#Resource Packs General
1 messages ยท Page 6 of 1
quick question
if i want to update a resource pack contents, should i also update the pack manifest? or just the resource module manifest?
although it's optional, you should update the manifest file as well, usually by increasing the "version" number
Is it a good idea to add an identifier on all my texture file names to stop clashes? I have a texture like this textures/items/guidebook.png. If someone else addon uses the same file path with a different texture, will it clash, or don't addons overwrite each other and only vanilla?
They won't overwrite each other unless they have the same texture file name in the same path.
Thats why you should also namespace your textures folder.
so like textures/my_addon/items/my_item.png?
Correct.
any other files i should be namespacing to avoid clashes?
Hi
Somebody knows if the armor model can be modified?
Or if I extend the texture, for making more space, I will be able to make a custom armor model for the other mobs, but for the player is normal?
anything path-based should be using a namespace-style path
loot tables, trade tables, textures
this page talks about compatibility
https://learn.microsoft.com/en-us/minecraft/creator/documents/practices/guidelinesforbuildingcooperativeaddons?view=minecraft-bedrock-stable
Is overwriting vanilla animations not possible? cause bedrock.dev says it works but I cant get it working
It is.
It is possible?
See I did that but the vanilla animation would always play instead
does the file name have to be diffrent?
Im trying to overwrite 'animation.common.look_at_target' but seemly only the head movement gets canceled out not the body rotation?
Pretty sure the body rotation is controlled by another animation. Not sure. Depending on which entity youre trying to overwrite, check its entity client file.
See i did that and even tried overwriting all the animations attached to it and same problem. its the npc
does anyone know how to check if a player has slim or classic skin in attachables and not in the player client entity file?
Anyone know of a way to stop mobs from unloading when looking in certain directions? I have this problem with some animations any ideas?
What's the "variable" for?
helpp
I am trying to make a 32x32 texture pack
but the items don't show up
the vanilla textures show up instead
hello , do you know where i can find texture of block shown in creative mode, like diamond_ore block with the 3D views ?
Its autogenerated by the game using the geometry. There is no texture.
hi there, do someone know if disable-custom-skins=true works? it should disable these skins sold on market place that cannot be customized and ready to use, right?
I have enabled that feature but I can still use that on my server
Isnt custom skin truly custom?
From a PNG file?
How to make my entity have multiple geometry and textures and switch between them when certain conditions are met like when my entity has a variant value of 2? And also what's the default variant value?
so I m wrong, I think I cannot disable the market place skins then =\
thx
hi again, another question, what is the animation that plays at the pause screen as in the photo? because it is glitching (moving the head up/down very fast) and not rendering all the parts of the hair, any idea?
how do i translate the death cause messseges in lang file?
like if a entity kill player,
it's entityAttack
i wannna do entityAttack = Killed by zombie in .lang
so it's ${player} was Killed by zombie in chat
isn't it like it?
idk
edit: oh i realized it's not possible, i'm stupid
java only, minecraft:dust
How do I have a particle play on loop on the player while they are using an item
How to make a custom armor with high-resolution texture? I think two attachables.json will contradict each other
Is it possible to create an animation just to be used with commands in Minecraft?
how to make skin variants????? Hi, I'm looking for a way to be able to put different skins on the evoker as well as the new variants of pig skins. Does anyone know what I have to do to have different variants depending on the biome?
skin_id & render_controller
Okay, you tell me that but I still don't understand how it's done hahaha
Does anyone know why this happens when downloading a Minecraft realm with the mutant creatures resource pack on PlayStation?
Me and the creator are trying to solve the issue as this is the only pack in existence ive had this issue
Is it possible to make a resource pack that plays a specific sound when you die? (Not other players, just you)
does anyone know how do i make it so it render as sword holding like usually?
"arrays": {
"textures": {
"Array.images": [
"Texture.weirdo"
]
}
},
"geometry": "Geometry.default",
"materials": [
{
"*": "Material.default"
}
],
"textures": [
"Texture.poster_base",
"Texture.weirdo"
]
}```
Am I missing something? The second texture wont show up ontop of the first and it has a transparent background. It does show up when set to the top
how can i do smooth animation transitions?
Guys, I made an addon from scratch, and I'm having a very serious problem when downloading the package on the server, for example I put this texture package that I made on a server, and now it's giving an error when I try to download it through the game
Imagem
Does anyone know how to solve it, it would help me a lot
can i not specify textures per bone like i can with materials in a render controller?
How to create ram animation for ram attack?
blockbench
No which molang is used for ramming animation
Or is it hardcoded?
u mean query
Yes it's molang
blockbench shows you if it's available or not add animation controllers then their is all the query available to work with
I didn't come here to get suggestion about scrolling 300 molang
q.is_ram_attacking
it's the query use it in animation controller
it will display your ram animation when entity does
Oh but how does the walking and attack animation get separated? How to create a ram animation
Like this one
you can create new one
I don't know how to combine animation
either you combine (their can be transition glitching)
or
just create a separate animation
Not at all possible sadly
is there a way with materials to forcefully render above the hand?
What if I tried playing on a modded version of Minecraft?
then it shoukd work
currently better render dragon still doesnt support hbui (thats its name in the gane files) but mbl2 (mobile) does, so its just all over the place now
so if I just use the BRD launcher I'll have the old gui back?
brd launcher doesnt support it
you need to use a beta mobile client for it
im not sure if there are any injectors on pc that can load hbui folders
I mean, I have the BRD launcher on my pc
I used it and it worked
worked for oreui or shaders?
shaders
faizul726/oreui-utilities
try this pack
thank you!
btw what is Draco patched Minecraft?
draco is another form of loading shaders but it also supports loading hbui
is is just a resource pack or is it another way to launch Minecraft like BRD? OreIU Utilities says I need it for it to work
like BRD but supports HBUI as well
but draco is only available on mobile
oh. it says it also works with MBL2, does that work for pc? if so, how can I download it?
mbl2 is specifically for a beta launcher, join the yss server for more details
alr, thanks
Does bedrock resource pack support custom textures for specifically named items in anvils like the new Java resource pack version?
No
Thanks
#add-ons message
ohh so I have to define it in the display name component of the item?
Huh? No.
Im just giving you an example of the format.
I see your issue, no spaces.
shoot sorry I was talkign about a different issue idk why
but yes it worked thanks
for my display name it doesn't really work so i have to use the actual component
i try to do item.test:sword.name=Sword but doesn't work
Remove .name
I've tried that too let me retryu
okay wait it works now thanks
it was def the space
How do you make a custom PUA symbol with more detail, but smaller scale in chat?
Anyone know how to change the texture of a mob based off of its name tag?
Can resource packs change which packets get sent to the player?
Ps players crashing on the server but not on any other platform
It's the PS error I forgot the error code, pretty sure it's PS related and not MC
CE-34878-0
The guy who said to get a certain resource pack is just spreading superstition that he doesn't crash if he has a specific resource pack on
you can cancel packets being sent through a script in a behavior pack, that might be what they're talking about
only works for BDS though
I can assure you they have no idea about scripts ๐
They're saying their resource pack causes him not to experience the crash
if the crash is UI related, it could be fixed by editing json ui files
not clue what the crash you're talking about is though so
this error code indicates that the game just crashed, not anything specific, so it could be anything
I got a hold of the pack and it's literally the same exact resource pack with added stuff
guys...
how do i export my resource pack? ๐
does anyone know the max texture size for particles?
How can I detect a player holding name with specific name as example I tried
v.item_holding = q.is_item_name_any('slot.weapon.mainhand', 0, 'Apple Test');
v.item_holding = q.get_equipped_item_name(0) == 'Apple Test';
but none of them worked
because thats checking for the identifier
i dont think you can check for the nametag
what is the animation for throwing projectile and how do I change it
Where are the splash text definitions conatained. i cant seem to find them in the translations.
Splashes.json in the windowsapp folder.
I thought it could be changed in an RP
It can. It can also be appended without overriding. #off-topic message
Does it go in texts?
No should just be the RP root.
any way to have a wearable item use an attachable while hold in hand and also when wearing it?
Just got a computer and i cann9t access the minecraft folders, able to view them only
How to insert my addons to be sent to developmentpack
I cannot access
Is this kind of structure not allowed in "blocks.json"?
"dmframes:tall_wedge1": {
"textures":{
"up": "frame_block1",
"down": "frame_block1",
"east": "frame_block1",
"north": "frame_block1",
"side": "frame_block1",
"south": "frame_block1",
"west": "frame_block1"
}
}```
I keep getting this error with it, so idk if it's just not allowed or if I'm doing something wrong
Ok, I don't think it's allowed
This structure does not make sense. You're defining faces for the four cardinal directions, then up and down, in addition to a side texture
I wouldn't be surprised if Minecraft was just expecting one or the other
when i used /playAnimation or any other way to play an animation aside from the attachable itself, any group that isn't by default inside of the player model doesn't get animated. Is this a bug or is there a way to fix this?
Hello does anyone know how to hide an armor stand's held item on certain conditions?
get the model of the armor stand, make an animation, find the rightitem group and on the scale/size put in <your query or condition> ? 0 : 1, then register it in the client entity of the armor stand
if you would like a more in depth step by step you can ask me
Sorry for the late reply (I was asleep), but "get the model of the armor stand" are you talking about the default model or the new model ? because the new model doesn't have a rightitem group here is what it looks like in game
And the pack checks if the armor stand is named snail and has a nautilus shell in it's main hand
I tried the animation scaling and I got this error [Animation][inform]-/storage/emulated/10/Android/data/com.mojang.minecraftpe/files/games/com.mojang/minecraftWorlds/+zpyfvyK690=/resource_packs/NameDepend(18)/animations/hide_rightitem.animation.json | animations | animation.armor_stand.hide_rightitem | bones | rightitem | scale | [
"(query.is_name_any('snail', 'Snail') && query.is_item_name_any('slot.weapon.mainhand', 0, 'minecraft:nautilus_shell')) ? 0 : 1"
]
[Animation][error]-/storage/emulated/10/Android/data/com.mojang.minecraftpe/files/games/com.mojang/minecraftWorlds/+zpyfvyK690=/resource_packs/NameDepend(18)/animations/hide_rightitem.animation.json | animations | animation.armor_stand.hide_rightitem | bones | rightitem | scale | child 'scale' not valid here.
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maybe try giving it a custom material like this one you posted
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maybe the material of this mod?
https://mcpedl.com/glowing-effect-addon/
its one of these are the correct material
"ny_touka" or "ny_emissive" i think its touka
someone know why the texture looks weird?
Anyone knows if there's any available model for the new ghasts?
wait for snapshot/beta this week
sorry for VERY late reply, is there a rightitem group in your model?
if not maybe try adding it
No worries about the late reply I fixed the error and added rightitem bone but the item is still visible and here is what happens when I pose another armor stand next to it
here is the resource pack if you want (all the models arent mine btw)
and i used this template https://mcpedl.com/name-dependent-models-ndm/
i'll check on it
so i've tried changing the client entity, animation, and model, the best solution i came up with is setting the pivot to an extremely high number like:
"name": "rightitem",
"pivot" : [ 0, -9999, 0 ]
}```
@maiden sierra sorry for the ping i just wanna make sure it's in your inbox
Also i just wanna ask one more time to those who know
well i do know basic json ui but i dont know how to animate with it
im pretty sure you're supposed to make a panel in the start screen containing your image/panorama and then add an animation/event to it to make it gradually lower in opacity and hide itself once hitting zero opacity
then again, im not sure how to code that in, i just know the process 
Does anybody else have the code?
How can I make a flipbook texture and combine it with variants, each variant with its own animation?
Anyone know if it's possible to make an alpha animation for an entity... Like it fades from solid to being invisible or would it have to be a flipbook of textures slowly disappearing?
is there a way to get 1.21.70 files? I think they messed up with json uis since most things seems broken on .70
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/
@coarse loom
thanks a lot
Alright, exactly WHERE can I find the FONT images such as the standard galactic alphabet and English characters?
I've looked so far
Neither the dedicated server nor vanilla packs have them (for some forsaken reason)
And I can't find original resolution images just by searching for them
Does anyone know which material supports alpha test AND RGB values?
yo it's the real VelVoxel Raptor... ๐ฅ
nothing wrong with this wdym?
yeah
should send it here and see what the graphic people think
#1182087588555792395
why is it when i update to 1.21.50 it says
oops, dont mind the" ok fixed that problem, but uh" i accidently turned that into the file
Alright, exactly WHERE can I find the FONT images such as the standard galactic alphabet and English characters?
I've looked so far
Neither the dedicated server nor vanilla packs have them (for some forsaken reason)
And I can't find original resolution images just by searching for them
can attachables have multiple render controllers? I'm trying to make a model that glows when you charge it so i'd have a base texture, and an additive one for the overlay.
but it's behaving really weird where it's creating 2 versions of the model off center from eachother
the pole disappears and the outer glowing part is just perpendicular
actually imma make a post for this
https://wiki.bedrock.dev/concepts/emojis.html#positioning-the-emoji
according to this you can translate the emoji left or right using 5-10% opacity pixels but I cannot replicate the behaviour
In that case you must be doing it wrong
unless youre using a too transparent pixel
So clearly this is a difficult question to answer. I want to make a new font but I need to know where every character corresponds to, which is why I need the original glyph sheets.
how would i set a randomizer for animation controller to play random idle animation aside from the default one?
like the default is just standing and moving slightly, and a random animation will play like waving and such
Happen to know the atlas for Creaking heart side active? Trying to make the texture like a heart beat when active but in the flip book when putting Creaking_heart_side it just does it for the inactive hearts and I've tried adding _active _awake and _on on the end and none worked
why can't projects have sound?
I tried to put it but it doesn't work, only in normal entity
any way to remove the shadows and ignore lighting with attachables? Im having some issues with mine as shown
these shadows change with where im looking
is there a way to test older versions of minecraft? 1.21.50-1.21.80
no ๐ซต๐
:(
When I update glyph files or whatever, players that have joined before the update still see old or unexisting textures. How can I fix this either the easiest or best way? I try changing uuid of the pack but it won't let me enter the world
it is in development_rp folder
The only fix I know is to have the players clear their pack cache, but that's up to them and most of them don't
Fixed: change version number of RP
I've been trying to imitate the dragon's death light things, i came down to this but it doesn't work in game yet works in snowstorm, after a few testing the camera facing mode seems to be the problem. Does anyone know why this is?
someone help me fix this im trying to add a yellow orb on a hopper but not showing up in game and it shows up i want to be able to see it throw blocks
quick question: is it possible to assign an emisive texture on a specific opacity value? im trying to create a transparent jellyfish mob with some emisive pixels as well
You understand json?
{
"resource_pack_name": "vanilla",
"texture_name": "atlas.items",
"texture_data": {
"<shortname>": {
"textures": "<path>"
},
"<shortname>": {
"textures": "<path>"
}
}
}```
simple as that
If the list is a lot, you either ask ai to do that ir make your own system with python idk.
why isnt this working?
{
"format_version": "1.14.0",
"sound_definitions": {
"luci4.dont_leave": {
"__use_legacy_max_distance": true,
"category": "neutral",
"max_distance": 64.0,
"min_distance": null,
"sounds": [
{
"load_on_low_memory": true,
"name": "sounds/music/luci4/dont_leave",
"stream": true,
"volume": 0.50
}
]
}
}
}
is there a way to test older versions of minecraft? 1.21.50-1.21.80 one of the updates broke one of our software and we can't figure out which version
Official Bedrock Launcher Website
thanks
Use an opaque material (e.g. entity) with +states: DisableDepthWrite added to it
The reason why alphablend materials can mask other alphablend materials is because they record pixel depth. So while your object might have a transparent texture and be invisible, it still exists in the scene and can occlude other objects. However, there is an issue with this approach, which is the fact that alphablend objects may render in any arbitrary order. In your case, the glass renders before your masking element does, therefore by the time it renders there is nothing yet to occlude it. The solution that I've sent above will create an opaque material that stores depth but discards color. And opaque materials are rendered before alphablended ones, so rendering order will be correct. But there is an issue, it could theoretically also occlude other stuff like clouds, sun or entities.
Where can I find the glyph files for the typical characters in-game
So I can use and modify the font
Is anyone able to do music packs?
Ah whoops, I meant DisableColorWrite
Is it possible to make a ".lang" file that affects all languages?
You're VelVoxel Raptor, you can come up with any idea lol
I like this fog
Thanks
The entity is colorless, I don't know what else should be done to correct this problem, why does this happen?
"entity_stencil:entity_static": { // used in the entity
"states": [
"DisableDepthWrite",
"DisableColorWrite",
"EnableStencilTest",
"StencilWrite"
],
"frontFace": {
"stencilPassOp": "Replace",
"stencilFunc": "Always"
},
"backFace": {
"stencilPassOp": "Replace",
"stencilFunc": "Always"
},
"stencilRef": 2
},
"mask_filter:entity_static": { // used in the panel
"states": [
"EnableStencilTest"
],
"frontFace": { "stencilFunc": "Equal" },
"backFace": { "stencilFunc": "Equal" },
"stencilRef": 2
},
may i get someone to test my mcpack i cant
where's the animation responsible for the player raising their arm when throwing a trident?
is there a way to make an entity invinsible on firt person?
Oh hey! I remember like I used to play your addons..
Does anyone know how to make a wavy particle That is being absorbed in one point?
Inwards motion, and play with cos/sin + particle_lifetime
I dont know your idea of wavy anyways ๐ค
Like lots of dots that form into wavy strings that is being sucked in one point
does anybody know how to have proper AO on a block?
See the dark shading?
you can turn the ambient occlusion down a little, so instead of true, use a number
// within material instances component in your block file.
"ambient_occlusion": 0.5
// or in blocks.json
"ambient_occlusion_exponent": 0.5
//
ah interesting i didnt know it could be tuned
but what values to vanilla blocks use? so it is normal for it to behave like that right? For example fences, with a similar shape dont have that
im not sure
are those 2 equivalent? why the redundancy i wonder
I think
i also wonder why materials & geometry are in behavior packs give they are client thing
just mess around with the values until its right to you.
yeah guess ill do that thanks
the exponent doesnt work for custom blocks. that answers my redundancy question, its just meant to override already defined vanilla stuff aparently
I did not know that
my bad
are you sure it does not work? If you are using the material instances, it'll probably override that.
it spits an error saying it doesnt work for custom blocks
ah.
bad news. i have disabled AO and face dimming entirely and the shaded part is still there
originally i thought it was something with the model pivot point but those ive always kept at 0,0,0
thats happens when it clips through blocks
yeah thats what i would think. model however does not
thats the relevant bit of my model. any noticeable error?
๐คทโโ๏ธ
one weird thing i noticed is the origin is weirdly offcentered. is that normal?
send me your model file rq
yeah
I see no clipping
ive tried messing about with it. im pretty sure theres something blatantly obvious in that model that other addons ones dont have, things like the center x an z somehow being different seem weird
sorry, im unhelpful here
no worries. Maybe its something in the BP somehow
if anybody else has any clue about that shading issue pls lmk, ive tried all pivot point configurations and others to no avail โ ๏ธ
hello! Is it possible to make a ".lang" file that affects all languages?
How make this button invisible using ui?
stop cross posting dude.
Okay, but do you know how can I make it or is it possible?
should be named elipses.png inside textures/ui
How do I make the "bone" visible only on one side of the block?
(I already tried modifying blocks.json, it worked in the test but it doesn't work with the real texture)
Didn't find a solution to the problem?
Nope
Random question but can you 9slice entity block, or particle texture??
If you guys know what 9slice is.
no way around this
But vanilla blocks don't do that. ๐ค
There are currently lots of inconsistencies between custom block rendering and Vanilla blocks (or really just differences between custom and Vanilla blocks in general).
As an example I ran into earlier today, one of the only two usable Vanilla block models that exist (minecraft:geometry.full_block) is broken in that the down UV face is randomly flipped. This ostensibly would be what most blocks in the game use, but has notable disparity for ... no apparent reason. It's also allowed to cast ambient occlusion, which custom models are not - another glaring inaccessibility. 
It also doesn't help that all block rendering is handled on the server. For. Some reason.
Is this reported in Minecraft Feedback
yeah this is super concern tbh. very bad design choice, why is the BP responsitility to handle the materials
another thing is that blocks pushed by pistons render fullbright
honestly i cant find a good thing to say about this bedrock addon making stuff, so many issues its a mess
Oh another issue that might have a solution so thats why im asing here, when using the "blend" material (translucent), quads with that material dont render unless theres a vanilla translucent block on screen and on the same chunk (such as water)
can i make the glyphs file an absurd resolution like 1024x1024 or does it have to be 256x256?
welcome to addon making...
This was such a confusing issue to me. There is no current solution.
I know it looks bleak, but blocks a year ago were half as powerful; blocks two years ago and beyond were - for multiple years - unusable in normal gameplay. Things are moving faster and faster and it's looking promising - just ... slowly.
Not ideal to be absurd, but yes they can be large.
i see, thanks
Another thing with no solution. And the funny thing the more I work with this the more I realize how this stuff was coded internally ๐คฃ
I'm glad there is scripting now, that is nice to have but even there thee are sooo many bugs and inconsistencies
Yeah, the longer you use it the worse it feels
. Wait until you try any remotely complex entity system, lul.
Entity stuff was the only thing I was impressed with as there's quite a bit and you can hook up up wit scripting too
But then again I just made some block entities as of now
How do I detect camera perspective button being turned on to avoid visual glitches like this?
Hello, I have a strange error that only appears on PC and iPhone, the block textures are replaced by an animated texture that the pack has, I deleted the flikbooks file and said texture no longer appears but instead all the blocks edited in terrain_texture.json come out purple and the items invisible, but it doesn't happen on my laptop and neither does it on my mobile.
after deleting the flikbook file:
It's as if the texture were superimposed over the entire package, but only on PC and iPhone.
๐ฆ
Also the textures of the custom particles come out purple and black
How can I disable elipses button on the hud when my variable "$hud_elipses_enabled": false?
what is the software you guys use for making textures?
Blockbench
maybe i seen others use asperite
Can I adjust how a model is positioned in an item frame
Anyone know where I can find the โchange persecutiveโ and โpick blockโ button textures?
Hi, does anyone know why Minecraft deletes my "terrain_texture" and "item_texture" files when creating a world with the resource pack? It's strange, I tried with the Ogres resource pack and it doesn't do that, just to mine. If I put the pack in global resources, it doesn't delete them, and it only happens on Windows 10, since I used the same pack on my cell phone and it didn't result in this problem.
Can you change the texture of a block or item based on data
How can I display a stool model as an attachable to be 2x size?
like for java item/block id just change the display to be 2x size when on entity head
maybe a constant animation that has 2x scale?
Can someone help me, how do I remove inventory button when variable $inv_btn is false?
What do you think of this water enter/exit sound?
custom materials prob
how do i target that second texture (lit) in my geometry component?
With a render controller
hm i thought that was something entities used
Mb, I didn't read properly, they are entities only
Whats the file path to the new minecraft egg textures?
How does one correctly add a right and left item for a custom player model?
I'm having issues where mine just aren't doing shit lol
Model is the same, the color is just random on each load of the model.
textures\items\spawn_eggs\...
Pretty cool
Thanks
can someone tell me how can i make a texture pack that looks like this(in bedrock edition)
@molten jay the outline or the items?
if it's the items, then attachables
In the other case
Can I have an outline for a texture pack, just standard file locations
how do you make custom hat using anvil renaming carved pumpkin? in bedrock edition
Does anyone know how to make this waypoint particles scale as the player moves away from them?
Try have two separate textures and switch them with permutations and material_instances
If it's a block, it looks like a block
There's query.distance_to_camera or smth
I ended up adding those vanilla candle textures in the pack itself but it's not optimal as it won't work with texture packs for example
Any example how to use it?
What's wrong with my animation why does it activates only whenever I see the entity but if I dont see it it will not activate the particles I'm talking about the particles and also the sound why
It's actually my pet
Any way to render the client side animation without seeing the entity
Does anyone know why my texture layers do this?
They are z-fighting because there's no gap between them
Animations should play (given that the queries used for the animation are met, and the entity is being rendered) at all times, what query did you use?
query.mark_variant
The sounds and particles are the ones getting delayed the animation is just fine
If I'm not seeing the entity playing the animation they won't activate at all
Does anybody know why my entity that is supposed to dissapear once its on land looks like its dissapearing way too soon?
I have tried moving the model lower with an animation and then summoning the entity 2 blocks higher, but thats causing problems when there is a roof and the entity gets stuck above the it
Do you know any interesting resource pack options?
https://discord.com/channels/523663022053392405/1366146571158425741
does anybody have the correct model for a slab item?
with correct proportions and translations
Thanks, and it does display correctly in gui same as other slabs?
is there a tool to replace every texture with one specific one? also how do i make a flipbook texture .json, i have the image prepared already?
How can I make it so if a flower pot has a certain thing in it, it uses a different model
Does anyone have an idea on how to disable the eating animation for third-person view??? It looks so stupid with my custom attachable.
Make an animation that queries if the player is !variable.is_first_person and then if true do - this ( it cancels all effects through animations acting on a bone in that axis, other than whatever is defined in the keyframe that contains - this)
Just " - this"? Without any numbers?
Should this be in the player rp file or the attachable?
I finally managed to do something i wanted to do in a while: Restore some blocks's old lighting
Sand
Yeah i made the fog too but the rest i didn't make
How to make random entity texture variants?
{
"format_version": "1.8.0",
"render_controllers": {
"controller.render.zombie": {
"arrays": {
"textures": {
"Array.Skins": [
"Texture.default",
"Texture.purple"
]
}
},
"geometry": "Geometry.default",
"materials": [
{
"*": "Material.default"
}
]
}
}
}
What am I missing?
I also have a new texture listed in entity.json
I think I need to use some query, but which one?
The animation
You put it in an animation that has just - this as all the rotations and set it to override previous animation
Yeah, but where should I put the animation itself?
Ooh, mb
In the player.entity.json
Won't that cause compatibility issues with other addons?
Yeah
Wait, have you tried setting the use animation to be none?
That doesn't work, it still causes an eat animation.
Then you might want to look into scripting the animation
Just scripted it, and it works! But I just need to figure out how to test if the player is in third person.
Yep it now works. Thanks!
No problem, even though you did a large portion yourself (larger than mine lmao๐ )
Do you have to restart MC to apply lang file changes?
Does anyone know if it can be detected if a player is using the Slim (Alex) or Normal (Steve) model with just a texture pack? I want a different model to be applied depending on the player's body type.
you need to update render controllers to use math.random to select the skin from an array
search for some random skin packs in mcpedl.com and look at how they did it
Is there a way to render a parrot sitting on the player's shoulder in the first person?
what am I doing wrong here? I want to make a particle with random texture.i have this
How can I make it so if a flower pot has a certain thing in it, it uses a different model
You can't modify vanilla blocks sadly
if you still dont know, just put it in the size
I already figured it out
Yo i finally got a laptop, do anyone here know a software that lets you save images as real tga?
How can I change the texture pack of a server? For example, I want to change the texture of an item that I don't like on the server.
you can edit the item_texture.json and make it path to your image
you first to need find out what the texture definition is called in there.
without stealing the resource pack...
you need to [Clank Clank] it if the texture pack is [absolutely unreadable]
and it's impossible
except if it was [alien json thingy]
and if you're unlucky, you'll see a scrambled words after [breaking bad] it 
you shouldn't promote decrypting addons.
No, I haven't
you did.
what product?
where?
this server could have an admin log that logs message edits
jokes aside, I'm planning to make a world border, and I'm a bit confused about how to do it ๐ค
mostly server have that
thats why I said that
nah, as long they don't know, it's safe
@woeful thistle any idea?
isnt there a world border already
invisible bedrock?
that's different
I'm planning to use an entity, but I don't know how to make the texture tile
why an entity
because it has a scale animation
forget it. It was too hard
Thanks
Pocket edition sky color recreation
nice
I have a bit of a tricky problem with blocks texture variants. Does anyone know how to deal with this atrocious cake? https://discord.com/channels/523663022053392405/1368658728454459393
๐
whats the differece between emitter_shape_custom and emitter_shape_point particle components? they look the same
what does this mean? My particle file does have a version
can we make particles visible through blocks
Does anyone have a RP with ready-made presets for displaying vanilla items with hand_equipped enabled or disabled?
No. You can either spawn it physically closer to camera such that it would cover blocks behind it, or use entities
Does someone know why this doesn't work?
If I use
"minecraft:icon": {
"texture": "diamond_sword"
},``` It doesn't work
But if I use
```js
"minecraft:icon": {
"texture": "diamond"
},```
It works
(i want to use the diamond sword texture in my item)
(Idk if I'm in the right channel for this)
Just figured it out
Is it even possible to randomize the entity texture on clientside?
Sure. On entity initialization, set a Molang variable to a random value. Then you can base the texture on that variable's value
For an example of three textures, you may generate a random number between 0..2 (inclusive), then use that variable to index into a texture array within a render controller.
I see...
I just need an example
๐ค
{
"format_version": "1.8.0",
"render_controllers": {
"controller.render.rabbit": {
"arrays": {
"textures": {
"Array.skins": [ "Texture.brown", "Texture.white", "Texture.black", "Texture.white_splotched", "Texture.gold", "Texture.salt" ]
}
},
"geometry": "Geometry.default",
"materials": [ { "*": "Material.default" } ],
"textures": [ "query.get_name == 'Toast' ? Texture.toast : Array.skins[query.variant]" ]
}
}
}
ok, I think I know what should I do
does anybody have the default transforms for first and third person item attachable?
Also in an animation can i specify the pitch and volume of a sound?
How can i make a block have an emissive texture?
you cannot
Does anyone knows what padding does in terrain_texture.json?
"padding": 8,
"num_mip_levels": 4```
Empty space between textures, presumably
How do I make the animation of a cube rolling on the ground without making every frame manually?(make it look realistic)
how do i change the chat format in the lang file? i can't seem to find it
Write a molang expression in the rotation
anyone here using BDS having issues with blocks and such missing from the creative menu. i downloaded the newest version and noticed when i open the creative menu all vanilla blocks and such are missing and only my custom ones are showing. It only occurs on the server.
like i see all vanilla items but it seems all the blocks themselves have just vanished. i can still place them using /setblock and fill
why does an entity turns black when it is inside a block nayway to fix that issue
can we change the resolution of coustics?
can you change what's the first trade that gets selected when you open the trading tab of a villager just with a rp?
anyone?
hello anyone knows how i can hide the helmet of the player?
Make an animation
Make a render controller
yea? and what does that animation needs to do exacly
i tried putting false in helmet
but it didnt worked
It would have the scale of the bone set to 0
oh
i tried this, but didnt worked
{
"format_version": "1.8.0",
"animations": {
"animation.humanoid.hide_helmet": {
"loop": true,
"animation_length": 0.2,
"bones": {
"helmet": {
"scale": {
"0.0": [ 0.0, 0.0, 0.0 ]
}
}
}
}
}
}
whats the bone of the helmet
i did it
Congratulations
Have someone
a resource pack to show totem pop particle at mc bedrock?
@chilly mesa
has anybody else used the particle_motion_collision events for particles?
mine doesnt seem tobe called
How do tga textures work?
That's a bit vague.
What is?
I was wondering if I could use tga textures to make a specific part of my texture use face_dimming false. But since I don't know how TGA textures work, I asked that first.
Yeah thats not possible to my knowledge.
Asking how file type works is vague. Its like asking how do pngs work? What does that mean? What does that entail?
Maybe. Just wanted to know how they work in general, to see if they could be any useful for my specific situation by myself instead of asking my specific situation.
Okay, thank you
can someone help me on how to attach image on Characters Chest Title
Exactly where can I find the font images such as the standard galactic alphabet and English characters?
I've looked in many places
Neither the dedicated server nor vanilla packs have them (for some reason)
And I can't find original resolution images just by searching for them
how do you make an hand animation play whileplayer is using an item?
The font folder is inside the textures folder iirc
That would be the very first place I looked โ ๏ธ
Well then you should have found it.
In the vanilla packs? No, can't find them. The pack also seems to just be missing a bunch of stuff anyway like some ore feature files.
Are you talking about the bedrock samples when you say vanilla packs?
is it possible to sync the rotation of a bone in an animation from another bone on another animation example the rotation of this entity is playing loop between 30 and 90 i want to sync that in another enitity is that possible so that a specific bone of that entity will also rotate the same as the other entitiy if im making sense
If you're saying that you want 2 entities to play separate animations in sync, in the resource pack alone, I'm almost sure that's impossible
can anyone helps me make the effect of charged creeper invisible
Change the charged texture to being transparent
yeah i researched it and its impossible
i found the best Add on!
instead of anim_time to drive the time of the animation you could use world time, this way animations will always be in sync
How block variation weight works?
Let's say I have 2 grass textures and I didn't set weight for both, how much chances for 2 texture to display?
Or I'll set weight to 0.5 for 1st texture and other texture is weight: 50, what will happen?
no weights assumes weight 1 for all of them, meaning equal chance
0.5 and 50 weight is the same as 1 and 100
meaning 1st has 1 in 101 chance and second 100 in 101 chance
easy way to think about weights is to imagine you have lets say 40 green apples and 2 red apples in a box (40 and 2 are weights)
and then you pick one random apple from the box
what are the chances you would get a green one vs a red one?
@sudden mural
The chances you would get a green one is 40 in 42 and the chances you would get a red one is 2 in 42 (I like how you chose 42 btw)
i mean it might be because my pack is on min version 1.13 but why is my chained command block using seweed as part of its animation texture
also my uuid is v3, since its from 2019 or even earlier
is that fine or should i update it
uuid shouldnt matter, i use uuidv1 sometimes, send the pack here?
Nah that's not an issue it's just the vscode extension says it isn't the right format (since it's v3)
But that's fine if it doesn't matter anyway
wait is it your format version or the uuid version?
Uuid is on v3, but my pack version is 1.13.0, so I might make that 1.21 or somth
That might be causing the odd textures
How do I change the "You died!" message on the death screen? Neither deathScreen.message nor deathScreen.title seem to do anything
Java Water on Bedrock (no color changes)
i dont even see half of these icons
Does anyone knows how can I make armor trimed items glow in dark like this
Here is an idea and hopeful question
I wanted to simulate season in our server for friends. The idea is that the texture pack subtly shifts the mood of the textures while not really affecting the world or behaviours.
Namely for spring, nature blocks are a bit more lush, and flowers a bit brighter. Summer is when colours of all blocks are tinted towards warmer colours. Fall is where grass and leaves get a coppery brown tone and flowers are a bit duller. And winter is where all blocks are tinted a bit with colder colours.
These would naturally become 4 texture packs that I can switch out between sessions for our server. Where we can decide what 'season' of our world.
The question here is where one can find a default texture pack.
Something that has the blocks would be ideal, so I can leave the mobs out of it.
Add an emmisive texture
https://github.com/Mojang/bedrock-samples/tree/main/resource_pack
Here are the default textures
Nice idea btw
thanks โค๏ธ
Finally got a functional bossbar ๐ญ ๐ (only at the cost of /scoreboard on the sidebar ๐คทโโ๏ธ)
I'm making use of this in my player's render controller file in the overlay_color:
math.min(1, 1.5 * (1.0 - math.abs((query.property('antiquity:teleportation_phase') - 50) / 50)))
However, in things like the Persona creator and the pause menu, it will throw the following error: query.property does not have an actor. Is there any fix?
You can query q.has_property first.
How to add spacing inbetween different text lines on a sidebar?
So q.has_property() ?? <code>
Yeah.
Oh wait, wouldn't it be q.has_property() ? <code> : 0? I think ?? is the wrong operator.
Doesn't work
Yes it does, you probably did it incorrectly
The textures have to be translucent for them to glow
But, I want the trim texture that overlaps item like on item frames glow, not the armor itself
Did you try and it didn't work?
yes, the trimmed item doesn't glow in hand or frames
nah cus why the FUCK is my dirt glowing
i dont have any rtx related thing enabled for dirt
๐ญ
i reloaded the world and its good now
????????????
why does this happen lmao
It didn't work, same error. Got any idea for a fix?
I made player name dependent item textures (PNDIT)
would there be anyway to get the realworld position of a locator?
No
Why would you need this info anyways
hey, can I get some help with particles?
I'm trying to replace the vanilla flame particle with a custom one but it doesn't seem to be affected by my resources pack
It already have the same id and the same fine name so Idon't know why it ain't working
does anyone know why a texture pack would crash just pc players?
How to make a particle seeable through walls?
what are texture_set?
can painting textures be animated
What does LessEqual ini depth function do? And should i use it for entities?
files for pbr/rtx
how do i make armor trims glow in deferred?
Is it possible for an animation/animation controller to set a variable that can be used by an entity's render controller? I want an overlay color to appear on the player according to a value, but entity properties are an iffy solution and throw a massive error when in persona/pause menus.
how do I make my 512x512 gui/gui.png display properly
it's normally meant to be 256x256 i think so it doesnt work atm
Anyone have any idea of how you could go about creating and adding a 3d mace model and new texture to go with it?
what are the possible causes when your model has a flickering texture?
It's likely that you are experiencing z-fighting
Where 2 parts of any texture essentially "fight" to be rendered over the other
If you are experiencing this, then you need to change the size of one of your cubes to be larger, inflate it by 0.01
I'm getting confused with animation control
Is there any like video explaining or something i can't seem to find one
What's confusing you
About the idle animation i made it won't go back to default idle when walking
Quary logic
Show your animation controller, I'll see what could be wrong with it
Or has the animation controller not changed since what you had done earlier
"format_version": "1.19.0",
"animation_controllers": {
"controller.animation.player_entity.idle": {
"initial_state": "Idle",
"states": {
"Idle": {
"animations": [
{"idle": "!query.is_moving || query.is_on_ground"}
],
"transitions": [
{"default": "query.is_moving"}
],
"blend_transition": 0.1
},
"default": {
"transitions": [
{"Idle": "query.is_moving"}
],
"blend_transition": 0.5
}
}
}
}
}
I Changed it btw
Klm
You've left out the bracket at the very beginning
That's because you've used query is moving and !query.is_moving to make the animation play
You should change the transition to idle from "Idle": "query.is_moving" to "Idle": "!query.is_moving"
I think I forgot to make a base anim
What do you mean by base animation?
Would that not be the idle animation
If the only thing you are trying to do is add the idle animation, then you don't need any other animation
Is there a way to make animated armor texture/animate the trim color scheme
I tried many logic it won't go back to default it still stuck on idle so I'll just create new one a default position
Yo
Any1 on?
I tried to change the current minecraft font (the texture) but it doesn't seem to work. I got a font texture I want to use, how do I make it work? I already put it in a resource pack
RP
|_Font
|_YourFont.png
i did it, doesnt work.
its a developer resource pack but i dont think that rlly matters
also i dont think anything is wrong with the manifest
I donโt know sorry
does anyone know how i can replace the minecraft background music with custom music? with a resource pack
Does anyone knoes if linkvertise actually legit to use? Does this website pays out and why as I heard there need to put passport and credentials to request pay? Is there any user who actually knows why they do this and actually got their money payed out?
Yeah idk forgot to do this does anyone have free time to help me?
whats wrong with it?
[Animation][error]-minecraft:player.0.c18e65aa-7b21-4637-9b63-8ad63622ef01.Zuri | Error: can't find animation controller.animation.base
because you referenced a controller as the animation file
how do i fix it?
if you are controlling the players' animations, you need to put it in "animation_controllers" key. look at the camel as an example
ive been strugling here like 4hours
[Animation][error]-entity/player.entity.json | minecraft:client_entity | description | animation_controllers | child 'animation_controllers' not valid here.
try checking the wiki ยฏ_(ใ)_/ยฏ
That is a player entity file error
If you show it, I think I could help
your issue is that you referenced it as controller.animation.base in animate, but you should be referencing it as base_controller, since that's what you defined it as in animations
That's actually a different animation controller
That one is controller.animation.player.base
ah I misread, but the issue is still likely the same thing
True
they need to define their animation controller with a matching name to what they use in animate
could technically just add "controller.animation.base": "controller.animation.base" to animations and it would be solved, though I'd recommend a shorter name like controller.base or something along those lines
naming the actual controller controller.animation.base is also a bad idea for compatibility, you should have some prefix in there that makes it unique to your pack
Or even just easier to distinguish, some animation controllers might do the same thing so it coukd potentially get confusing
what do you mean?
What if you have several animation controllers that work specifically on different entities and their names don't reflect the individual entity
well then you'd run into conflicts before anything, your controllers just wouldn't work like you expect
the standard for vanilla is controller.animation.<entity>.<action>, I'd recommend controller.animation.<namespace>.<entity>.<action>
the problem with that is if you use your pack with another pack that also uses those names, you may get strange results
hence adding in a namespace
mojang also recommends a similar namescheme:
https://learn.microsoft.com/en-us/minecraft/creator/documents/practices/guidelinesforbuildingcooperativeaddons?view=minecraft-bedrock-stable#animation-controllers
I honestly never knew this
Well, you learn something new everyday
Hello, how can I create a new texture for a vanilla item that has been renamed?
Sadly impossible foe the moment, still๐
I want to make a flashlight, which glows light on hand, straight to player's view. I have no idea, How can i do this? Please can someone help me? I want to make it glow straight (on hand), just like in the image.
if someone would be willing to download this addon and tell me why it isnt working because its meant to replace the background music in minecraft
https://we.tl/t-Tjgq85Izrs
sorry for inconvenience i didnt know another way to send the file
1 file sent via WeTransfer, the simplest way to send your files around the world
off topic since its a bedrock server but how do i change the birch leaves colormap on java via resource pack?
Download a Java sample pack and find the colourmap
How to convert .fsb to .ogg?
There's probably websites that you can go to, I'd assume
the birch color is not defined by an image unlike bedrock edition
Hello, I made a backpack entity that rides the player and tried to make an animation to keep it synchronized with the player's rotation, but I don't know what to set on the backpack's rotation since its rotation from q.body_y_rotation is always 0 so I can't subtract the player's rotation to it
How do I make a 512x512 gui.png texture display correctly in-game?
the game, by default, expects the dimensions to be 256x256 so it doesn't work like it's meant to
this is what it looks like right now (image) and its hopefully obvious that this isn't how it should behave
Use ninclesize
what
{
"nineslice_size": 5,
"base_size": [
90,
12
]
}
Where do i add this tho
Note that by gui.png I mean the texture that replaces the vanilla hotbar
in textures/gui/gui.png
??
I donโt have a file like that
This isnโt my custom UI
Bro
ADD FILE
Whereโฆ
On, textures/ui/you_file.json
Could someone please provide the list of render modes for particles, and also explain how to make them render behind blocks?
๐คฏ
By render modes do you mean blend modes? If so, https://discord.com/channels/523663022053392405/1074387208418635776. Also you can't make them render behind blocks afaik, it's impossible (tried this in the past, tho it was a little while ago)
oh sed
Could we attach particles to random entities instead of repeatedly respawning them?
Not without modifying client entity file
You can emit particle from attachable and give entity the attachable tho
I cannot do that. How can I make them render quickly, so that I can spawn them in a looping at their location?
Aren't attachable particles broken?
Only locators, but particles themselves work
Oh yeah, I forgot
can particle run command ?
No xD
when making a custom block model with a doublesided texture.
is there a way for a thin pane to work without z-fighting?
Aside from making the pane ever so slightly thick enough to avoid that.
nevermind. found out that the cross model helps avoid that, thankfully
And yet also has z-fighting....
Bruh...
trying to detect rp pack
there's not really a way to automatically do that
RPs are completely client-side and afaik aren't communicated to the server
Manual verification is possible tho, you can ask players to confirm a captcha xD Or modify dialogue UI to display specific button that normally would be invisible without RP, so players will have to click on a button and that'll tell you if they have RP installed or not since the button will do different things with and without RP
ok, new question:
Is there a way to make a texture glow (for blocks)?
As in when seen in the dark, the texture is not affected by the lighting.
See amethyst shard for reference.
seems like sadly luminousity is not a thing for blocks.
Welp... that is a shame...
Best you can do is Vibrant Visuals.
closest you can get without VV is turning off face dimming and ambient occlusion, but that messes with how it gets shaded too
is it possible to trigger the arm swing animation arbitrary?
My sound pack for Java Edition 1.5-1.21.5 which restores the old sounds of the game and gives new blocks different sounds.
It is possible to recreate horse armor for a new mob, for example a goat or a dino.
would it be possible to pull the custom player.client texture and render it through the attachables?
for example, I wanted to render the player's arm through the attachables, would that be possible?
Nah, that isn't possible, to my knowledge
You'd need to edit the player.entity.json file to make that work
Do you know how to run animation through the script? I will render animation through attachables.
But would it be possible to use the player texture? Even if I use attachables?
because I don't want to do the animations through the player's client, those arms I made are a fake version, but I wanted to put the player's texture on them
Oh, no, when I said that I meant to make the players arm show
There is no way at all to get the texture to use in an attachable, as far as my knowledge precedes me
Do you mean a script animation for the player or attachable?
attachables
I want to use the api script to control an attachables animation
I didn't understand how to use it
I simply can't run an animation directly, just by putting the name of the animation that is registered in attachables?
No
Cause playAnimation works off of the playanimation command functionality
And playanimation functions directly off the entity files and nit attachablea
Hello, is anyone available for a resource pack commission?
Is anyone willing to share what identifier needs to be tweaked so that swords/weapons from other addons are compatible with Actions & Stuff sword animations?
is there an issue with resource packs on mobile right now ?? or is my pack the issue ?? for some reason half the people that join my world complain about the textures not loading (the vanilla title is replaced by a sidebar but they just see it blinking in the middle of their screen), for me & other people on pc it works just fine though
this is my texture pack's manifest
{
"format_version": 2,
"header": {
"name": "ยงlยง6Ultra ยงrยง7| ยงfResource Pack",
"description": "ยงfMade by: ยง9@iehl ยงd(Discord)",
"uuid": "e16e0bc1-0add-41da-9931-21f17b0807c6",
"version": [1, 0, 1],
"min_engine_version": [1, 21, 82]
},
"modules": [
{
"description": "ยงfMade by: ยง9@iehl ยงd(Discord)",
"type": "resources",
"uuid": "4cbec4a4-9596-4a7d-b259-a92f29c739d7",
"version": [1, 0, 1]
}
]
}
i can also send the whole pack if needed
it prompts them to download the texture pack every time they rejoin even if they previously had 'downloaded' it
there's one on bedrock tweaks, try using that as a template
ya idk why but .81 is latest for mobile
Can the shield texture be animated?
Yes, but it would take some shenanigans with the render controller and materials. You could apply this tutorial to it's attachable:
Will my resource pack be compatible with Vibrant Visuals? If not, what do I need to do to make it compatible?
Whats your animation controller look like?
its an attachable no animation controller
_a means that is gettign used
I mean I personally would use an animation controller but your issue is probably its not transitioning back fully.
you can use an animation controller for an item?
i think ill leave it not animated
do you know how to reset the animation when the condition isnt respected? i dont know well how theese things work
Ok, this may be useful to me in the future, but my resource pack currently does not contain any Vibrant Visuals assets. Will it still work with Vibrant Visuals? I saw a video where it was shown that when the resource pack is on with Vibrant Visuals, the Visuals are immediately turned off.
VV is disabled only for Marketplace content. Your pack should still work but it won't have any VV advantages such as PBR.
Oh, that's good, thanks
That can only be done with an animation controller
How can I add texture variants to chiseled_bookshelf_occupied?
I know how to add it to normal block
"redstone_block": {
"textures": {
"variations": [
{ "path": "textures/blocks/redstone_block", "weight": 70 },
{ "path": "textures/blocks/redstone_heart", "weight": 0.1 }
But I have problems when block has more than one texture
This is how it looks in vanilla sample
"chiseled_bookshelf_front": {
"textures": [
"textures/blocks/chiseled_bookshelf_empty",
"textures/blocks/chiseled_bookshelf_occupied"
]
},
how to add texture variant to chiseled_bookshelf_occupied
?
Ok I made it
"chiseled_bookshelf_front": {
"textures": [
{
"variations": [
{ "path": "textures/blocks/chiseled_bookshelf_empty", "weight": 70 }
]
},
{
"variations": [
{ "path": "textures/blocks/chiseled_bookshelf_occupied", "weight": 70 },
{ "path": "textures/blocks/chiseled_bookshelf_occupied_1", "weight": 60 }
both textures must be under variations
even if I don't add new variants for one of them
If not, the block in the hand will look weird
how to have this resource pack?
how to fix this? when in pc, its perfectly aligned in the hand but in mobile, its kinda floating. but in third person works fine in both devices tho
Use % values
i what part? i just moved using blockbench animation tho
Does anyone have any idea how addons, especially those on the marketplace have custom items with custom attachables do special animations without modifying the player RP file?
Wdym?
I just watched a video on a few add-ons coming out on the Marketplace, one of them being custom drums. But it didn't do that weird eating animation. Just played a normal drum playing animation.
But I know they can't modify vanilla RP files. So I'm wondering how they were able to achieve that.
anyone knows what is causing this?
anyone?
What is elder mobs?
Elder guardian if I had to guess.
I was thinking about old cats (tamed ocelots). Elder guardian is a separate mob after all, it seems useless
but it might be it
Why is there 6000 messages on here but yet I have no help on any of my posts
I'm sure there is someone to help you
is there a render controller for beacon beam? or any sort of place they can be changed in a RP?
Hi guys, I wanted to know if there is any way to change the texture of the missing texture to entity by resource packs. Is there any way?
What do you mean by the texture of the missing texture to entity?
The pink and black one is what they are talking about
You'd be surprised
Help is scarce on this server
๐ฆ๐ฅ AddonPack TacoPan โ Information ๐ฅ๐ฆ
This project is very ambitious, which is why I need one or two skilled people for the creation and heavy work of the "RP" side of TacoPan, an Addon-Pack for a server with over 40 addons.
๐ฏ I'm looking for people specialized in:
๐งโโ๏ธ player.json
๐ Animations
๐ฅ๏ธ UI (Player Interface)
๐ Compatibility errors, textures, and bugs
๐ค I need a team of 5 developers, we already have 3, and weโre missing 2 more.
๐ธ Total budget: $850 USD
Ohhh
Can someone help? #1384500474467844166
Is root on an entity implied. For example, if I'm trying to scale an entity with animations and they have different root folders or no root folders at all (let's say that I can't edit this). Could I scale it with one animation or would I need to do one per or scale via rp scripts.
Wdym "different root folders"
You can't have more than one root folder, functionally, because several folders can have the name root in them but only one folder can be the parent of every other folder and cube in the geometry
Is there any way to make the glyphs smaller without breaking the font?
Anyone figure out how to enable vibrant visuals with a custom resource pack active?
For example, when I have the Conquest Pack active it doesn't let me enable them. Anyone know where the setting is to allow it to?
Is this marketplace?
no.
at least not the one im using. So should be able to edit anything.
And your world doesn't contain ANY marketplace pack correct?
correct
Then it should work, if not, add the pbr capability to your resource pack.
Gothca. Thanks. Are the marketplace packs considered not pbr compatible right now?
All marketplace content aside from add-ons are not compatible with VV.
do I add it in the manifest file?
I've steered clear of all the shaders/rtx/pbr stuff thus far. I'm guessing it's a line in the manifest saying if its compatible or not or something.
Yes.
Did they change skyboxes? Mine doesnโt work in 1.21.90 anymore
Mine doesn't work either ๐ฟ
Is there a way to easily translate .lang files? Like a web app, ia or plugin?
What are you trying to convert it into?
Guysss
Help
I have blockbench on my phone and decided to use wizard item so I can know first and third person just like on the other picture
When I tried it,it worked for the first time but when I get on it again it's nowhere now and it's always the same it's got to the point where I deleted blockbench out of frustration please I need help
not sure why but make sure you have right settings
Translate it, I found a page but it has some errors
Anyone know if it's possible to modify the label of the hover text to include shadow?
How
It's just an attachable, you can make custom animations for each attachable
what the ID for snowball?
because the "minecraft:snowball" changes the item when thrown but not the item in hand
Anyone experiencing rs packs not loading for xbox when joining servers?
Especially for packs of larger sizes
what's the correct fov for creatin panoramas?
I've tried 90 and 74.8, but 90 is too high and 74.5 is too low.
My screen resolution is currently 1080x1080 and the game is fullscreen
Bro it happened again I was on my phone messing with blockbench and then suddenly it appeared again I was able to make the third person but after that I can't see it again bruhhh๐ญ๐ญ๐ญ๐ญ๐ญ
90 fov + camera command
If u don't want to use camera command, the exact fov for panorama is 74.5 but you'll have to edit options.txt to achieve it
True fov that you get in game is 15.5 degrees higher than what you specify in options.txt for some reason ๐
Luckily this doesn't apply to camera command
Help, my entity behavior part works, but his resource part doesnt.
he's invisible (no texture shown)
The texture and geo is made with blockbench, both files or in the right folders
geo > models/entity/enemies/zombie.geo.json
texture > textures/entity/enemies/zombie.png
{
"format_version": "1.8.0",
"minecraft:client_entity": {
"description": {
"identifier": "tdm:zombie",
"geometry": {
"default": "geometry.enemy.zombie"
},
"textures": {
"default": "textures/entity/enemies/zombie"
}
}
}
}
Ok so i figured out it only works with VV on for some reason
This was fixed in the recent hotfix
anyone know what caused this texture to bug everytime I rejoin the world/server?
For some reason, it is binding to the legs.
Probably due to the fact that I'm changing the model to give the player an indirect, is this a bug?
The player in other than third person (including ui screen) is reflected, and normal items were reflected properly.
Of course, they were reflected properly before the update.
If it's a bug I'll wait until it's fixed. Does anyone have any expert knowledge on this?
yes it should be
anyone know how to get glyphs to show up on items named through localization strings? The only ones in my pack that are working have these these "๎" symbols in place of the glyphs. \uE130 does not work.
does anyone know how to set up an animated uv in an entity like the scenario is when the entity is looked_at via enderman behaviour change the id of skin value and detect that through render controllers then activate the texture with animated uv where the texture smiles then stops animating
im trying to achieve like a creepy smile on every entity in minecraft
where do i find the materials of the entities in minecraft?
hi anyone know how to make some armor invisible in certain condition?
How to add Unicode Glyph to my texture pack?
Because I added it to my texture on the fonts and isnโt working
Does anybody know how often pre_animation runs every second?
in attachable/entity files
shit
it looks like it is different via fps
i was making an idle thing via resource packs :[
q.last_frame_time 
Dumb question: If I remove all the animation stuff from a vanilla json and only keeping the stuff I added, does that will have conflict and cause issues with vanilla animation or no?
Does anyone know what the black background behind the chat is called? I want to remove it, but I can't find it.
Does anyone have a template for a custom boss bar? I remember getting one from a boss inspired by Slime King, but I ended up losing it.
If you have it, please ping me
We agree that we can make an item use a different size and rotation inside the player animation json right?
how do i get rid of this white square from this texture? i tried changing the geometry but didn't work
was query.modified_move_speed changed in the RP side recently? I'm using it for a cape animation and it no longer starts to "flap" when moving while mounted or falling
does the player have an animation for attachable?
depends on the file. For animations and animation controllers, you only need the custom/modified animations. You need the full file for the client entity file though
you do not need the full file for a client entity
objects are merged in those
if you modify an array (like animate in scripts), then it won't get merged though
Hello, is it possible to do anti x-ray?
What do you mean by "anti x-ray"?
Yes, I want to prevent x-ray, is it possible?
Java is very superior in this regard, but bedrock is still not that developed
Hey, what could the issue possibly be here?
[Molang][error]- RainyPvP RP/animation_controllers/player.json | animation_controllers | controller.animation.player.cape_animation | states | default | transitions | custom_cape | q.property('cosmetic:cape') | Error: query.property does not have an actor.```
```json
{
"format_version": "1.10.0",
"animation_controllers": {
"controller.animation.player.cape_animation": {
"initial_state": "default",
"states": {
"default": {
"transitions": [
{
"custom_cape": "q.property('cosmetic:cape')"
}
]
},
"custom_cape": {
"animations": [
"custom_cape"
]
}
}
}
}
}```
I figured I could quickly ask for help here because I feel like I'm missing a simple issue. Assuming I have to specify the players..?
how do you use v.attack_time on an attachable
Why doesn't the chestplate fully load on the player and load as it should on the support?
is it possible to make an animation play only for first person like without using any animation controllers like the animation itself only play for first person?
does actions and stuff modifies player.json?
yes
This is too little information
But are you sure the cubes of the armor are larger than the body of the player?
If it isn't smaller than the players body then send your item code, geo, or animation code depending on what you think the problem is
I managed to solve it, I forgot to delete it, but the problem was because I hadn't added the inflate value to the chest, consequently it wasn't rendered on the player only sometimes.
Ok, glad you were able to solve it๐
How to remove footstep particles
Hey all, I was wondering if item display transforms in geometry files work with entity geometries used in attachables for items, or are they limited to just blocks?
Is there a template for a custom weapon attachable that has an animation that does NOT look like I'm spooning up an entity like ice cream?
hii i have alots of global ressources activated and i want to combine them into one pack
how to do it??
I finally figured it out how to display the cape when editing player.entity.json; and it was a single line code ๐ญ
Took me a years
How do i change the pivot of my item?
you can change it via attachables
That's kinda crazy
Cool what addon that?
It's just a concept that I'm putting into practice
Anyone happen to know the texture or UI location for the durability bar on items?
Damn, it seems to only be a renderer and doesn't seem to be tied to textures 
but is there a material for entity that displays the entity in blockbench with shading cause the model is too bright in game?
Is it possible to rotate the sun direction? if yes, may I know how to change it?
Only in Vibrant Visuals.
Yes, I'm working with that
You want to take a look the the docs in #1182087588555792395 . One of the JSON files has orbital offset.
ok, thank you
is q.is_charging detects the entity when charging a burst attack using the behaviour.ranged-attack?
for ranged attack it is is_charged
how do i detect when it is charging?
Charging I think it's the Vex or Ravager attack, they are melee attacks that require charging, like the goat attack
any way i can detect when it is charging?
what if in the animation controller i use !q.is_charged then when done charging i use q.is_charged then transition to shooting
Detects when an entity is charging a ranged attack like the skeleton with a bow, you must first configure the charge time in the behavior pack, it does not detect when an entity shoots, Only detects when the entity loads an attack
i already done that part
Is there a problem? So far you've only asked but haven't mentioned if you have a problem you need help with. It seems you have it all figured out.
You can compare both queries if you check the code of blaze and vex
Does anyone know how to solve items seemingly not showing in an armor stand with custom geometry's hand? I've checked packs that do something similar and work and they use duplicate bones for arms, legs, items, head, and hat and just put the cubes in the duplicate bones. I tried doing that for my pack but it didn't fix it
I found a solution if anyone else has the same issue the shortname for the geometry in the armor_stand.json has to be default otherwise the hand item doesn't work
I'm using an array of geometries in my render controller for several goblin models (e.g., thief, king, giant, etc). One of the geometry errors says: model already has a locator armor_offset.default_neck that doesn't exactly match the one wanting to be added - skipping new definition.
I checked, and I can't find that locator in some of the models. Could it be coming from just one geometry in the array? Do I need to ensure all geometries in the array have exactly the same locators to avoid this?
You need to name the locators different names.
I've already renamed all locators across my geometry files, but I'm still getting an error about armor_offset.default_neck. I tried searching through all the geometries, but I can't find that locator anywhere. Is it possible that it's coming from one geometry only? How can I locate where it's defined?
I think that might be the default locator? Does your entity have render attachables or something? That could be it.
Show your entity client, are all your geometries custom?
Here's my client entity definition, and yes-al the geometries listed here are custom ones i created myself
This problem is caused by a hidden element of the vanilla code, although I'm not sure what causes a model to bind to a model and this element, it's possible that it is the distribution of the bones. Root>waist>body>head. The system probably detects this sequence, which is why the error appears.
Maybe changing root for another name will solve it although I'm not sure.
By the way, your models don't have locators, you need them for the particles to run.
did anyone ever made a glowing texture cause mine doesnt work i set the material to entity_emissive_alpha then the texture opacity to low like 140 something but it doesnt glow why?
Fancy mode or VV?
i was actually in vibrant visuals so i need to use mer textures apparently
Has anyone else noticed that Subpacks are broken in the latest preview? I made a subpack that has a models/entity folder, but strangely enough, when I load the game, even without this subpack enabled, I get an error that says the geometries in my resource pack were not found and the game crashes. Even without the models/entity folders in the subpack, the game still cannot find the geometries and crashes. I also tested Java Aspects' subpacks, and they also cause this same geometry not found error
How can I make custom rain?
Or at least replicate the environment with particles without using ticking everywhere
Do you mean change the texture of the rain or change it's properties or create a completely new rain object
Completely new rain
How does that work I saw it on action stuff rp but what does it do does it allow you to use 2 player.json?
Subpacks basically just let you choose options between packs, so you can have multiple forms of one in the same pack. It technically allows you to have two player.json if each subpack has its own file, but these are not usable at the same time.
That's interesting how do you control the choosing part?
Example I wanna use this pack if this condition is true but if not then use the other pack
Which pack is chosen is all up to the player. Take a look at these for help!
https://wiki.bedrock.dev/concepts/subpacks
https://learn.microsoft.com/en-us/minecraft/creator/documents/utilizingsubpacks?view=minecraft-bedrock-stable
Does anyone know how to do this 3d models? (In vanilla block)
You cannot create your own models for vanilla blocks if that's what you mean.
And then how did it make that texture pack?
They likely used a blockshape, potted flowers maybe.
This is in a Bedrock texture pack, I use it.
I want to do the same with other non-solid blocks
That looks like it's using the walls blockshape.
So I can't use my own models but I can use the ones that already exist in the game?
Yes.
I still want to learn how to do it though.
I see so you choose in game that's why there is for Alex and Steve etc or even a baby player this is very useful for rp stuff
Interesting!
Is there any way to remove the players native turning animations? Checking this first before I go with janky solutions.