could have been clearer. That is only a smaller snippet of the larger player defintion (in rp/entity). Here's an outline of the file, and precisely where that array should go:

{
  "format_version": "1.10.0",
  "minecraft:client_entity": {
    "description": {
      "identifier": "minecraft:player",
      "materials": {/* ... */},
      "textures": {/* ... */},
      "geometry": {/* ... */},
      "scripts": {/* ... */},
      "animations": {/* ... */},
      // Array goes below; compare to vanilla player file for similarity
      "render_controllers": [
        {
          "controller.render.player.first_person_spectator": "variable.is_first_person && query.is_spectator"
        },
        {
          "controller.render.player.third_person_spectator": "!variable.is_first_person && !variable.map_face_icon && query.is_spectator"
        },
        {
          "controller.render.player.first_person": "variable.is_first_person && !query.is_spectator"
        },
        {
          "controller.render.player.third_person": "!variable.is_first_person && !variable.map_face_icon && !query.is_spectator && !query.property('protocol:is_ghostly')"
        },
        {
          "controller.render.player.map": "variable.map_face_icon"
        },
        {
          "controller.render.ghostly_controller": "!variable.is_first_person && !query.is_spectator && query.property('protocol:is_ghostly')"
        }
      ]
    }
  }
}
grizzled oxide
#

?

random radish
#

Yep, I edited what I just sent to be more cohesive

grizzled oxide
#

Alright so I'm just trying to piece everything, so I've got the event and properties in BP, I've got this in the rp do I need render controllers or nah?

random radish
#

For the sake of customizability it would be good to use your own render controller.

random radish
grizzled oxide
#

Yeah Alright now I understand everything

#

Does it require a certain name or just do any name (the ghostly render controller?) I have it: rp/render_controllers/ghostly.render_controller.json

random radish
#

You can name it pretty much whatever, as long as it is in that folder

grizzled oxide
#

Cheers mate 🥂

random radish
#

Let me know if something's not working!

grizzled oxide
#

I will, thanks!

#

By the way, do you know how to trigger an event from within the player.json file in the BP? Not related to this but just in general, cuz I'm doing a damage sensor to stop players from hitting players in spawn or players in spawn hitting players outside

#

As the wiki reads it says "event": "eventName"

#

But minecraft ain't buying it and gave me an error, and without the player.json working the property will be undefined and I wouldn't even have a way to change it... so yeah....

#

@random radish

random radish
#

Lots of components can trigger an event, yes. I'll check out your post in #1070606638525980753

grizzled oxide
#

Alright sooo

#
[Molang][error]-minecraft:player.0.554313ad-baf2-46ce-99ec-47bafe3b72bd.skin_5c50d4c968cd4091 | Error: query.property: property does not exist, consider using query.has_property.

[Molang][error]-minecraft:player | Error: query.property: property does not exist, consider using query.has_property.

[Molang][error]-minecraft:player.0.202539ce-e6c5-40b5-a4a1-4296277d18f6.CakeZombie | Error: query.property: property does not exist, consider using query.has_property.

[Molang][error]-minecraft:player.0.554313ad-baf2-46ce-99ec-47bafe3b72bd.skin_5c50d4c968cd4091 | Error: query.property does not have an actor.

[Molang][error]-minecraft:player.0.554313ad-baf2-46ce-99ec-47bafe3b72bd.skin_5c50d4c968cd4091 | Error: query.has_property does not have an actor.```
#

So basically query.property doesn't work, I changed it to query.has_property and it worked weirdly, like it still acted like I never updated, giving me the same error until i triggered the event and it gave me the actor problem

#

And also the damage sensor doesn't event stop damage

#

Even after I removed event temporarily to make sure the error wasn't with it

#

I do have to go rn cuz it's 1:21 am and my phone is 1% so yeah cya tmr

north inlet
sacred copper
#

I'm having issues with my Anamation and Anamation controls to set off particles ..

grizzled oxide
#

Ohhhh yeah it is