#Resource Packs General

1 messages Ā· Page 5 of 1

grizzled oxide
#

I just didn't look into detail about the error

#

Welp thanks.

grizzled oxide
#

Nvm it doesn't work if I'm hitting villager and we both have tag... which is sad, but at least it works

#
[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.0.554313ad-baf2-46ce-99ec-47bafe3b72bd.skin_5c50d4c968cd4091 | Error: query.property does not have an actor.
grizzled oxide
turbid patrol
#

anyone know how one could hide these shadows below entities? (Not only players but also some other entities)

rocky light
#

Set collision box size to 0

#

Afaik there's no other way, but you could also try modifying shadows.material

turbid patrol
random radish
#

@turbid patrol Another approach is to try concealing the shadow "element" with another element in the model. I think one of the banner materials renders over it.

turbid patrol
turbid patrol
#

ig we'll go with hit-tests and 0x0 collision box then :/

rocky light
turbid patrol
#

also.. can one combine multiple particles to create a single one?

rocky light
#

I don't think it is? It's just 1 element and it doesn't even write to color buffer so it should be more performant than regular element rendering. The issue is that it'd cull other things behind it, besides shadows

turbid patrol
#

ah good to know!

turbid patrol
rocky light
rocky light
turbid patrol
#

Im sure there are quite a lot of use cases, like spawning varying explosions, complex geometry.. mhh waiiitt I could make a cool selection box

rocky light
#

This has some cool examples #old-particles-showcase message

turbid patrol
#

holy fuck

#

how efficient would you say are particles compared to entities

gentle field
#

Ofc depends on how many particles and entities and other factors, but particles are more performant.

rocky light
#

They are obviously way more limited tho. But not as limited as most people think, if you use more advanced stuff like events with subparticles and temp leaking

turbid patrol
#

also, dammnnn particles still work from quite far away.. thousands of blocks.... oh god

turbid patrol
rocky light
#

Temps have somewhat global context, unlike variables which are saved per context. You can use temps to pass data from emitting particle to a subparticle, using the following logic event: { sequence: [expression: "t.a=v.some_var;", particle_effect: {..., pre_effect_script: "v.some_var=t.a;"}]}

#

In this way, v.some_var can be transferred from emitting particle to emitted

#

This is insanely useful, despite it not being a proper official mechanic

turbid patrol
#

ahh cool!!

grizzled oxide
#

@random radish soooo sorry for ping but apparently the material doesn't actually work.... and yea I do get this error.

[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.0.554313ad-baf2-46ce-99ec-47bafe3b72bd.skin_5c50d4c968cd4091 | Error: query.property does not have an actor.
random radish
#

I will have to take a look at this later and try my own implementation. Sorry for making you wait

grizzled oxide
#

No it's okay, take your time!

random radish
# grizzled oxide <@209861974102638592> soooo sorry for ping but apparently the material doesn't a...

OK, I get this error if the paper doll renders (the little player in the user interface). To get around that I recommend adding a line to the player's pre_animation (located in the scripts object of their client definition) that only queries the property if the rendered player is not part of the user interface.

"scripts": {
  "initialize": [
    // other entries ...
    "v.is_ghostly = 0.0;"
  ],
  "pre_animation": [
    // other entries ...
    "v.is_ghostly = v.is_paperdoll || q.is_in_ui ? 0 : q.property('protocol:is_ghostly');"
  ]
},
"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 && !v.is_ghostly" },
  { "controller.render.player.map": "variable.map_face_icon" },
  { "controller.render.ghostly_controller": "!variable.is_first_person && !query.is_spectator && v.is_ghostly" }
]
#

Then it should be working fine. Here I recreated the setup; oddly enough the right leg disappears and I am not sure why

grizzled oxide
grizzled oxide
#

Don't fix it, i love it, its gonna be a hidden easter egg

grizzled oxide
random radish
#

The two lines of molang I posted a moment ago (in RP/entity/player). I would append the two lines to the end of their respective arrays, like so:

grizzled oxide
#

Ah

#

I thought you meant the scripts Array in behavior pack

#

Lol sorry

random radish
#

No worries, it's easy to confuse the two

grizzled oxide
#

Sorry for low brightness

#

I'm at night

#

Not sure what I done wrong

#

Here is the property ```json
"properties": {
"ds:is_ghostly": {
"type": "bool",
"default": false,
"client_sync": true
}
}

And here are my events
```json
"ds:astral_infraction": {
        "set_property": {
          "ds:is_ghostly": true
        }
      },
      "ds:refraction": {
        "set_property": {
          "ds:is_ghostly": false
        }
      }
random radish
#

Did you check the third-person perspective? It only applies there

grizzled oxide
#

Oh I didn't

#

I need it to apply also in first person....

#

Yeah it works!

#

The item doesn't get affected by the material, is that normal or a bug?

random radish
random radish
grizzled oxide
#

Ah

random radish
#

One thing I want to direct attention to is how the third-person rendering works currently: I have it set so the normal third-person controller is disabled when the ghostly controller is enabled, and vice-versa:

#

So the first-person controller will need set up similarly

grizzled oxide
#
{ "controller.render.ghostly_controller": "!variable.is_first_person && !query.is_spectator && v.is_ghostly" },
        { "controller.render.ghostly_controller": "!variable.is_third_person && !query.is_spectator && v.is_ghostly" }
#

Would this be correct (and what do I do to the ghostly controller name)?

random radish
#

First-person toggling is handled by a single variable, variable.is_first_person. If true, the player is in first-person; if flase, they are not (instead, they are likely to be in third-person). Inverting this result returns true if the player is not in first-person

grizzled oxide
#

Ah so there is no third person

random radish
#

As for name, you will probably want a better name for both of them. I would opt for ghostly_first_person and ghostly_third_person

grizzled oxide
#

Alright, and thank you sooooooooooo much, you're the goat!

turbid patrol
rocky light
#

There is a lighting component, if you would count that as proper

turbid patrol
#

you mean minecraft:particle_appearance_lighting?

rocky light
#

yup

turbid patrol
#

any docs on it and how I may be able to adjust the component?

rocky light
#

there is no adjustment, it's either present and particles receive lighting, or not

turbid patrol
#

ah oki

#

thanks!

dreamy pond
#

Does mace use its own particle or spawns many particle to imitate the big boom?

grizzled oxide
#

Scroll up you will see see a whole conversation between me and sprunkles on how to make a player transparent

#

He basically helps me from the scratch make a full on ghostly system, just copy it and change whatever you want

grizzled oxide
#

Just add "USE_EMISSIVE" in your "+defines" array

#

#1067870133328027730 message basically this

rocky light
#

The issue is that in this case alpha controls both transparency and emissivness. You can replicate emissive look with -defines: [FANCY] and ignores_lighting: true in RC, then alpha will only be responsible fkyr transparency, but your geometry will appear fully emissive

dreamy pond
#

is the size of doll renderer unchangeable?

{
    "player_armor_panel/player_bg/player_renderer_panel/player_renderer": {
        "renderer": "paper_doll_renderer"
    }
}

i want to change the size of it but it wont change

mighty stirrup
#

when my entity uses the charge_shoot behavior where it charges an attack before releasing it, how can I detect the charging part so I can create an animation for it?

mighty stirrup
eager gust
#

I think you can look at the ghast render controller. iirc It changes texture as soon as it charges the shoot attack.

mighty stirrup
mighty stirrup
#

What are the other harcoded variables asisde from variable.attack_time?

hushed sage
#

How does this work?

delicate ferry
#

Is there anyway to do my item attachables in blockbench?

#

download the vanila bedrock bp & rp

#

you will find it in there

dreamy pond
fallow sigil
#

Yall took your time lol

dreamy pond
#

fr

modern tree
#

do you have an idea of the texture name of the gray background?

mighty stirrup
#

Is it possible to remove the knockback particles for a specific entity? I hate the white particles appearing when there is a knockback?

rocky light
#

#old-particles message

mighty stirrup
rocky light
#

You'd want to spawn that particle only it only when your entity is using knockback, since it disables knockback globally for all entities for a short duration of time

#

Also! You could maybe just use knockback from scripting? I don't think it plays any particles

mighty stirrup
mighty stirrup
lusty coral
#

hey i have a question

#

is it possible to have a sky overlay change when it is day or night ingame?

#

i remember i used to be able to do it but it's been a while and i completely forgot

turbid halo
#

@lusty coral It used to be possible using shaders but I don't think it is anymore.

stray wedge
#

How can I extend a particles lifetime? I change the active_time and max_lifetime but it seems they still only last like one or two seconds

random radish
#

In the "minecraft:particle_lifetime_expression" component? @stray wedge

craggy spruce
#

Is it possible to display attachables only in third person and the normal item in first person?

scarlet grail
#

Is there a way to anchor the item to the hand of my custom model? I added rightItem to the model but that doesn't seem to work, I would appreciate it if you could help me

north inlet
scarlet grail
#

Yeah

#

It doesn't seem to work

#

😭

north inlet
#

But did you position it tho? Can I see the model

scarlet grail
#

Everything else seems to work, the walk, the arm movement, the hits, the head, only the item is not placed correctly

north inlet
scarlet grail
#

No, just one when the player crouches

north inlet
# scarlet grail

Is not moving so it means the folder doesn't exist in your model

#

Make sure you updated the model

scarlet grail
#

Im sure

#

It's weird because it seems like leftItem and rightItem are completely broken

north inlet
scarlet grail
#

#1309188080221028372 message

#

Letme try

#

Oh no

#

Now I don't know what I'll do

#

It looks like a bug

north inlet
#

Looks like you did something in player.entity if that's the case

turbid halo
#

I've got an entity with ignore_lighting set to false true in the render controller, but the entity still darkens when it is facing downwards. Does anyone know how to remove all lighting, including this shadow?

scarlet grail
#

try "true"

scarlet grail
turbid halo
#

haha yep its set to true, my mistake but I still have the issue

scarlet grail
#

try thishttps://wiki.bedrock.dev/visuals/glowing-texture

turbid halo
#

hoping to find a solution where I don't need to have a semi-transparent texture

north inlet
north inlet
turbid halo
crimson garden
#

I figured in other mobs like baby zombies that their rightItem bone is completely broken if you use a different geometry file. I was only able to attach the items correctly when all bones were in the same geometry. Not sure if player mob works like that.

jovial goblet
# scarlet grail Now I don't know what I'll do

the way I solved this in the past was to keep the original player model rendered, but with an invisible texture, then I'd just move the item bones to where I want them using an animation

#

not the best solution, but it's a solution

crimson garden
#

Yeah, that's also what I did.

scarlet grail
#

I see, thanks for the idea!

still agate
#

is there a way to get an attachable animation to blend frames?

vocal pine
#

Does anyone know or think we will be getting an update on sub packs in the near future

#

To be able to add multiple sliders for example

iron lava
faint storm
#

where can I find the hover texture for exiting the settings screen or chat? all the basic ones like back_button_hover don't work.

mighty stirrup
#

Where can I find my entities anchor?

prime fiber
#

does anyone have any ideas on how to make this material black and white?

mighty stirrup
prime fiber
faint storm
#

what does the isotropic property in blocks.json mean?

mighty stirrup
rocky light
#

The only way to do that is via custom shaders

north inlet
#

Just curious so leather armor has a texture file with extension .tga right? When viewed in blockbench it shows white. Can I do the same to an entity? Make the entity .tga then change its color through overlay color or color in bp?

gentle field
#

Remind me, can attachables have particle emitters?

rocky light
#

Yes

vocal pine
#

i remember there being a website with the vanilla resource pack assets online but i forget what its called if anyone here remembers

sand tapirBOT
limber vapor
#

oak_planks, spruce_planks, birch_planks among others, is no longer valid in terrain? I added them but the texture is not affected, my format in blocks.json is 1.21.40

#
"oak_planks": {
      "textures": [
        {
         "variations": [
        {
          "path": "textures/blocks/planks_oak/1"
        },
        {
          "path": "textures/blocks/planks_oak/2"
        },
        {
          "path": "textures/blocks/planks_oak/3"
        }
       ]
      }
      ]
      },
      "spruce_planks": {
      "textures": [
        {
         "variations": [
        {
          "path": "textures/blocks/planks_spruce/1"
        },
        {
          "path": "textures/blocks/planks_spruce/2"
        },
        {
          "path": "textures/blocks/planks_spruce/3"
        }
       ]
      }
      ]
      },
      "birch_planks": {
      "textures": [
        {
         "variations": [
        {
          "path": "textures/blocks/planks_birch/1"
        },
        {
          "path": "textures/blocks/planks_birch/2"
        },
        {
          "path": "textures/blocks/planks_birch/3"
        }
       ]
       }
       ]
      },
      "jungle_planks": {
      "textures": [
        {
         "variations": [
        {
          "path": "textures/blocks/planks_jungle/1"
        },
        {
          "path": "textures/blocks/planks_jungle/2"
        },
        {
          "path": "textures/blocks/planks_jungle/3"
        }
       ]
       }
       ]
      },
      "acacia_planks": {
      "textures": [
        {
         "variations": [
        {
          "path": "textures/blocks/planks_acacia/1"
        },
        {
          "path": "textures/blocks/planks_acacia/2"
        },
        {
          "path": "textures/blocks/planks_acacia/3"
        }
       ]
       }
       ]
      },
      "dark_oak_planks": {
      "textures": [
        {
         "variations": [
        {
          "path": "textures/blocks/planks_big_oak/1"
        },
        {
          "path": "textures/blocks/planks_big_oak/2"
        },
        {
          "path": "textures/blocks/planks_big_oak/3"
        }
       ]
      }
     ]
    },
#

but the texture is not changed, it continues to use the vanilla texture

vocal pine
#

Wait which one is the most updated one?

#

The GitHub rp says its last been updated 2 years ago

#

Or is it in the source code zip

#

It’s okay I’ll check it out later

iron timber
#

For some reason, when I load my world on mobile, the textures appear 8bit, even though its just vanilla textures. Custom blocks seem to be unaffected. Attached a picture for reference:

tired swallow
#

your game is probably running out of memory

#

do you get a notification about it?

iron timber
#

Nope

sonic valve
#

I can use two renders on attachables?

#

Like one in fisrt person and other in third

burnt crest
#

AlguƩm sabe como adicionar animaƧƵes.controlers em recursos?

mighty stirrup
#

Does anyone know here how to make a cutscene using camera?

grizzled oxide
floral stratus
#

how to change location of camera?

#

of first person

north inlet
#

You can fake it using minecraft:free, that's the only close thing you can do

grave cobalt
#

Hi uh
is it possible to add the animation used only while attacking to a specific item without modifying the player.entity.json?

#

well, using only the attachable.json

north inlet
raven arch
#

how to make custom material?

hot pecan
#

I have a ressource pack for a addon but the texture and the translations dont load. How can I fix that?

#

I have also created a new world and restarted my Minecraft, but it still dont works

lusty coral
mighty stirrup
#

Use locators inside the bone you want to move with

urban grail
#

Someone who can help me figure out how to add this code to the interface of a chest. I'm pretty new.

lone blaze
#

does anyone knows what causes this error?

deft vortex
# lone blaze

Looks like you've determined geometry in two places: your_block.json and blocks.json

lone blaze
#

how?

#

i dont have any geometry related information in my block.json

lone blaze
deft vortex
#

Maybe you have textures set in blocks.json?

#

IDK

lone blaze
#

the blocks.json isnt supposed to have textures?

whole finch
#

its possible to show a different texture for attachables depending if its in 1st person of 3rd person?

north inlet
atomic canyon
#

anyone here who could fix me an animation for 15$?

#

basicaly my animation isnt smooth rn

whole finch
crimson garden
#

Do you guys know how to change skull/head (mob head, precisely) model animations like the piglin ears and dragon jaw? I'm also looking for ways to modify models to look in UI differently or get positioned differently. I wanted to use query.is_in_ui for that. If only I could find the animations...

daring granite
#

I'm having issues getting my grass block textures to work correctly, can anyone help me diagnose why?

#

I'd really appreciate the help, honestly

pine vessel
#

Guys, are the new Bedrock skins available in the vanilla RP zip?

daring granite
#

It's free to download, and easy to check

daring granite
daring granite
#

I'm starting to suspect it's the one file I haven't changed, which is the .tga file

daring granite
# gentle field Pics?

If the issue does happen to be the .tga file, is there way I can edit that on mobile, or via a web browser?

daring granite
north inlet
pine vessel
still agate
#

Is there a way to change which side of the emitter_shape_box particles come off of?

#

I need the particle to go in cardinal directions, or better yet, specified in degrees

crisp flint
#

One message removed from a suspended account.

icy anvil
#

anyone know why capes might not be rendering when i use a rescorce pack?

#

also anyone know how to make panoramas effectively

#

i keep messing up somehow

#

is there a specific editing software i should use for the images?

misty coral
#

Help, somebody knows how to change the specific foliage and leaves colors of every biome?

vocal pine
icy anvil
#

thanks

sonic valve
#

Can anyone help me to figure out what is making my item out of the hand?

stray wedge
#

it appears it goes in textures\colormap

#

it appears in bedrock there are more files then foliage in grass

#
Minecraft Wiki

Colors are applied to several blocks, items and particles in order to display a much wider array of possibilities than would be possible with a raw unmodified texture without the need for potentially millions of distinct files.

#

there are additional textures in bedrock like (swamp_foliage.png)

#

which might have to be defined in texture_list.json like so

  "textures\/colormap\/swamp_foliage.png",
  "textures\/colormap\/grass.png",
  "textures\/colormap\/foliage.png"
]```
vocal pine
#

Anyone know how to make a resource pack that changes animations

#

Like actions and stuff for example

#

Or are there any good documentation and or tutorials on that

fallow sigil
#

where to find textures/ui/

stray wedge
fallow sigil
stray wedge
#

otherwise if you are creating your own gui you just define the folders yourself

#

create the textures and ui folders in your resourse pack (if they dont exist already) textures/ui and ui

#

you also might need a ui folder outside of the textures folder containing a _ui_defs.json if you want to define them

summer thistle
stray wedge
#

^

near hazel
#

question, someone has creekings .geo? i tried with CEM template and convert the project on MCBdrock Geo, but the creeking doesn't move their arms and legs

near hazel
supple rapids
#

Is there a way to make custom skyboxes without renderdragon?

opal quest
#

does variable.attack_time work in attachables?

north inlet
opal quest
#

i see

#

so would something like this work?

    "animate": [
        {"attack": "v.attack_time > 0"}
    ]
}```
grave cobalt
#

Does anyone know the method thats referred?

tight juniper
#

How to make the Redstone line display the Redstone signal value?

faint storm
#

is it possible with a resource pack to modify the models of certain entities like piston heads? cause I've seen it done to the shield model, even though it is not present in bedrock samples. if yes, where can I find the default model?

north inlet
tight juniper
faint storm
north inlet
#

Chest are entities too why can't we access them? Because they are counted as blocks in bedrock

faint storm
#

;-;
alright. if I understand correctly, the way that a piston is textured is that the item model uses the regular textures, but the block uses regular textures for the base and the so called entity texture for the piston head?

north inlet
tight juniper
#

Sorry to bother you, I'm still confused, can redstone wires be connected?

north inlet
tight juniper
tight juniper
#

How are these 16 textures used?

north inlet
#

Can't say anything much since this is not my pack and that pack is kinda sold now soo

atomic sable
#

Any idea what I could change here, as my animated items all work speratly but when adding over so many all together it crashes the game on load

atomic sable
#

Literally just put 1 instead of q_is_alive

#

?

tight juniper
#

I would like to ask where I can learn Minecraft shader.

north inlet
#

Why put "1" when you can just put that as a string instead of an object ....

#
"render_controllers" [
   "controller.render.record_pigstep",
   {
       "controller.render.item_enchanted": "q.is_enchanted"
   }
]```
tight juniper
atomic sable
#

Aye still crashes think i've just got too many animated items in the pack as when I remove any 5 of them then it doesn'y crash. Probably just gonna remove em

atomic sable
#

Turns out the resolution was too high. Sorted

tough berry
#

meow meow

grizzled oxide
tough berry
grizzled oxide
tough berry
grizzled oxide
#

#off-topic

tough berry
#

i was come here for texture pack help anyway, the "red"

grizzled oxide
#

Why not retexture?

tough berry
grizzled oxide
#

You can do textures of multiple blocks in one png? Cool..

#

I wouldn't trust smth like that tho lol

stray wedge
#

Looks like an aesprite file

tough berry
#

that's my trick to manage texture easier

#

and use sprite cutter app to cut them

tough berry
opal quest
#

how do i make a /playanimation only apply in first person?

north inlet
#

variable.is_first_person ? 10 : 0

opal quest
#

oh damn, never thought of that, i thought i'd have to use animation controllers

north inlet
opal quest
#

but i'd have to add it for each keyframe right?

north inlet
opal quest
#

well thank you, it's simple enough

unreal osprey
#

Can someone PLEASE help me with this sounds.json, for some reason my popping sounds' pitch work but the entity ones won't. I just want to modify the players' death sound pitch so my death sounds don't sound weird. I'm trying to modify zombified piglin angry sounds and change the player death sound to have normal pitch with the value 1. Piglin's audio won't play at all and the player's death sound isn't changing pitch. (i reposted here because #add-ons wasn't really suitable for this)

tough berry
pallid hare
#

someone has an resource pack for see all villager trades

summer thistle
pallid hare
summer thistle
pallid hare
#

mm

pallid hare
summer thistle
pallid hare
#

please

#

look

summer thistle
#
pallid hare
#

doesn’t works

summer thistle
#

try a different browser

prisma hazel
opal quest
# north inlet Yeah...

sorry for the ping but i have a question, if i were to play an animation on top of that using /playanimation does it cancel the first played animation or does it also play with it?

opal quest
#

mb, testing with scripts, i've been tweaking it a lot

supple rapids
#

Getting one of these errors for most of my blocks, and my blocks don't even have a geometry component to override. Is this a glitch or is there a fix?

north inlet
#

In that case, transfer all textures inside block.json inside of actual block itself or just don't use geometry

supple rapids
#

Thats the thing, none of these blocks use geometry

#

Its not even in the block file

#

So idk what its trying to override

supple rapids
north inlet
#

Ohh yes I remember it does throw that error but the block perfectly fine

supple rapids
#

Alrighty, a little annoying to get 138 error messages when I load the world but the blocks behave like normal for the most part

#

Except custom glass doesnt work, even directly following the bedrock.dev custom glass tutorial

#

For some reason blend materials only work if a geometry component is present

#

And since it doesnt use default block rendering, glass behind it doesnt unrender so you get these nasty edges

serene otter
#

Hey mate, did you happen to find anything?

faint storm
spice mirage
#

any idea why changing the facing direction stop the particle rendering?

scarlet grail
#

Maybe like entities? The point of origin is far from sight

turbid patrol
#

Also just use
"facing_camera_mode": "direction_x" inside of "minecraft:particle_appearance_billboard"

spice mirage
spice mirage
turbid patrol
spice mirage
#

i think i tried all directions, but i may be wrong
i worked with billboard component before and that never happened

cyan flame
#

it does not variate: ```"random": {
"textures": {
"variations": [
{ "path": "textures/blocks/die1", "weight": 1 },
{ "path": "textures/blocks/die2", "weight": 1 },
{ "path": "textures/blocks/die3", "weight": 1 },
{ "path": "textures/blocks/die4", "weight": 1 },
{ "path": "textures/blocks/die5", "weight": 1 },
{ "path": "textures/blocks/die6", "weight": 1 }
]
}
},

north inlet
worldly verge
#

Is there a way to obtain the value of query.ground_speed? I can't seem to get the appropriate value for my run and walk animations

worldly verge
#

@north inlet ^

north inlet
#

Why me 😭

worldly verge
#

Cuz you're the only active one

#

šŸ™

north inlet
#

ground speed returns the value of players speed

#

better if query.modified_move_speed

worldly verge
spice mirage
tough berry
tough berry
#

it's likes a constant noise generated

unreal osprey
#

Sounds.json won't add custom spider hurt sounds for my dark souls sound pack, and instead plays the idle sounds when getting hurt. It it even possible to change them? I'm trying to add unique hit sounds for spiders (and cave spiders)

#

I checked Bridge and it doesn't say anything's wrong so I don't know what is. Help is very appreciated, I've always been having problems with sound definitions. bao_comm_hatchi_what

unreal osprey
#

I think the sounds.json is the problem, the player pitch thing doesn't work either

Edit: ChatGPT somehow fixed it lmao

hybrid summit
#

Is it possible to change the piston sound to whatever I want? I think it’s done with resource packs but if I’m wrong please correct me

unreal osprey
#

Make the folders /sounds/tile/piston/and put in.ogg and out.ogg in tile/piston. (or just piston? i'm using the bedrock samples github for reference) And make the manifest and pack_icon blah blah blah you should know how to do that. So yes you were correct.

#

If you need further assistance then ask me

worldly verge
#

Anyone know if theres a way to change the Warden's Sonic Boom behavior component particle? Im making a custom entity that will be using this component but i cant find anything to change its particle effect.

worldly verge
# tough berry

Well both actually but i dont want to change the warden's particle, ill be having a custom one.

tough berry
north inlet
winged sluice
#

Hey anyone have a manifest I can get

vale solstice
#

I need resource pack and behavior pack template

supple rapids
#

What does this error mean?

#

it keeps making items not bind to the lead_hold locator

tough berry
#

may i

supple rapids
#

I did not edit the code, which is why im confused

#

As in, I didn't implement anything extra for this wrror to pop up, it just randomly started

random radish
#

Did not change the player geometry?

cedar gull
#

Any idea on how to fix an entity holding an item, specifically ones without arms? Like a fox. Cuz any model I create, despite using a rightHand folder and/or locator, the item keeps floating about the model's head.

dusky arch
barren edge
#

Does this look like mace to yall?

tough berry
barren edge
#

Regular, looks kinda like a stave, right?

#

Think imma make em 3d then, at least the mace head

tough berry
tough berry
worldly verge
#

Is there a way to make a particle/block texture only visible to someone in creative? Something like uh a void block

serene tapir
#

how do i make a particle appear transparent? does that work?

tough berry
#

"material": "particles_blend"

north inlet
tough berry
serene tapir
#

I already figured it all out

#

But thx!

serene tapir
# tough berry "material": "particles_blend"

everything works great on my end... for the wall border particle animation... except it desyncs some, jitters... any way to fix this? i will have to post a video i guess for yall to udnerstand my concern mostly

north inlet
serene tapir
serene tapir
north inlet
#

Wait I think mc bedrock doesn't have the vsync option

serene tapir
#

i was looking didn't see it right away

#

so not sure

serene tapir
# north inlet probably the vsync causes it?

well i've found how the larger the png file the worse it gets... so maybe just a lagg thing idk, seems sorta client sided...

anyways regardless i have alot of testing to do lol, if i reduce the size of the particle in the json... it seems to be not as drastic because its adjusting in smaller amounts so harder to see.... but as a larger 300x300 particle it doesn't like being there lol..

so ill have to scale it down... or find another solution.

#

well... in the end... a little jitter is expected on bug rock

#

so its good enough lol

#

ill just have to speed up the animation so its less noticable

serene tapir
#

and less seizure prone

#

lmao

north inlet
serene tapir
#

one particle... gonna make xy and zy directions to call on, so i can surround my landclaim with these walls.. will try to change color with scripts as well i haven't tried yet.

#

this is 16x500

#

for chunk side

#

im gonna line it up

#

different opacities and such

#

will be a fun setup for my landclaim... performance will be much better

#

then many smaller paricles spawning around dynamically

#

then all i have to do for world border if i do that... is one massive particle... dynamically spawning in render distance with calculations

#

etc etc

#

just the idea at least

north inlet
# serene tapir yes

how about the render distance? It doesn't disappear? The same goes to the TPS of the world it doesn't lag?

serene tapir
north inlet
serene tapir
north inlet
#

I once tried to use entities but the distance is very short.

serene tapir
#

seems to work good with a bunch

#

yeah, entities have the distance issue

north inlet
#

so you'll just change the direction of the particle based on the direction on how you spawn it?

#

like facing north east south west with molang variable, iirc you could rotate a particle

#

i forgot which component lol

serene tapir
#

i just have 2 hard coded particles...

and then probably just call depending on what direction i wanna go

#

i have to figure out if i wanna to clear the particle(s) or if i add a time frame to expire and then just regenerate them.

#

dynamically with a system.runInterval

north inlet
#

Oh yeah, about that. How would you kill the particle?

#

I mean you could make it have a low lifetime and spawn particles every tick but i guess it will do some TPS drop?

serene tapir
#

this is my current landclaim it dynamically spawns particles when you are moving around the edge of a claim

#

so it would be a bit of an overhead, but there wasn't any complaints from server with 20 ish people

#

so if its based on particle existance... idk... i changed the png file to 16x16... and then just stretched it to 16x500

#

just because its a grey color

#

it don't matter anyways

#

and seems to be better then the jittering i was having earlier

#

im hoping this helps alot, and only a particle per 16x side...or i could even change the particle out for larger ones

#

just chunk based landclaim

north inlet
#

Hmm. I remembered that spawning particles with scrip dies slow it down. ( Unless it's a particle that's a lot like a lingering potion particle )

serene tapir
#

well, i have a class that dynamically respawns the particles, somehow i was able ot get it somewhat stable and didn't lagg worlds.

#

they had a 2 second life i think for the green particles from vanilla

#

so i just respawned them constantly which usually would cause lots of lagg

#

but it would only be near the player where they are moving

#

im excited for this 1 particle wall for this reason (im hoping) lol

#

i didn't know anything until yesterday about this

north inlet
#

Yeah, I'm Gonna try to do it tomorrow...

serene tapir
#

ok ill send the files so you can give it a go, and modify it around

north inlet
serene tapir
serene tapir
#

you can add animation if you want.. but seems to be a waste of time since it desyncs

serene tapir
#

so just fix that otherwise it defaults to facing the player like all particles

north inlet
serene tapir
#

lol yeah i hadn't tested the yz yet

#

just the xy mostly

#

i assumed

serene tapir
#

you probably already figured that out

serene tapir
north inlet
#

how big is a 1 block wide particle?

serene tapir
#

scuffed... manually placed but interesting to say the least might make it more opac

north inlet
#

also, try getting the 16x16x16 chunk areas so when you calculate in the future it's easy to place

serene tapir
#

yup, thats what i have for the landclaim already... i was just lazy to add that yet. wanted to see what this looks like haha

#

having a box might be interesting as well

#

instead of all the way to the sky

#

or below

#

so they can't place unless its instead the box

#

claims could be more boxy and everywhere lol

north inlet
serene tapir
#

mojangvariablemap

#

thats why its grey in the first place

#

that was the next experiment

#

for dynamic coloring

north inlet
serene tapir
#

there we go

north inlet
#

You could try to put a variable on the texture tint of the particle

serene tapir
#

yeah

north inlet
#

idk if it's RGBA OR RGB only

cedar gull
#

Particles, when used in an RP animation, can be updated realtime with variables, right? I tried doing that to make particles disperse quickly once the entity properties are set to a specific state, but nothing happened.

rocky light
#

Nope, they can't. Only with server side data, like entity properties, or by doing very hacky and unsustainable things e.g. with emitter and effect count queries

cedar gull
rocky light
#

Do you mean that you emit them from particle command or API?

cedar gull
rocky light
#

In that case very hacky and limited ways of doing that is the only solution. E.g. you can always emit a single particle with every emitter, but then have a special case that emits more particles or none or more emitters, and you can detect when the number of particles and emitters differs and by how much and use that to send a signal to particle effects

icy anvil
#

anyone know how to use a custom loot table and plcae it in chests in your inecraft world so that it is placed in random slots and you can shuffle it?

gentle field
icy anvil
#

how?

crisp flint
#

One message removed from a suspended account.

#

One message removed from a suspended account.

spice mirage
timid oriole
#

Is it possible to create a material that shows all faces of the cube and is translucent? like for example the skeleton, but with blending, I tried to create a material but I'm not good at it, every time you add the "Blending" state the cube view is hidden on the back

#

I wanted to keep it close to the blockbench view

tough berry
timid oriole
tough berry
#

welp, another back face culling again

dreamy pond
#

it is not directly in the minecraft settings

#

but in a file

serene tapir
#

what file

dreamy pond
#

okay i fgot it lol

#

com.mojang\minecraftPe\options.txt:51

serene tapir
#

Ooooo ok thx

rocky light
#

Nvm

serene tapir
#

was there a recent update that changed the models sizing?

#

i have a texture with 6 sides in one png, and i would just link it properly... the breaking texture was fine...

now the breaking texture is massive, pasted over the full 64x64 instead of each individual sides like it used to do

#

its forcing me to only have texture for 1 side of the block, instead of the full block texture in one png?

#

whats changed!!!

#

yeah it seems to be a bug i guess for now

#

the breaking texture is broken

spark bear
serene tapir
thorn frost
#

What do I need to edit to make lava translucent but only when underneath

spice mirage
#

@rocky light sorry for the ping :p
is it possible to always center a particle in a block no matter where did it spawn?
i looked into any query that return the position but there is none

#

any idea?

rocky light
#

If you have hardcoded variables for position, perhaps you could check those? If not, then you can only find a boundary to the next block type by using expire_if_not_in_block component ans moving particle in some direction until it expires, or possibly a collision component and have a particle collide with a side of the block (if it has a collision)

#

Once you find a boundary, you can calculate how much blocks your particle travelled, and from there deduct a relative position in a block grid where it spawned

#

So basically if it travelled 2.3 blocks, then you know that your particle was spawned with a 0.3 offset from one of the block sides, and you can then emit a new particle with a counter offset

spice mirage
#

that smart

silent pumice
#

hi does anyone know why my particle wont show up when i try to use the /particle command

#

what the

#

it wont let me show the json file

faint storm
#

sorry if this is the wrong channel, but how do I get started with custom render controllers? are there any resources? or any packs I can look at?

tough berry
#

Render controller are entity rendering the polygon objects

#

also, this might help as tutorial

#

or examples

atomic sable
#

Does anyone know how to fix the Snowball and the arrow from looking huge when holding them when they have a higher resolution?

I've fixed it with other items via attachables, render controller, model and animation but when trying to do it with an attachable or entity json for the Snowball or arrow it doesn't seem to fix it.

(Bedrock resource pack)

tough berry
atomic sable
#

Oh yeah fully aware how buggy the game is šŸ˜‚

fickle quail
#

hey all, any idea how the placement of the sword can be obtained without clients?

#

like a texture pack that modifies placement of the item or something?

#

im not even really sure what im talking about but i want THAT šŸ˜†

#

please someone ping me if they have an idea

faint storm
faint storm
# tough berry not on block

I see. are there any other ways to modify how blocks are rendered? I'm hoping to have the textures change based on the blockstate

tough berry
#

"Back face culling"

worthy fog
faint storm
north inlet
# faint storm thanks for answering, that's great to hear! how exactly do I do that?
{
    "format_version": "1.21.40",
    "minecraft:block": {
        "description": {
            "identifier": "custom_block",
            "states": {}
        },
        "components": {},
        "permutations": [
            {
                "condition": "q.block_state('test:bool')",
                "components": {
                    "minecraft:material_instances": {}
                }
            },
            {
                "condition": "!q.block_state('test:bool')",
                "components": {
                    "minecraft:material_instances": {}
                }
            }
        ]
    }
}```
#

this.

#

I guess y'know how to use states tho right?

faint storm
#

this works for vanilla blocks right?

#

yeah I think I can figure out the states. it's done with a blockstate file right?

#

and I'd name this <block name>.material and have it in the render/materials folder?

north inlet
#

You can't edit vanilla blocks but if you mean use vanilla textures yes you can

faint storm
#

or can I not edit existing blocks at all?

north inlet
sand tapirBOT
#
What Vanilla Things Can We Modify?

Can

  • Entities
  • Certain Items(Any food items or those found in the windowsapp folder)
  • Entity loot tables
  • Features
  • Feature Rules
  • Biomes

Can't

  • Blocks
  • Block loot tables
  • Items not found in the windowsapp folder
  • Dimensions
faint storm
woeful thistle
#

you can reassign variables in resource animation controllers with on_entry/on_exit right?

#

and can you retrieve variables from owning_entity context?

#

ive made the variable public in the entity.

trim mortar
#

What's this overlay actually for

tough berry
tall forge
#

Hello

trim mortar
tough berry
trim mortar
sage skiff
#

anyone knows how to do this?

#

invert the colors

#

its should be an entity

rich relic
#

where can i find the samples of the font?

north inlet
#

Guys do you guys know how to freeze the animation entity has?

#

like in the middle of walking when I play that animation it's frozen to that

lone spire
#

How do I make Shift work properly?

north inlet
#

I guess you need to do more checks, like make the riding entity check if the player is sneaking, if yes do that animation to match the back of the player or just make the invisible at all, and show a fake backpack in player at all

lone spire
#

It only comes when a model player picks up a backpack

north inlet
# lone spire No

oof, I didn't notice that the player is holding it cause it's black lol

#

anyways, just put your model inside of body folder

lone spire
tough berry
lone spire
tough berry
#

idk why

#

thaks
taks
thans

#

whatever

jade abyss
#

tnhaks

tough berry
viral egret
#

How to make fog appear everywhere using fog.json?

tough berry
viral egret
# tough berry the what

I mean how to make fog appear everywhere using fog.json file and which format version do I use?

tough berry
thorn frost
#

Anyone have any clue on how particles work?

#

I'm trying to attach a particle to the player's head and then conditionally render it

tough berry
thorn frost
#

I'm trying to learn to manually code these

#

I'm just confused about local space and how to make sure the particle always stays at the player's head

tough berry
#

i mean snow storm is likes particles viewer, how it's appear, moving and others

thorn frost
#

I know??

tough berry
#

ok

#

but

thorn frost
#

I'm just confused on how to lock them on to a player properly

#

Tryna make a view filter

tough berry
#

do you have entity.json yet

thorn frost
#

Not yet as I'm working on the particle itself

#

1 thing at a time

tough berry
thorn frost
#

I am aware

tough berry
#

but you need likes to edit and test multiple files in same time

#

animation controller, entity json, particles

thorn frost
#

In not even done with the particle yet

tough berry
#

but particles json itself doesn't have attach bone function

thorn frost
tough berry
thorn frost
#

Pretty much trying to create the filter for the ender dragon head

#

I’m prob gonna do 1 for each mob head

#

But I’ve forgotten most of my particle knowledge and docs aren’t helping

tough berry
#

I'm gonna test something using blockbench

tough berry
#

"locator"

viral egret
tough berry
tough berry
#

fog are usually everywhere

viral egret
#

mc

tough berry
#

yes, it's everywhere

#

the everywhere fog

fair sphinx
#

is there away to create a 3D particle?

cunning nova
#

What are the names of the 2 default player model files and where would I put them in a resource pack that changes player models

cunning nova
#

Also, does anyone have the vanilla models? They're not in the official resource pack on github

tough berry
#

the "bedrock samples" is already everything that's editable, and the not editable will not be there

cunning nova
#

nvm i got them after saying that

warped halo
#

What font used Studios text for Mojang's logo

supple rapids
#

there's a buncha methods to override the player model

cunning nova
#

So instead of changing the model file, change what model file it uses

supple rapids
#

yes, so your geometry for the model has an identifier, you just use that identifier in the entity json in the RP

#

and if it doesn't work you can add another shortname tot eh array for models and use yours, then modify the render controller to use whatever shortname you put instead of default

cunning nova
#

I'll try that when I'm at my computer. You alright if I ping you if I need more help? I'm not at all well versed in this stuff

supple rapids
#

yea that's fine, my response time prolly won't be the best but ill try

cunning nova
#

@supple rapids So I'm looking at the Vanilla RP, and currently the player render controller is referencing Geometry.default. Also, mobs.json contains geometry for normal and slim skins. What exactly do I do here to get my models going

supple rapids
#

so do you have your custom model geometry file?

cunning nova
#

I have one of them, the slim one isn't finished yet. I mostly want to ensure that this works with one of them first

supple rapids
#

alr, so you can put it into the models/entity folder

cunning nova
#

under what name?

#

same as the player geometry in the mobs.json?

supple rapids
#

you can name it whatever you want

#

like

#

geometry.humanoid.new or sumn

#

^ in the file itself for the identifier, you can name the json file whatever u want

supple rapids
cunning nova
#

How can I adapt this to include the slim variant when I get that?

supple rapids
#

to make it switch between the two is possible I think? what are you using this for?

#

like are you using a new model for specal locators or sumn?

#

bc there might eb an easier way to implement what ur tryna do

cunning nova
#

3D second layer

#

I wasn't happy with the ones I've found from other people so made my own

supple rapids
#

doesnt the default geometry have an outer layer for like more depth on skins?

cunning nova
#

This pack makes it 3D instead of floating off of it

supple rapids
#

holy moly v1

supple rapids
cunning nova
#

Others include Catra from She-Ra, the Collector from The Owl House, Suction Cup Man, and my Rain World OC

supple rapids
cunning nova
#

The model goes in entity/models right?

supple rapids
#

models/entity

cunning nova
#

that's what I meant

#

something like this

#

I'll test this now

supple rapids
#

yeah lmk how it works

#

Only documentation I found on a molang variable that can determine if you're using a slim skin or not

#

== 0.5 if ur slim, 0.0 if ur not

cunning nova
#

and it doesn't work

supple rapids
#

might be better ways you can look in the forum channels

#

how doe sit appear in game

cunning nova
#

just the normal model

supple rapids
#

alr then we'll try the second method

cunning nova
#

I'm using the file name, not the identifier right?

supple rapids
#

ur using the identifier

cunning nova
#

ok lemme fix that lol

#

both of which can be whatever right?

#

and does it need to include a colon?

supple rapids
#

this in the geo file

#

no colon I think it'd cause an error

north inlet
#

Tried this?

supple rapids
#

W

cunning nova
#

okay that should work

#

lemme try this then I'll add slim

supple rapids
cunning nova
#

This in the player entity

supple rapids
#

yesh

cunning nova
#

this in the geo

supple rapids
#

perf

cunning nova
#

Does the geo file need a specific name?

supple rapids
#

nope it can be whatever

#

however u organize ur files

cunning nova
#

didn't wprl

#

work

#

worst typo ever

supple rapids
#

lol

#

alr now to the second option

#

so put the default back to what it was and add a new geometry shortname like this

#

I just added one called "new"

#

and you but ur geometry identifier there

cunning nova
supple rapids
#

rad

#

then in the render controller replace these with Geometry.new

#

since the shortname you used was "new"

#

I did sumn like this in the past and it worked so im just troubleshooting with you bc I forgot exactly what I did bc I scrapped the idea

north inlet
#

Might be better if you open a post

supple rapids
#

yea I was gonna say

cunning nova
#

I kinda have one

north inlet
#

Also, I don't recommend using . as separation in geometry file name

supple rapids
#

just like organization stuff

north inlet
supple rapids
#

valid

north inlet
#

wait, are you replacing the player original model?

supple rapids
#

what they're tryna do yea

#

you might have more knowledge on this than I

#

I did it once and forgot what I did

dreamy pond
#

How do i add my own custom font?

cunning nova
# dreamy pond How do i add my own custom font?

You can't add fonts with an RP, but you can change them. The fonts folder of a resource pack has atlases for the characters, though they're not in bedrock samples for some reason so you'll have to look for them

tough berry
tough berry
deft patio
#

How do I put better shaders on my ps5?

cunning nova
naive moon
#

is there a way to detect if player has a cape equipped using molang?

naive moon
naive moon
#

although it works in game

north inlet
marsh kiln
#

Is it possible to do texture layers like trims?

misty coral
#

Is somebody here?

#

I need help

misty coral
#

Nevermind

#

I fixed it

tough berry
tough berry
#

also

lone spire
#

Where can I find a unicode generator?

#

Glyph

restive chasm
#

test?

naive moon
#

is there a way to add and modify cubes to ONLY geometry.humanoid.* models and not other custom humanoid models?

#

i was meant to attach custom cubes to player models but it also apply to other custom player models which i don't want to

barren edge
#

Hello guys, do You know of any texture pack that renders Ć­tems full size on the item frame? Something like this but for bedrock

#

I want to place items on the wall the decorate/see what i have

barren edge
#

Like You see how some Ć­tems are rendered in full size in armor stands? That but for item frames

#

Also there was a guy working on torches with torch holders for walls, do You know if his pack is available?

tough berry
#

oh wait

#

i almost forgot about "attachable" json, but it's applied only entity

naive moon
north inlet
naive moon
north inlet
naive moon
#

but the unmodified original file can't even be loaded as the game just said "geometry not found"

north inlet
naive moon
north inlet
naive moon
naive moon
#

even tried to upgrade format to 1.12.0, nothing happened

north inlet
#

try importing that to models/entity/..

naive moon
#

yes, and added cubes

north inlet
naive moon
#

i did modify player.entity.json but keeping others intact

north inlet
# naive moon i did modify `player.entity.json` but keeping others intact

i guess just disable the original render controllers and create your own one with the same thing. Just also add slim model and the detection. Also last try

{
  "format_version": "1.8.0",
  "geometry.<your name>:geometry.humanoid": {
    "visible_bounds_width": 2,
    "visible_bounds_height": 2,
    "visible_bounds_offset": [ 0, 1, 0 ],
    "texturewidth": 64,
    "textureheight": 32
  }
}```
naive moon
#

and slim models?

north inlet
# naive moon and slim models?

Since we will disable original render controllers it doesn't have slim models like when players picked after import their skin if it's Alex or Steve model

naive moon
#

i need to make sure only geometry.humanoid.custom and geometry.humanoid.customSlim have my additional cubes

#

others will not (usually in skin packs/server npcs)

north inlet
#

you can probably just add a new model into the player but also not disabling the original render controllers

naive moon
#

the original render_controller thing will insert my additional cubes regardless of which models those cubes will insert to

naive moon
north inlet
# naive moon this won't include `geometry.humanoid` since its texture supports only 64x32, no...

// player.json

{
  "format_version": "1.10.0",
  "minecraft:client_entity": {
    "description": {
      "identifier": "minecraft:player",
      "materials": {...},
      "textures": {...},
      "geometry": {
        ...
        "new": "geometry.new"
      },
      "scripts": {...},
      "animations": {...},
      "render_controllers": [
        ...
        "controller.render.new"
      ]
    }
  }
}

// render controllers

{
  "format_version": "1.8.0",
  "render_controllers": {
    "controller.render.player.first_person": {...},
    "controller.render.player.third_person": {...},
    "controller.render.player.map": {...}
    "controller.render.new": {
      "geometry": "Geometry.new",
      "textures": [ "Texture.default" ]
    }
  }
}```
naive moon
north inlet
naive moon
#

it did work, but EVERYWHERE

north inlet
naive moon
#

as i said, custom player models will break...

#

(breaking not the models, but the textures it will show since i hardcoded texture uvs)

#

and i'm using player texture to show those cubes, not an external file

north inlet
naive moon
#

spoil what i'm doing so early will lose everything, but that's the only way to explain why...

north inlet
#

tbh, I don't have any idea what you're trying to do 😭

naive moon
#

fine, will show "half" of it here

north inlet
#

you only add cape?

#

that's it?

naive moon
#

yes, that's pretty much it

#

using player texture

#

i mapped unused texture parts to show it

north inlet
#

wait, imma send something

naive moon
#

that pack i'm about to release is pretty much done if that bug was ignored

#

and, that "cape" should (must) be shown only if not using elytra, using standard models (does not support 64x32 textures, or 2:1 ratio, must be 1:1), and not having a persona cape equipped

north inlet
# north inlet // player.json ```js { "format_version": "1.10.0", "minecraft:client_entity"...

still under this.
// model

{
    "format_version": "1.12.0",
    "minecraft:geometry": [
        {
            "description": {
                "identifier": "geometry.new",
                "texture_width": 64,
                "texture_height": 64,
                "visible_bounds_width": 2,
                "visible_bounds_height": 2.5,
                "visible_bounds_offset": [0, 0.75, 0]
            },
            "bones": [
                {
                    "name": "waist",
                    "pivot": [0, 12, 0]
                },
                {
                    "name": "body",
                    "parent": "waist",
                    "pivot": [0, 24, 0]
                },
                {
                    "name": "cape",
                    "parent": "body",
                    "pivot": [0, 24, 3],
                    "rotation": [0, 180, 0],
                    "cubes": [
                        {"origin": [-5, 8, 3], "size": [10, 16, 1], "uv": [0, 0]}
                    ]
                }
            ]
        }
    ]
}```
north inlet
north inlet
naive moon
#

but does not care about which main geometry it is using

#

("custom" or "customSlim")

north inlet
#

Is there something you wanted to do if it's slim or not?

#

also you can detect if the player is in slim or not

naive moon
#

64x32 skins will straight up not working as expected, or custom models will have part of its texture be shown on my custom "cape"

#

only 64x64 or 128x128

#

?

north inlet
naive moon
#

just detect if model is not custom and not "geometry.humanoid", only ".custom(Slim)"

naive moon
north inlet
#

lol

#

Wait, imma try doing that

astral inlet
#

Where is the sound effect for throwing located? I want to play the throwing sound in a script but don’t know the path to it.

queen mulch
#

Does anyone know where vanilla resource pack is? I need the inventory_screen.json to edit the UI.

naive moon
distant snow
#

yo how can I make this #1334394633718861874 into mcpack? I dont have knowledge about resources making and I really wanna try this

north inlet
north inlet
#

that's it

untold vector
#

I think the question is here.
Is it possible to create other variants for dogs/cats?

delicate sinew
#

(Edited paragraphing than one whole read)

pine vessel
#

Guys, do you know how and if can I hide this debug information from the preview build? I think this might be inside a json UI file, but I'm not sure where exactly...

naive moon
#

set the renderer "visible" property to false

pine vessel
#
  "access_button@common_buttons.light_content_button": {
    "$pressed_button_name": "button.access",
    "size": [ 20, 20 ],
    "offset": [ 20, 20 ],
    "anchor_to": "top_left",
    "anchor_from": "top_left",
    "focus_enabled": false,
    "bindings": [
      {
        "binding_name": "#access_screen_visible",
        "binding_name_override": "#visible"
      }
    ]
  },

  "special_render": {
    "type": "custom",
    "renderer": "debug_screen_renderer"
  }

sowhere around here? @naive moon

north inlet
#

just add "visible": false

pine vessel
#
"special_render": {
    "type": "custom",
    "renderer": "debug_screen_renderer",
    "visible": false
  }

like this?

#

Thanks A LOT!!!!

naive moon
trim mortar
naive moon
trim mortar
#

The problem is it only change the vanilla one.. I can't even change the skin (we can only use one skin for the model on player entity -> textures, i haven't tried if we can change it in-game or not)

naive moon
trim mortar
trim mortar
trim mortar
#

You need to include player entity json in your pack for model to work

compact yoke
#

is there a way to change all player models and skins, not just the vanilla one?

north inlet
# naive moon no news?

Fuck.... I FORGOT about this. Lol, so yeah what I did was I added a new model instead of modifying the original geo of the player

untold vector
#
"resource_pack_name": ""

is this line necessary in the terrain_texture.json?

compact yoke
#

mine have been using "resource_pack_name": "vanilla", without issues so far

keen turret
#

hello

#

how do I make a custom fog?

#

or ambient in general

keen turret
#

mhm

keen turret
keen turret
#

like instead of a color as the fog I can have an image faded as teh fog (like eyes or something)

delicate sinew
#

Does anyone knows those three besides metadata, means? Im lost (bedrock user)

abstract forge
delicate sinew
abstract forge
delicate sinew
#

Is there a better manifest generator than the one im using? I think the one i was given is tools.pixelpoly.co

abstract forge
#

I’m honestly used to writing manifests by hand 😭 I don’t think I can recommend any

delicate sinew
#

Whoa by hand?

#

Mindblown- i am impressed 😱

abstract forge
#

it’s really just basic JSON

delicate sinew
#

Im just getting into all this- trying my first trial run today mostly for personal world project but if it goes good then this might get me going on to making my own stuff, working with others and whatnot!

#

I think i learnt too much in the span of a few days, my brain hurts šŸ˜‚

abstract forge
#

I believe in you!

delicate sinew
void barn
#

Can someone explain what happens with conflicting packs? If two resource packs are amending the armor stand json does one just get overridden by the other or are components retained if not in conflict?

delicate sinew
#

Got it! Nvm

next creek
#

is it possible to make a custom skybox?

tall cargo
#

how to make player leaning animation like star war - path of jedi map?

strong marten
#

Hello
How to download Minecraft texture anyone pls tell

naive moon
strong marten
#

@naive moon yes but i found it

naive moon
humble rain
#

why my particle won't follow the locator position on attachable?

whole finch
lean zealot
#

Is it possible to place particles in attachables using locator?

unborn dust
#

how to make certain resource packs to be only optional?

dusty dragon
#

Does anybody know the name of this particle?

foggy brook
#

Does anyone know if it's possible to make a flipbook texture that only plays once?

dreamy pond
#

i never saw this kind of aresource pack

dusty dragon
#

If its not then its optional

dreamy pond
#

can anyone send me all of the working letters you can use with default8.png?

lean zealot
lean zealot
lean zealot
#

Is it possible to make it so that I can see a particle through a wall?

lusty bay
#

Which file to edit to remove that black outline?

#

Anyone know?

dreamy pond
#

Either it is a changed common button or it is a common button in ui_common.json

lusty bay
#

Figured out, its ā€œfocus_border_white.pngā€

#

Weird name

lusty bay
#

Whats weird is that changing it to transparent will remove the black outline on buttons and also remove white outline on hovered buttons

lean zealot
unborn dust
lean zealot
unborn dust
lusty bay
#

Build a local server