#Resource Packs General
1 messages · Page 4 of 1
yes
and still doesnt works
I found the problem
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?
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)
I see some people spawning a entity with the trail model
I got the partical to work sort of
but its not rotating the right direction
i think thats becuase the projectile isnt facing the way its travelling
any idea how to fix?
You can make the trail of particles at the particle file and set the direction using scripts (like the guardian beam)
i think the direction of the particle is already set
"facing_camera_mode": "lookat_direction"
but the projectile always looks one direction and not the way its going
what does the initialize do in the scripts section?
ive created an animation to rotate the projectile the right way but its not being called
would you mind having a quick look
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.
Downloadable from: https://github.com/Mojang/bedrock-samples/releases
bedrock.dev archive: https://bedrock.dev/packs
GitHub (RP & BP) : https://github.com/bedrock-dot-dev/packs
Example particles: https://aka.ms/MCParticlesPack
Java Edition's Vanilla Packs: https://mcasset.cloud/
@serene tapir
Ty!
TIL USE_COLOR_MASK simply doesn't work without runtime identifiers
Wanted to blend two textures using transparency, but it failed and I spent an hour debugging why (when the materials were identical!)
If anyone knows any other way to dynamically change the alpha of a texture for layering via an expression, please lemme know
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
Now I get to figure out how to build a gradient of >2 colors 🙃
Wdym without color. Also if I were you, I'd use a black base layer or even use one of your textures for that, and use additive for other layers. This is because adjusting rendering order of transparent materials is very inconsistent, but you should be able to use order invariant blending like additive without any issues
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
I mean grayscale. I understand those are two completely different things in rendering though, my mistake—it was nearly 2:00 AM and I forgot to use the right term haha
Is the warden not an exception? I could be misunderstanding. The heart is designed to fade in with each heartbeat; the texture is fully opaque and uses the alpha value in the "color" object in its render controller to fade in and out
Warden heart is not a multitexture material, but yeah it can change output color alpha
I was talking about blending of texture layers via multitexture material
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
Btw shader source code is a highly valuable resource for me when working on material effects, might be something that can be helpful for you as well https://github.com/veka0/mcbe-shader-codebase
Graphics debugger also can be very handy, PIX is a debugger that works on windows UWP version
That is much better than looking at just the hlsl files in the game's installation directory. Thanks!
Yeah those are very outdated leftovers from HAL
I am more or less doing something like this, although there are probably unseen issues. I want to use a Screen effect (1-(1-a.rgb)*(1-b.rgb)) to tint my sky-plane, so I've resorted to using ~4 layers for the coloring
Fog could be one of those unseen issues
paint.net's layering feature has made previewing this a lot less painful than it could be
Btw you can do the inversion of colors (1-rgb) part via overlay color
Noted—I'm always looking for ways to cut out a layering step
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
... = (1-a)b+a, so if u use a premultiplied blending layer with color and alpha equal to a it should work
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
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
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
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
It probably breaks when looking at it from certain angles
I'm not doing this too seriously either, it is more an exercise in VFX. I am recreating something I read in a novel
Oo that's neat
https://wiki.bedrock.dev/concepts/emojis.html I believe this is what you're looking for?
yes
thx
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.
Anyone knows a texture pack to view ingame what a world is called in the minecraftWorlds folder?
I think inst possible
Does anyone know how to have multiple custom ui jsons
im putting the ui jsons in _ui_fef.json
but they wont show up
they only show up if i name them hub_screen
in the rp
Does anyone know the path in a resource pack to adjust this armor trim texture?
like the texture it shows when in ur hand
resource_packs\textures\trims\items
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)"
i get why it happens, but idk how i'd fix it.
I suppose you could take the absolute value of both rotations before subtracting them. But there is probably a more clever solution.
a resource pack with big files crashes the game
is there a way to fix that? if yes - how?
can you add extra inventory tabs?
Can anybody help me? My texture meshes are not resizing the item scale in first person
Just in third person
*The bind has been setup inside of the rightItem group
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"
]
}
}
}
}
}
have to do with particles
Could you elaborate on the details?
not sure, i dont do particles, but it would be something to do with snowstorm and stuff
does Minecraft default font support ligatures?
Does anyone know the name of the file that changes the clouds?
Hello,
Can anyone tell me where is the texture for the inventory bar? with life, hunger and breathing...
do you know how to apply the way foxes hold items to other mobs?
clouds.png in the textures\environment area iirc
are there any differences between using "format_version": "1.10.0" and "format_version": [1,10,0]?
I figure one will not be read by the game and the other will. Does the game parse proper semver written like that?
not sure, that's why im asking ¯_(ツ)_/¯
Oh, I figured you discovered that both worked. I don't know either.
like both works, but for a project of mine, i need the jsons to merge but the format_version causes issues
My resource pack has a weird issue
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.
The item names are working just fine though, which is strange
nope
Google it
Huh??
Ohhh potion
Give me a sec
You need to use scripting api to change the color, if you want a specific color just make your own emitter
Didnt read this sorry
Not possible without modding a dedicated server sorry
Not a texture pack
Servers are a bit different
Is it possible to make a particle that can be seen trough walls?
I was searching for this also, and found this:
#old-showcase-discussion message
Idk if this still works, but seen one in the market that uses this
If you find something let me know
Looks like it only does work for entities
With particles its showing Particle emitter has invalid material
ok, idk about particles seen through walls, sorry.
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"
}
}
}```
it's the blocks.json code
what didn't work is the block shape
cause when it's placed, the blocks are just invisible
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
is molang variable map only scripting or i can use variables in particle events too?
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
sorry, but i just wonder can i display a particle with specific player?
through scripts
They’re tryna do RSP only I assume
q.is_local_player on rendering conditions should work
if you need someone that’s not yourself q.username? (Idk if that 1 exists but I’m like 70% sure)
wait u can do it through script??
mhm
on the player class
player.spawnParticle
this method is used to make only specific players to see particles
can u show me an example of this class or docs links pls? thx u
its exactly how you would use it with the dimension class
seem properties and everything
ill send you docs, 1 sec
okay thx u
keep in mind its in beta
Documentation for @minecraft/server
I created a texture for an iron golem spawn egg, how do I put it into the game?
@tight juniper lets not crosspost please
OK sorry
Replace the base_color and overlay_color fields in the spawn egg object within iron golem with "texture":"<your path>", replacing <your path> with the path to where you put that image in the resource pack
I'll give it a try
like this?
Wait, sorry, I was wrong
no
I just rechecked the wiki
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
like this?
我像你这样做了的,但是依然是这样
Ofc! Glad it works!
New issue, how should I set its name
By using a .Lang file. I dont remember the exact format, but you can look at the vanilla Lang file for examples
Hey! Anyone has a RP that remove the vignette effect on screen
Have you checked RP/models/mobs.json?
It contains a bunch of legacy models like armor and player
I think it inherits the rest of the body from the villager model.
I’m sorry, I don’t know.
Could you put your code inside ```? :D
this is sad
no one replied to the messages it was legit this 😭
I've had moments like that tbh lol
How do I define the broken textures of the Iron Golem?
Why can't I find the texture and render controller definitions in the Iron Golem's client entity file?
One message removed from a suspended account.
One message removed from a suspended account.
You can also try particles_opaque. Or make a new particle material
"particles_nocull:particles_alpha": {
"+states": ["DisableCulling"]
}```
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how can i fix v.attack_time not working in attachables?
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"
}
}
}
I'm trying to avoid any player.json modifications. is there any other way?
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
What are all ways that a player could interact with a world to change a custom var in the entity file?
How do you replace the title on the world with a custom image.
Also how to change the text when loading into a world
10/10
You make this?
Ah I don’t need it. I was just curious
Can you share the original creator page? 👀
i dont have it
Youll need to use scripting and create permutatioms for them
Yes, and Im telling you a solution
Thats because you cant do it with just resource packs.. you need a full addon
No
Thats what he told you
and what scripting is?? Behavior pack
So
Yes, because you want to do something, and you need to make a script for it
Thats the only way
What is supposed to answer you if a BP is the only solution?
And i told you, you have to use scripts and permutations
There is a solution, but not just with RPs alone
You did not, you just asked if it was possible
🤷
Are custom fonts only gonna work if it's applied as a global pack?
It should work per worlds as well
So my theory is it didn't work for mine because it was only a development RP, would that be right
That shouldnt affect anything
🤔
use q.has_biome_tag
q.has_biome_tag == 'plains' ? <plains texture index> : q.has_biome_tag == 'mesa' ? <mesa texture index> : ...repeat
This in your controller
https://github.com/ZtechNetwork/MCBVanillaBehaviorPack/blob/master/entities%2Ffrog.json
Take them from the entity spawn event, i dont know if there are a list sorry
Oh wait
Its a custom entity?
You need to do it in the behavior part
Well thats not really important
And??
Well i tell you the only way is bp, if you are doing just a texture pack you cant do anything
Because resource packs is used for custom entities too!
You know that?
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
Obviously i will not explain you how to do it because we need to go to #1067869659757543555
Ah no, not at all
sorry if i did not explained well 
test it anyways
array.skins[q.has_biome_tag('plains')]
test this
Boolean in molang is 0 or 1
q.has_biome_tag() returns 1 if true and 0 if false
In this case you do
Ah yeah, it only works in world gen
huh, maybe its not available in client
Or maybe BP
sad
It does say a Block Placement Target
Which probably means something to do with block placement conditions in data driven blocks or world gen
There is entity filter
That requires BP tho
You can't use BP?
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
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
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
🙂 This channel isnt just for resource packs only. It says anything that involves resource packs
#1272838884614606869 message
Does anyone know what the texture of the open inventory button is?
p
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.
The Wiki has a tutorial
Getting this error
Witch is wierd since door_gdl_off_broken is never used
and door_gdl_off is referenced
anyone know how to get the block destruct particle from the vanilla pack to work?
i tried editing it to give it the dirt texture and it's still invisible in snowstorm
Does anyone know how to make a custom skybox?
RP/textures/environment/overworld_cubemap
Why won't bedrock recognize my texture?
Restart MC?
Do you have a cached copy of your resource pack in your world or resource_packs folder?
(That should not happen with a development pack, but it's good to check for)
not exactly sure why you are using a tga file, but try a png file?
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)
how do i edit a tga texture?
use an appropriate image editor
i believe aseprite supports it, so libresprite will support it
is there something for Android?
i think blockbench will work
Hey guys, does any1 know where loading_messages.json goes (directory)? Thanks!
Why isn't the catching animation playing?
It should play when there's a rider but when I ride on it the animation doesn't play
How should I fix it?
Are these delays in seconds or ticks?;
"bamboo_jungle" : {
"event_name" : "music.overworld.bamboo_jungle",
"max_delay" : 180,
"min_delay" : 60
}
i tried
it removed the parts that i want to edit
it also converts it into png
already did
Nope
its not loading the TGA file
its should load the png
hey, how do banner textures work? ive been trying to make a custom banner but cant find out how
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
If youre trying tk make a new one you cannot. If youre trying to edit a vanilla one you can
imtrying to edit a vanilla one
https://github.com/Mojang/bedrock-samples/tree/main/resource_pack/textures/entity/banner
You can find it here
alright ty
is it supposed to say farmdland_sidet
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
Its there a way to make a block use a texture from whatever texture pack?
like if i want to give a block a texture that already another block uses i can?
how is one 16kb and the other 2kb 💀
i dont know
i mean one was exported from aseprite and the other from photoshop
DPI
Photoshop probabbly has a higher default DPI
Like 300 or sm
yall why when i display my emoji from a glyph i made theres a huge gap/space between the emoji and the text???
Your image size is bigger than you need??
huh?
am i supposed to fill the whole box
cant i leave space if i dont want it too big
Is it possible to make a 3D object and have it stick to the character like this?
create both Skin Model and Object model and import them both into a Generic Model
Does anyone know how to access this fire texture? I changed fire_0, fire_1 and campfire .png textures but it did not work.
Where do I find the texture for the inventory?
Is it possible to have a custom hand attack item in first person?
I also tried it. But it only changes the flame particles of Blaze that charges fireballs.
Hello, could someone help me show me how I can replace my 3D model with a mineral block?
Does minecraft not support tri-list poly-meshs?
@runic phoenix has been dealing with polymesh lately, he might be able to answer. Does BE support tri list poly mesh?
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
I'll just fold them
it's the images fire1,...
Yes it does support tris
^
Yea but when I tried it puttin somthing like it it would conect the frist point of the next one no matter what
And wouldn't render with just three points
Like even if you say it's tri list it still make quads
We can’t do this type of model on bedrock, right?
I have taken to simply repeat the last vertex index twice. Probably not the most efficient way to do that though
I did not bother making out how to use "tri_list" or "quad_list"
I am curious if the primitive section on materials can affect poly mesh rendering. Does anyone know more about this?
https://wiki.bedrock.dev/documentation/material-config-description.html#primitive
So have I but It seems that even if you tri_list and quad_list are so that you don't have to do polys rather it just follows in order in both the uvs, postions, and noramls
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
Yes that is what is for so don't have dulpicate uv/normals/postions
Heres what I mean
this comes from
"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
For refrence this is the intended result
Schema says it can be either an array of 3 or an array of 4, but apparently only 4 works
Yes but it dosen't error is the thing so I suspect it might be a bug
Like 2 or 5 error
Hmm, true. Could be an oversight then ...?
Seems so but tbh I assumed everything was rendered in quads it seems sense everything is a square
I'm just gonna report it and see
Worth a shot imo
Never tried it with polymeshes
Not alot of people have but I think it could be used in good ways
and yk it pretty cool just to see mario standing in minecraft
any app for android that I can use for ninslice
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.
Tga is not compressed
Is that the whole reason? png doesn't have to be compressed either, there is an option for 0 compression
Well in recent previews, tga is used for dyeable textures now. Other than that im not sure
Does png not work for those?
Png does as well but i havent tested it a lot if they produce the same result. The docs say to use .tga as well
It theoretically should produce the same result, but vanilla wise, all dyed stuff uses tga so the docs follow suit
That sucks, as tga is less commonly supported in image editors
Yes, thats because tga have access to a extra alpha channel that png doesnt have
Its preffered for 3d model
What image editors are you using?
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
Tga works fine for me with gimp, at least when I last edited one
Can you add a custom 1st person attack animation to custom items ?
I made a base for my texture pack with Bedrock tweaks but now I can't change the heart, hunger and armor bars
how can i disable cam shake when ur hit
camera bobbing
if anybody knows how to display a particle as a whole block can he help me with this.
https://discord.com/channels/523663022053392405/1278518259188105389
How to make animated texture for totem in hand?
someone know how i could remplace an armor model?
Reverse it on the y direction ig
creeper goin crazy
anyone can help me with the texture showing, its saying requires an atlas or icon texture
item texture is like this
{
"texture_data": {
"anti_degradation": {
"textures": "textures/items/anti_degradation"
}
}
}
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"
insure the version to latest it also shows the error on old version
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.
fixed, the locator didnt have a rightItem bone as parent
#1279831471338688602
so... i'm having problems with outlines... can somebody help me?
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
Can you give example?
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"
}
huh
probably missing textures
I changed material
"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 💀
hello, is this a query to check if the relative block of (0, 0, 0) is air?
anyone know what the vanilla texture for cobwebs is?
okay that's my bad lmao, I meant like the directory to reference it
your_pack/textures/blocks/web
okay, thank you
does anyone have a template for a resource pack?
please tell me this is fixed 😔
got it to work with scripting
but i need a way to detect third person camera
it look bad in first person
{"\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)
{
"size": [
17,
17
]
}
https://lonel.cc/json/
yeah it is in chinese, just upload your code into first slot, button at bottom, then press the bottom middle button to copy the code
how do i rotate body to head rotation?
tried query.camera_rotation(1) on the root and waist without any effect
Thnx
Set body rotation to query.target_y_rotation
This is equivalent to q.head_y_rotation(0) - q.body_y_rotation
body bone?
I would do root, but I recommend trying them all and seeing which works best
alr
thanks
How do you make particles that similar to block being destroyed like it blends whatever the color of the blocks you've destroyed.
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?
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.
search in terrain texture json file
How do i lower the Wing on my entity without needing to do It block by block?
Nvm i found it
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?
If anyone can help me, please tag me here.
can someone help me
I can't find the glass panel texture in the game files, please help me
it is probably using uv slice of the original texture
How do I solve this?
since I won't be able to work with .tga, I left almost all of the game's UI in grayscale
Texture variations and attaching animation to each variation is still not supported?
woahh
ive never seen that before wth
looks like a colormap thing
-# the mistake is that some are not in grayscale
which one?
ohh,
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
yeah
-# didn’t mean to edit it, that was supposed to be a new message lol
@untold vector here:
https://github.com/Mojang/bedrock-samples/tree/main/resource_pack/textures/colormap
colormap folder
not sure which one tho, i would just try all of them tbh
i already did it
it didn’t work?
it's fine
by the way, the problem is that I don't know how to edit .tga images
i would say to convert to png, make your changes then convert back to tga and try again. really gimmicky and i dont know of any editors that support it
Android, PC or Web?
off-topic: What is this DAMS in your nickname?
guild/clan tags, discord feature
can we render attachable in tow slots as 3D?
for example a hat that looks 3d both in hand and head slots
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
i used that binding thing
but the render control being conditional is what i never heard of
i don''t get it
what make this render control render only in the head slot
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
removing the wearable component dose render in all slots but i need the that component
im bored, idk what to make
anyone know where the effect textures are in the vanilla directory? trying to convert them to glyphs
How do I change the geometry of a vanilla block?
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
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
is there a list somewhere that explains what all the super vague ui sprite names actually connect to?
dose your item use wearable component?
I pulled that from vanilla armor. I have no clue what the vanilla items use component-wise
i can't seem to get it to work
i may just make tow items at this point
but will reduce the regular block size too, is there another way to reduce the fire texture only when it is on screen?
How do I change the render distance edge texture? Just changing the sky color looks like this
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?
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').
Nvm, it's all good now
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"
}
]
}
I believe the arrows must be connected(at least in other languages like C does) and dont use ! rather just use < or > to compare attack time
you mean like this?
c.owning_entity->v.attack_time>0
Yep and
c.owning_entity->v.attack_time<0
Instead of
!c.owning_entity->v.attack_time>0
gonna try it rq
didn't work 😦
You might need to use <=
alr gonna try it
Only the attack animation doesn’t work now
Is the attack_time variable set to public on the player entity?
this seems more like a bug than something intentional
Idk
How do I set it?
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
Got it, then I edit it to c.owning_entity->v.attack_time>0
Or do i write varaible.attack_time?
You can leave that expression the same, variable. and v. are functionally the same
All right going to try it and then tell you
@random radish thanks, it worked
How can i do this?
yeah the text
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
I’d recommend https://discord.com/channels/523663022053392405/1067869374410657962 for help
how do i fix the glitching part
also am i complicating things?
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
ARE there any tutorials teaching How to make a Basic Sleep animation?
hi there, do someone know who fires this purple arrow in the arrows.png file?
or is this somekind of overlay?
seems like a leftover asset from that experiment, but it's unused now
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
]
}
}
}
}
}
is this a rendering thing or can it be fixed?
Particle or entity?
Particle
Is the size controlled with molang or it's constant?
constant
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
ok
thanks
How do you replace an item texture with a 3d one?
attachable
not in the inventory
I'm kinda new to this so, could you please explain this to me?
you know how armors and trident are
those 3d geo e call attachable
basically you make a file that link that item to a model
let me get you a link
oh
I'll read into it, thanks!
np
umm what s going on
Do you not know the new chest called Ender ChÉsñder Chest?
i fixed it there it was dup
I just made an animation where it has blend transition on animation controllers but the blend transition doesn't seem to work
Is there a way to make particle expire when comes in contact with a specific entity??
is it possible to create a fog that limits the player vision without changing the sky color?
in other words, can i make a fog that is transparent?
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
I'm back because still can't fix it (nvm solved)
I don't understand layered textures D:(nvm solved)
Does anyone know where the texture is for the darkening effect around the screen edges when using a spyglass?
I just made an animation where it has blend transition on animation controllers but the blend transition doesn't seem to work
What is the crafter block shape https://wiki.bedrock.dev/blocks/block-shapes I am not finding any other place please help
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?
its not in the bedrock-samples, you need to take a look at it in the game files
Maybe get the top most block below the entity and spawn the particle there instead
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
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.
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
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.
IIRC you can only put numbers in blend_transition, not strings.
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
Is there a way to make a particle appear for only 1 exclusive player?
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?
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
TYSM
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?
Can you provide an example? What you speak of sounds like it can be done with UV animating, but I am unsure
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
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_visibilityin 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.
yea I know about bone visibility, my doubt is related to the textures, specially because the animation part
Manchester Chest
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
do we have to change the version in the dependcies and modules as well or jst the one under the header?
It is supposed to work like that, but I believe that doesn't happen due to bugs
For the dependencies yes, be sure they match whatever version is the correct one for the pack to work.
Can you cite any specific bugs? I have not heard of any such bugs.
why does my sound sound like it is coming from the right of me?
It's a custom added sound
how to break a line in a lang file?
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"]}]}
how am i gonna do this with ui?
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
Well it seems like a problem with the version, what version does your particle have?
the format version?
1.10.0
ok, are you executing the particle with command?
It would also be useful to see the particle code, perhaps there is a detail that is not visible.
i can't really send the code, bu thanks for trying to help
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?
yeah
but the particle itself doesn't load in, which stops the player from spawning it
ok, have you tried generating the particle by commands?
That would rule out that the problem is the particle.
no, but in the content log after this error it said it couldn't load the particle
Ah, I see, this error appears at the exact moment when the particle was attempted to be executed.
Is your particle simple or does it have variables, events and complex things?
simple
I guess it's a problem with the syntax
Your version is correct so I doubt that is the problem, what version does your manifest.json have?
bruh
fixed it
deleted the file, and made a new one with the same exact code
lmao
bruh
mc be buggin
I've had similar errors with the tick.json file, you just can't change a tick.txt to tick.json strange things
Hii
Its possible to get the item identifier of the item entity in client? (Molang)

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
oop i think i inserted wrong second pic
here
do materials work on attachables?
How do I detect when a player is 10 blocks above the ground cause I want to make an animation to ut
does anyone know why when I use an emoji, e.g. "☠️", it adds a symbol with the code 0xFE0F next to it
Perhaps this is useful: https://stackoverflow.com/questions/38100329
have you tried moving the textures to textures/blocks instead of textures/boombox and change the terrain_texture.json appropriately?
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?
How to make the nickname transparent?
How I can make a item move with other members
Like, two swords in one item
In both arms
binding
use filter in the entity behavior
Check the fox I think it uses it
that's the question, i can't use BH because i want to make a texture pack
you need a behavior pack for this.
Is it impossible to do without a Bh?😔 Is there no query for biome in the render controller?
you need behaviors
the variants are being set in the behavior pack using biome filters in their entity jsons.
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.
But they don't are for when the item is equipped?
"they don't are"?
no idea what dose that mean
Sorry
I'm Brazilian
My English is not that well
The binding is for equiped item, no?
Like, when is on off or main hand
is it an attachable?
Yes
you can bind the model directly to a bone
How?
just use the main hand bone name there
Aw bro
I see
I can use two different
Like
One in the main and other in right hand?
hmm
not sure what do you mean
but that is the way to make items in off hand move with the main hand
The sword in offhand
I want to make it move with arm
But the two swords are a single item
make the model like this and bind each part to a hand
idk
see the player model
Bro
[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
try the arm bone
'leftArm'?
i think so
How do
Gave the same error
How do i have a texture mesh geometry show as textured in-game? There is nothing I can find online about texture meshes
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?
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
One message removed from a suspended account.
well how come my animation isn't working?
do you have any possible reasons, if not i could send the animation file
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?
Any way to fix the z fighting there?
I tried by moving the cube position just a bit but nothing works
Did someone make something like this for Minecraft bedrock?
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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
@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
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@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.
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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
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hey so anyone know how to make more icons etc so i dont use same one
need icons for these
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
the warden dose use it
i also used it in my replay mod
https://modbay.org/mods/1652-replay-mod.html
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
i changed those variables
does effect screen break when you give yourself an infinite effect?
No
Hm
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
You can't do that, you'll need to use a timer.
Timer how?
Does your state have animation? maybe you can use q.anim_time
Oh I get what your saying I'll try it
You can also use an animation as a timer, something like that
Thanks bro
motion=>acceleration
isn't that for rotation?
Did they make it so you can't change Nether biome fog colors anymore?
How do I get rid of the text border/background?
I think u should ask this question on the Json UI
Never mind, I figured it out.
Trial and error.
hi is texture variation possible for custom geometry blocks??
yes
"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
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"
}
]
},
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?
Oh so that's how you do variables in molang. Outlandishly crafted didn't do that...
oh hi cody
yeah didn't really thought of that so far but thanks a alot for pointing this much detail. 🫡
Hallo
How's Kristine?
Who is "Kristine"? Fuck nvm, you're talking about the typhoon lmao... I'm slow asf
I genuinely dont know who are you talking about 😭😭
Yeah lol the typhoon AHHAHA
Is it possible to make texture pack that is similar to this?
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
How do i give the glowing texture like the torchs have in the darkness in the item.json file?
It is in the model itself when you set it's texture property to emissive you can search it on YouTube there are lots of tutorials how to achieve this
Hello can anyone help me with anim controller
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?
You don't need to remind me that
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
Yes mybad
asking for help is alright
you just need to provide more infos in what do you need help with
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?
!v.is_first_person && q.is_local_player
wouldnt it be c?
Depends on whether you're calling it in attachable or player entity
ah
Player entity, so i use q.is_local_player? Also, thanks!!
Oh you mean c. and v. no q.is_local_player
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
why are billboards one sided? how to have a back 2 back billboard?
thats what a billboard is
one sided.
always facing the camera
why did .lang files stop working in Minecraft pe version 1.21.43?
Does anyone know how to make them work?
They didn't? Are you sure you didn't accidentally change your language?
wdym?
Sometimes I accidentally hit English British instead of English American then get confused why my lang isnt working.
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?
No need for DMs, just here. Any content logs? Are you sure you applied the pack?
Sure, I imported it correctly, can I send photos here?
Yeah.
Sorry, seriously, it seems that they do work, but strangely the language used "English" was not written at all
but in other languages, yes
@gentle field do you know the script code?
😅 #1067870310055022672 ?
oh why am I here
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"
}
]
}
}```
it shows every message except for players sent message
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Position a small cube around camera
and/or use entity material that can be seen through blocks
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Where is that from?
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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:
...
Try hiding zzz
Entities yes, via a stencil mask (if all entities use a material that writes stencil), but particles no, unless they are using blend material, in which case they will be excluded automatically
Ah oki
Hoped there was some nice way
But well, we gotta live with what we get
[{"zzz": false}, {"yyy": true}] have you tried that?
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How does it look like
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Probably related to stencilref value, it only goes between and 255
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use the wild card key
{"*": true}, { "should_hide*": false }
Root:
- should_hide_ZZZ:
- should_hide_XXX:
- Cube
- Cube
- not_hideYYY:
- Cube
- should_hide_XXX:
...
How do you rotate what a blocks icon looks like?
A few questions about recourse packs
-
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
-
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?
-
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?
- I've heard people mention modifying the rendering engine. How to di it, and what can it acomplish?
- no
- specifically, hoppers use the first texture defined for hopper_side
- 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)
- no, it depends on terrain_texture.json
- 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
That's a bit disappointing, but thanks anyway
- 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
-
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?
-
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?
nevermind about the hopper thing. somehow I forgot that the first texture is also the one used for the front by default, there is no way that I know of to specify it to be otherwise. once again, is there a way for the front and the inside to use different textures?
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I don't think s.. I feel like it's a hard coded thing
maybe json ui?
- 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
- Mostly trial and error, stuff like composter dont have a blockstate, but somehow lava cauldrons have a special state
- 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
- 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
how do i make items to look small in the mainhand again?
Attachable
Thanks for answering
2. How do I change that?
4. What tools are there for mobile? And how to make packs for them?
can we render multiple things at 1 render controller?
-
i think the texture name is just
textures\blocks\hopper_side.png, but you can search intextures\terrain_texture.jsonfor where it is used in. -
DMs.
any ways to remove nether fog? I looked at existing packs as well as tried some stuff myself, but nothing appears to work
Guys, is there a way to change a written book title?
Is it possible to change some of the model of the player but still retain the custom skin of the player
You see I made a smile addon and I want the player to have mouth to enter so yeah
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
you need to animate the projectile like how the arrow is animated
{
"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 ]
}
}
}
}
}
How do you get "color" in render controllers to work for attachables?
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
i already had that
but thanks i already solved it
i just added arrow runtime identifier to my entity
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)
just use an image instead maybe?
i have a grid of buttons so i will need to somehow render the textures seperately
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
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
is there maybe a way to make an attachable use its mob's dye color instead? anything other than having to make 16 textures every time i have to make dyeable pet equipment would be nice
anybody know how to scale a particle with the size that of an entitity?
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?
Can someone make my skin in The Hive style?
there is any type of particles like the grow.emitter but in red?
{pingme]
i dont think so
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 😦
Render controllers
Check the villager it uses the texture variation
Entity wizard doesnt give me the render controller
Create one?
Obviously, I have already created one and conducted different tests, but I can't get it to work.
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?
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
}
}
}
}
If you have no clue what any of that means, please read up on this introduction to entities in the resource pack: https://wiki.bedrock.dev/entities/entity-intro-rp.html#app
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.
{
"customblend:entity_alphablend": {
"+defines": [
"USE_EMISSIVE"
],
"+states": [
"Blending",
"DisableCulling",
"DisableDepthWrite",
"DisableAlphaWrite"
]
}
}```
There is a component called skin id in the behavior use that to create a randomated skin id after the entity spawns then in the resource side of the entity there you will activate the desired texture depending on the skin id value of the entity example if the skin id value of the entity after it spawns is 1 this will be the texture etc.
Is it possible to use "$sounds" as a sound path?
// example
"custom_win_music": {
"category": "ui",
"sounds": "$sounds",
"$sounds": "sounds/ui/custom1"
}
Half of what you said I understand and the other half I have no idea, also this would always make a ghostly glow around the player right? I want to only happen in certain circumstances.
Reading it for 4th time yeah now I understand everything
I just need I little help
To just make this once...
At first, yeah. It's better to get the rendering part working first, then we can concern ourselves with the conditional part.
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.
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!
Ima read the script and I'll know
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
Alright thanks! I'm gonna test everything rn
@random radish actually uh, as for the material, I'm looking at the samples and it doesn't really match up much with what you are saying...
Or maybe I got something wromg
Wrong*
Can you clarify what part you are looking at? There's a couple of steps involving materials
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...
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')"
}
]
}
}
}
Wait so just a recap,
The file I will add the array to, would be located at rp/entity
?
Yep, I edited what I just sent to be more cohesive
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?
For the sake of customizability it would be good to use your own render controller.
This I sent earlier should be a fully valid render controller, and this goes in rp/render_controllers
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
You can name it pretty much whatever, as long as it is in that folder
Cheers mate 🥂
Let me know if something's not working!
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
Lots of components can trigger an event, yes. I'll check out your post in #1070606638525980753
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
Here's my entity file
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
has property just check if you have that property that's all. While query property can check the values of that property to use it you need to have client_sync: true in bp
I'm having issues with my Anamation and Anamation controls to set off particles ..
I do have to true
So it's property?
Ohhhh yeah it is
