#Resource Packs General
1 messages Ā· Page 5 of 1
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.
@north inlet also srry for ping
anyone know how one could hide these shadows below entities? (Not only players but also some other entities)
Set collision box size to 0
Afaik there's no other way, but you could also try modifying shadows.material
mhhh, sounds interesting.. I could do some molang to check for entity groups..........
Still technically there! Just really tiny! (For most cases this works fine)
@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.
btw fyi that has been fixed
interesting, but well sadly not an option
ig we'll go with hit-tests and 0x0 collision box then :/
Right, you could position an invisible element there that writes to depth but not color. Although it'd also cull transparent things and some opaque ones as well
sounds quite performance intensive...
also.. can one combine multiple particles to create a single one?
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
ah good to know!
still curious about that one, since I've seen events inside particles with other particle_effects.. as emitters
Depends on what you consider to be combined. One simple thing that you can do is emit a single particle effect that'd emit multiple sub-effects, using events
Yeah that's what I'm talking about
ah oki, seems really interesting!
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
This has some cool examples #old-particles-showcase message
Ofc depends on how many particles and entities and other factors, but particles are more performant.
Yes
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
also, dammnnn particles still work from quite far away.. thousands of blocks.... oh god
may I ask what temp leaking is?
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
ahh cool!!
@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.
I will have to take a look at this later and try my own implementation. Sorry for making you wait
No it's okay, take your time!
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
What do I add to the scripts Array?
That's mad funny
Don't fix it, i love it, its gonna be a hidden easter egg
I use paper doll... alot
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:
No worries, it's easy to confuse the two
@random radish
Sorry for low brightness
I'm at night
Here's my entity.json
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
}
}
Did you check the third-person perspective? It only applies there
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?
You'll want an appropriate render controller for the first person too, then. The process is pretty similar to mimicking the controller we already have set up for third-person (controller.render.ghostly_controller), although it looks as if the first-person controller has some additional stuff set for part_visibility. https://github.com/Mojang/bedrock-samples/blob/main/resource_pack/render_controllers/player.render_controllers.json
Normal, the item renderer is separate from the player
Ah
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
{ "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)?
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
Ah so there is no third person
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
Alright, and thank you sooooooooooo much, you're the goat!
Out of curiosity, is there a way to apply proper lighting to particles? Like there is for entities and blocks?
There is a lighting component, if you would count that as proper
you mean minecraft:particle_appearance_lighting?
yup
any docs on it and how I may be able to adjust the component?
there is no adjustment, it's either present and particles receive lighting, or not
Does mace use its own particle or spawns many particle to imitate the big boom?
Spawn particles I believe
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
Just add "USE_EMISSIVE" in your "+defines" array
#1067870133328027730 message basically this
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
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
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?
#1067869374410657962
Anyone know how to achieve this?
I think you can look at the ghast render controller. iirc It changes texture as soon as it charges the shoot attack.
Nah I checked it but I think it is harcoded
What are the other harcoded variables asisde from variable.attack_time?
How does this work?
Is there anyway to do my item attachables in blockbench?
download the vanila bedrock bp & rp
you will find it in there
you want your own icons? if so check Bedrock Wiki
Yall took your time lol
fr
do you have an idea of the texture name of the gray background?
Is it possible to remove the knockback particles for a specific entity? I hate the white particles appearing when there is a knockback?
#old-particles message
So I can just use this in my animation like how so I make a looping animation with the knockback particle on it and use the q.is_roaring then it will disable now that particle for a specific entity?
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
I'm trying to ask in the scripting section on why my script is getting delayed but they are not answering so I'm thinking of other alternatives
I made a script that does knockback the only problems is it has a lot of issues
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
@lusty coral It used to be possible using shaders but I don't think it is anymore.
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
In the "minecraft:particle_lifetime_expression" component? @stray wedge
Is it possible to display attachables only in third person and the normal item in first person?
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
Did you put the rightItem folder inside of the arm you want?
But did you position it tho? Can I see the model
Everything else seems to work, the walk, the arm movement, the hits, the head, only the item is not placed correctly
Hmm, that's kinda weird... You didn't use animations right?
Is not moving so it means the folder doesn't exist in your model
Make sure you updated the model
Im sure
It's weird because it seems like leftItem and rightItem are completely broken
Look the item position
Try making an dummy entity, with the same model and textures, then replaceitem the mainhand and offhand and if it does position correctly
#1309188080221028372 message
Letme try
Oh no
Now I don't know what I'll do
It looks like a bug
Does it work on entities
Looks like you did something in player.entity if that's the case
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?
try "true"
I remove all and it doesnt work
haha yep its set to true, my mistake but I still have the issue
try thishttps://wiki.bedrock.dev/visuals/glowing-texture
hoping to find a solution where I don't need to have a semi-transparent texture
Create your own custom materials š¤·
Hmm, I don't touch player.json anymore but that shouldn't happen
yeah but how is the question i am looking for :)
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.
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
Yeah, that's also what I did.
I see, thanks for the idea!
is there a way to get an attachable animation to blend frames?
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
No word.
bro is la nutria del dedsafio
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.
Where can I find my entities anchor?
does anyone have any ideas on how to make this material black and white?
Bro how do you do that?
hello, it's just material and entity
what does the isotropic property in blocks.json mean?
With this Byakugan is so achievable and also
sharingan!!!!!!! Hahahaah
Not possible, monochrome rendering is only achievable with materials by setting 2 out of 3 color channels to constant, while monochrome black & white requires an average (possibly weighted) of all 3 color channels which is just not possible to do in bedrock
The only way to do that is via custom shaders
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?
Remind me, can attachables have particle emitters?
Yes
i remember there being a website with the vanilla resource pack assets online but i forget what its called if anyone here remembers
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/
You mean this?
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
Yes thanks
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
Itās okay Iāll check it out later
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:
Nope
AlguƩm sabe como adicionar animaƧƵes.controlers em recursos?
Does anyone know here how to make a cutscene using camera?
You're question should be in #1067869288859447416 or #1067535382285135923
Not possible.. you need to modify the software/app
You can fake it using minecraft:free, that's the only close thing you can do
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
Yes, but you can only animate the item model not the player too without using /playanimation
mind telling me how?
how to make custom material?
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
using a pack that does it rn i have no idea how but it works flawlessly
send it here then
Use locators inside the bone you want to move with
Someone who can help me figure out how to add this code to the interface of a chest. I'm pretty new.
Looks like you've determined geometry in two places: your_block.json and blocks.json
the issue appears in the new 1.21.50
the blocks.json isnt supposed to have textures?
its possible to show a different texture for attachables depending if its in 1st person of 3rd person?
Create custom render controllers and check the perspective player has context.is_first_person
anyone here who could fix me an animation for 15$?
basicaly my animation isnt smooth rn
ā¤ļø i will test it, thanks
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...
They're not accessible
iirc
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
Guys, are the new Bedrock skins available in the vanilla RP zip?
Download it and check
It's free to download, and easy to check
Bump
Pics?
Oh sorry, just saw this
I'm starting to suspect it's the one file I haven't changed, which is the .tga file
If the issue does happen to be the .tga file, is there way I can edit that on mobile, or via a web browser?
BB support it
What's BB?
Blockbench
I've all the files. All I can find are Steve and Alex. But maybe they're saved with a name that I don't know
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
One message removed from a suspended account.
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?
Help, somebody knows how to change the specific foliage and leaves colors of every biome?
Use the panorama mod for Java and then export them into a bedrock pack
iāll look into that
thanks
player.entity.json
Can anyone help me to figure out what is making my item out of the hand?
In java there is a folder called color map that contains foliage and grass I'm not positive what this is in bedrock
it appears it goes in textures\colormap
it appears in bedrock there are more files then foliage in grass
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"
]```
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
where to find textures/ui/
what do you mean?
to find them and add to my gui
If you mean that you are looking for the vanilla gui files I believe this link can help with that https://github.com/ZtechNetwork/MCBVanillaResourcePack
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
that repo hasn't been updated
use this one:
https://github.com/Mojang/bedrock-samples
^
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
no problem, there it is sgdhlgsa
Is there a way to make custom skyboxes without renderdragon?
does variable.attack_time work in attachables?
iirc they do but if they don't just change variable to context
i see
so would something like this work?
"animate": [
{"attack": "v.attack_time > 0"}
]
}```
Hmm
Does anyone know the method thats referred?
How to make the Redstone line display the Redstone signal value?
not possible while displaying which direction the wire is going. if that doesn't stop you, there is a pack called r side iirc which does that, which you can look at
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?
No block geometry files aren't modifiable
thx
I know. I mean the entity one. cause the piston head is an entity, right
It's not the same as java
Chest are entities too why can't we access them? Because they are counted as blocks in bedrock
;-;
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?
Textures are accessible no matter what so yeah you can just grab it
Sorry to bother you, I'm still confused, can redstone wires be connected?
Nope sadly even the pack creator states that it's almost impossible
I am currently trying to implement using shaders
How are these 16 textures used?
Can't say anything much since this is not my pack and that pack is kinda sold now soo
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
" 1 "
You can try. It's not a bad thing.
I would like to ask where I can learn Minecraft shader.
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"
}
]```
Okay, this is better.
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
Turns out the resolution was too high. Sorted
meow meow
Human human
woof woof
Human human
beep beep
#off-topic
i was come here for texture pack help anyway, the "red"
Why not retexture?
You can do textures of multiple blocks in one png? Cool..
I wouldn't trust smth like that tho lol
Looks like an aesprite file
ye
that's my trick to manage texture easier
and use sprite cutter app to cut them
almost
how do i make a /playanimation only apply in first person?
make a query inside the animation
variable.is_first_person ? 10 : 0
oh damn, never thought of that, i thought i'd have to use animation controllers
This is the fastest way imo
but i'd have to add it for each keyframe right?
Yeah...
well thank you, it's simple enough
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)
my pack doesn't seem change too but, that's very long time ago because i ignored it
someone has an resource pack for see all villager trades
Bedrock Tweaks Trading Helper
you have the link?
it's in the gui category
We tweak parts of vanilla Minecraft Bedrock that we believe can be a little better through resource packs, addons, and crafting tweaks. Ported Vanilla Tweaks to Minecraft Bedrock.
mm
you can pass me the link of the download?
no, bc of the way the site is coded, you have to check the trading helper, then download and name the pack
We tweak parts of vanilla Minecraft Bedrock that we believe can be a little better through resource packs, addons, and crafting tweaks. Ported Vanilla Tweaks to Minecraft Bedrock.
try a different browser
https://becomtweaks.github.io/resource-packs/?st_raw=N4IgTghg7iBcDaIAqkAmBLAdgcwBIFMAbAB3zBAF0BfIA
welcome to the world of becomtweaks
Resource Pack tweak selector. Unofficially updated by BEComTweaks on GitHub
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?
Play with it. It stacks
mb, testing with scripts, i've been tweaking it a lot
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?
If you have a geometry component in the block and you also use the blocks.json, it prioritizes the geometry component and the blocks.json is ignored.
In that case, transfer all textures inside block.json inside of actual block itself or just don't use geometry
Thats the thing, none of these blocks use geometry
Its not even in the block file
So idk what its trying to override
I could also do this but blocks.json is where you can define defaults for sound effects of the block, using purely geometry and material instances prevents me from using the sounds in blocks.json
Probably a bug, just ignore it.
Ohh yes I remember it does throw that error but the block perfectly fine
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
Hey mate, did you happen to find anything?
no unfortunately ;-;
any idea why changing the facing direction stop the particle rendering?
Maybe like entities? The point of origin is far from sight
Yo you're actually impl it xD
Also just use
"facing_camera_mode": "direction_x" inside of "minecraft:particle_appearance_billboard"
just testing for now, lol
i will try that
thanks
it is like that from all angles/positions
if that isnt the correct direction you could also try "direction_z" or -"y"
i think i tried all directions, but i may be wrong
i worked with billboard component before and that never happened
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 }
]
}
},
Probably because they have the same weight?
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
@north inlet ^
Why me š
Alr I'll give it a try, thx
and then it starts working for no reason
didn't change a thing
me when realized thing that in English, a dice cube
anyway again, that's not completely random texture because then placing block in some specific place it will appear as the same boi as how much you trying placing block in same place
it's likes a constant noise generated
oh ok
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. 
I think the sounds.json is the problem, the player pitch thing doesn't work either
Edit: ChatGPT somehow fixed it lmao
lol
Is it possible to change the piston sound to whatever I want? I think itās done with resource packs but if Iām wrong please correct me
Yes, just make sure it's an Ogg Vorbis file.
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
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.
did you mean
oh wait
this?
Well both actually but i dont want to change the warden's particle, ill be having a custom one.
you almost have color blind.json
Tbh it's not the color that hurts my eyes is the low quality ahh of it.
Hey anyone have a manifest I can get
I need resource pack and behavior pack template
What does this error mean?
it keeps making items not bind to the lead_hold locator
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
Did not change the player geometry?
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.
Put a brown paper bag over that.
animations?
Does this look like mace to yall?
magic mace?
Regular, looks kinda like a stave, right?
Think imma make em 3d then, at least the mace head
my funny mind just have a classic stick and diamond shaped object
that's likely a magic somehow
Is there a way to make a particle/block texture only visible to someone in creative? Something like uh a void block
how do i make a particle appear transparent? does that work?
lemme check in "Snow storm" the particle editor from blockbench
"material": "particles_blend"
it makes that glowing right?
transparency
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
probably the vsync causes it?
ohh let me try!
that would be the video settings in my client?
Tbh i don't even remember š.
Wait I think mc bedrock doesn't have the vsync option
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
problem solved, don't do animations...
no jitters if all one color lol
and less seizure prone
lmao
btw, is that one particle only?
yes
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
how about the render distance? It doesn't disappear? The same goes to the TPS of the world it doesn't lag?
i don't see any lagg really... but i have to do proper tests...
now let me see how far until it disappears
try spawning multiple particles.
160 blocks away
that's nice.. looks like I'll be learning how to use variables in particles
I once tried to use entities but the distance is very short.
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
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
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?
yeah idk because respawning a particle constantly can have overhead... but even this seems like an improvement from this... let me give an image for yah
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
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 )
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
Yeah, I'm Gonna try to do it tomorrow...
ok ill send the files so you can give it a go, and modify it around
Really? Damn thank you, you saved my procrastinating ass lmfao
yeah no worries haha, i want people to share stuff so we can get better addons for bedrock.
just resource pack only.. then just summon it in game of course with /particle mrleefy:wall_particle_xy or /particle mrleefy:wall_particle_zy
i want people to make this better š
you can add animation if you want.. but seems to be a waste of time since it desyncs
Yey... Thank you very much!
made a slight mistake on the zy... its supposed to be yz instead
so just fix that otherwise it defaults to facing the player like all particles
Fixed it lol.. I also noticed that when I opened the particle file.
also noticed that the size is doulbled... i had to change it to "size": [8, 500], for 16 blocks wide
you probably already figured that out
that's the part i didn't lol
i just found this out now.. so lol
how big is a 1 block wide particle?
probably 0.5 idk haha you will have to experiment.
scuffed... manually placed but interesting to say the least might make it more opac
also, try getting the 16x16x16 chunk areas so when you calculate in the future it's easy to place
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
Try changing colors... i guess? Since it doesn't look good as pure gray
will the variable with script work?
one sec let me get that link
mojangvariablemap
thats why its grey in the first place
that was the next experiment
for dynamic coloring
molangVariableMap with setFloat
there we go
You could try to put a variable on the texture tint of the particle
yeah
idk if it's RGBA OR RGB only
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.
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
That's a shame. If I use particles only on the server side or BP file, is there a way to still use entity properties to change anything?
Do you mean that you emit them from particle command or API?
Honestly both. I've tried commands, but haven't used scripts yet.
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
Thanks, I'll try that.
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?
Not really a reosurce pack question. But you can use nbt editing or jigsaw blocks.
how?
One message removed from a suspended account.
One message removed from a suspended account.
isn't facing_camera_mode part of that component?
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
slime material randomly reminded me
The slime material leaves as 3 image, without the internal view :/
welp, another back face culling again
in a file
it is not directly in the minecraft settings
but in a file
idk i changed it like 4 years ago
okay i fgot it lol
com.mojang\minecraftPe\options.txt:51
Ooooo ok thx
Nvm
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
It's certainly annoying, but I believe the fix is better for performance anyhow.
oh really? ok, well either i adjust them or leave them as is i gues
What do I need to edit to make lava translucent but only when underneath
@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?
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
that smart
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
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?
at least this is still resource packs related
Render controller are entity rendering the polygon objects
also, this might help as tutorial
or examples
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)
until now game engine itself still doesn't fix that even china edition already fixed
Oh yeah fully aware how buggy the game is š
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 š
please someone ping me if they have an idea
thanks for answering. do render controllers not work for blocks? even if enabled through the model file?
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
yeah you can.
"Back face culling"
I already figured it out dw
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?
thanks a lot
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?
wdym by vanilla?
You can't edit vanilla blocks but if you mean use vanilla textures yes you can
can I do this to an existing block as oppose to a custom one? so change it's textures based on the blockstate
or can I not edit existing blocks at all?
You cannot at all. Only it's textures are available to be modified not the block itself
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
that's disappointing. I really appreciate all the help regardless
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.
What's this overlay actually for
similar to multiple potions textures in 1 or 2 pngs
Hello
I don't see any different when i change it
I'm not exactly sure about these terrain somehow
Okayy.. thanks
hmm
alr
where can i find the samples of the font?
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
How do I make Shift work properly?
that backpack is riding the player?
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
No
It only comes when a model player picks up a backpack
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
I did it
thansk
the correct one is "thanks"
i just randomly funny about misspellings "thanks" most than others
idk why
thaks
taks
thans
whatever
tnhaks
tangs
How to make fog appear everywhere using fog.json?
the what
I mean how to make fog appear everywhere using fog.json file and which format version do I use?
i need to think about you word "fog appear everywhere"
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
Snow storm is a particles editor, you can try it but it's only particles
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
i mean snow storm is likes particles viewer, how it's appear, moving and others
I know??
I'm just confused on how to lock them on to a player properly
Tryna make a view filter
do you have entity.json yet
you need that to embed particles on entity
I am aware
but you need likes to edit and test multiple files in same time
animation controller, entity json, particles
In not even done with the particle yet
but particles json itself doesn't have attach bone function
i forgot is it animation controller or just animation json
Pretty much trying to create the filter for the ender dragon head
Iām prob gonna do 1 for each mob head
But Iāve forgotten most of my particle knowledge and docs arenāt helping
I'm gonna test something using blockbench
controller
"locator"
I want fog everywhere
but what the heck is kind of "fog everywhere"
...
fog are usually everywhere
is there away to create a 3D particle?
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
Also, does anyone have the vanilla models? They're not in the official resource pack on github
what do you mean by not official
the "bedrock samples" is already everything that's editable, and the not editable will not be there
nvm i got them after saying that
What font used Studios text for Mojang's logo
I'm pretty sure the game won't let you override those vanilla models but you can edit in the entity json and render controller for which model is used primarily
there's a buncha methods to override the player model
So instead of changing the model file, change what model file it uses
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
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
yea that's fine, my response time prolly won't be the best but ill try
@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
so do you have your custom model geometry file?
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
alr, so you can put it into the models/entity folder
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
and in the entity/player.json you can look for the geometry section and replace the geometry.humanoid.custom with whatever you named this
How can I adapt this to include the slim variant when I get that?
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
3D second layer
I wasn't happy with the ones I've found from other people so made my own
doesnt the default geometry have an outer layer for like more depth on skins?
This pack makes it 3D instead of floating off of it
holy moly v1
gotchue
twas just one of the testing skins I loaded onto it
Others include Catra from She-Ra, the Collector from The Owl House, Suction Cup Man, and my Rain World OC
okay yeah adapting it to slim skins would take a lil more effort but for rn you can try just doin this
The model goes in entity/models right?
models/entity
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
and it doesn't work
might be better ways you can look in the forum channels
how doe sit appear in game
just the normal model
alr then we'll try the second method
I'm using the file name, not the identifier right?
ur using the identifier
ok lemme fix that lol
both of which can be whatever right?
and does it need to include a colon?
W
this works for me.
oh yeah that's what I pointed to int he documentation
yesh
this in the geo
perf
Does the geo file need a specific name?
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
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
Might be better if you open a post
yea I was gonna say
I kinda have one
Also, I don't recommend using . as separation in geometry file name
underscores are nicer but I don't think it really matters does it?
just like organization stuff
yeah but sometimes people are confused
valid
wait, are you replacing the player original model?
what they're tryna do yea
you might have more knowledge on this than I
I did it once and forgot what I did
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
custom glyph likes emoji, i remember there's template one but i forgot
wiki bedrock?
How do I put better shaders on my ps5?
Wait for deferred renderer to come to stable release, and for some deferred packs to release on the marketplace where they're accessible by consoles
is there a way to detect if player has a cape equipped using molang?
query.has_cape
ok thank you
but, it does not work on paper dolls for some reason
although it works in game
didn't know that.
Is it possible to do texture layers like trims?
grass side reminded me about growtopia for no reason but it's not growtopia
test?
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
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
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?
nope to every message
oh wait
i almost forgot about "attachable" json, but it's applied only entity
and because of him, my question didn't get an answer
Lol. Anyways, are you overwriting the original name of the model?
i tried with mobs.json, but the game seems don't like it
Whose model are you trying to Modify?
geometry.humanoid.custom:geometry.humanoid
but the unmodified original file can't even be loaded as the game just said "geometry not found"
try geometry.humanoid.custom or geometry.humanoid.customSlim
without inheritances?
Yes.
ok, i will try
no idea why, it still keeps happening
even tried to upgrade format to 1.12.0, nothing happened
hmm, do you have a copy of the original player model?
try importing that to models/entity/..
yes, and added cubes
do you plan not to edit the player.json?
same thing
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
}
}```
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
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)
you can probably just add a new model into the player but also not disabling the original render controllers
the original render_controller thing will insert my additional cubes regardless of which models those cubes will insert to
this won't include geometry.humanoid since its texture supports only 64x32, not 64x64
// 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" ]
}
}
}```
that's exactly what i did before asking this
Lol.... it didn't work?
it did work, but EVERYWHERE
it doesn't make sense it will affect other entities since we created a new model and also we only added the render controller to the player folder nothing else
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
no, you don't include the player model in the new cubes you will add, only the cubes you wanted to add and just parent it tho the uvs will need to be fixed
spoil what i'm doing so early will lose everything, but that's the only way to explain why...
tbh, I don't have any idea what you're trying to do š
fine, will show "half" of it here
yes, that's pretty much it
using player texture
i mapped unused texture parts to show it
wait, imma send something
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
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]}
]
}
]
}
]
}```
That's why you asked last time how to detect if the player has a cape equiped
I tried this and it works fine with big textures
this is exactly what i did
but does not care about which main geometry it is using
("custom" or "customSlim")
Why?
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
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
?
Wrong one lol
just detect if model is not custom and not "geometry.humanoid", only ".custom(Slim)"
i thought attaching custom cubes to geometry.humanoid.custom and geometry.humanoid.customSlim will work, but, didn't modify anything, the game panicked
Where is the sound effect for throwing located? I want to play the throwing sound in a script but donāt know the path to it.
Does anyone know where vanilla resource pack is? I need the inventory_screen.json to edit the UI.
still no results so far?
yo how can I make this #1334394633718861874 into mcpack? I dont have knowledge about resources making and I really wanna try this
I have now.
Your RP -> ui -> scoreboards.json
that's it
I think the question is here.
Is it possible to create other variants for dogs/cats?
(Edited paragraphing than one whole read)
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...
debug_screen
set the renderer "visible" property to false
"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
the special_render
just add "visible": false
"special_render": {
"type": "custom",
"renderer": "debug_screen_renderer",
"visible": false
}
like this?
Thanks A LOT!!!!
no news?
Are you trying to edit player model?
yes, i want to add some cubes only when the current player model is vanilla, which means that custom skin models should not have those cubes attached
Like this? I make player model shorter and the head bigger
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)
or just, only geometry.humanoid.custom and geometry.humanoid.customSlim
It has no effect when i change the model, only the one who attached to players entity can change player model in-game
oh, then how did you do that
Change the player model š¤
You need to include player entity json in your pack for model to work
is there a way to change all player models and skins, not just the vanilla one?
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
"resource_pack_name": ""
is this line necessary in the terrain_texture.json?
mine have been using "resource_pack_name": "vanilla", without issues so far
mhm
is it possible to have a custom texture as the fog tho?
Wdym?
like instead of a color as the fog I can have an image faded as teh fog (like eyes or something)
hmmrm
Does anyone knows those three besides metadata, means? Im lost (bedrock user)
Pretty sure āUI Capabilitiesā is an old experimental thing that got removed alongside āAdditional Modding capabilitiesā. As for the āGameTest moduleā, itās a Scripting API module that enables us to create our own unit tests, and for client scripting, we donāt have that as of yet.
Hi! Top of the morning to ya! Love your contents ā¤ļø
Anyway, would checkmarking them all three be fine or will it cause any issues with my pack? I specifically dont want experimental if that is what GameTest Module is
Iād say itās best to leave them all three unchecked
Alright! Appreciate the feedback! š«”
Is there a better manifest generator than the one im using? I think the one i was given is tools.pixelpoly.co
Iām honestly used to writing manifests by hand š I donāt think I can recommend any
itās really just basic JSON
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 š
I believe in you!
Carpe diem!
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?
Got it! Nvm
is it possible to make a custom skybox?
how to make player leaning animation like star war - path of jedi map?
Hello
How to download Minecraft texture anyone pls tell
the vanilla textures?
@naive moon yes but i found it
okay..
why my particle won't follow the locator position on attachable?
just the emitter does
Is it possible to place particles in attachables using locator?
how to make certain resource packs to be only optional?
Does anybody know the name of this particle?
Does anyone know if it's possible to make a flipbook texture that only plays once?
i am not sure but maybe using a proxyto send a abnormal packet?
i never saw this kind of aresource pack
I think that happens when the resource pack is a dependency for an addon applied
If its not then its optional
oh i see
Did you find out?
pass the name of the addon that does this, so I can explore it and see how it does it
Is it possible to make it so that I can see a particle through a wall?
Idk, but searching though play_screen.json is a good start
Either it is a changed common button or it is a common button in ui_common.json
Whats weird is that changing it to transparent will remove the black outline on buttons and also remove white outline on hovered buttons
Did you get any results?
no, but i believe it happens when resource packs on a server is not required, but some behavior packs has some texture pack dependencies
Have you tested this? Test it so we can know
i dont have a server to test it at the moment
Build a local server

