#Resource Packs General

1 messages · Page 7 of 1

zealous lava
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Hi every one . I have a problem with 3rd item registration in my resource pack. I do it wrong, and now all items are invisible. Please help me bao_doggo_sad

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If you help me, i can help you with Plugin dev for minecraft server

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At least send me a link where I can find out about this, please

peak garden
#

mk looks like native turning animations can't be stopped, even with movement fully disabled. looks like I need to just hide the player and have an entity track their location

proven crane
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Great start...

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I really don't understand or like this attachable stuff.

proven crane
#

Well, I got it eventually! Though the scale seems a bit big in third person.

ember lake
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Guys, can I ask if you know how to made this thing on an item. I am planning to made a custom one for my block.

lean zealot
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Good evening, would it be possible to somehow link a geometry from an attachables to another geometry from the attachables? For example, I'm rendering two models in the attachables, and I wanted to link the secondary model to the main model of the attachables, would that be possible?

steady thistle
#

Hi, anyone knows how to make the material also support alpha channel

proven crane
#

Anyone know how to change the tip text the sits next to the game title? Also the loading screen tips?

strong marten
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Hello

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How to download minecraft block's texture and block

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Geo

steady ridge
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Download block bench then click file/plugins then search asset browser and install @strong marten

strong marten
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Oh k thanks vm

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@steady ridge but it's only for laptop

steady ridge
#

What do you have

strong marten
#

Mobile

steady ridge
#

This website has everything

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Tell me if this helps

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@strong marten

strong marten
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Ye thanks vm

craggy spruce
#

is there any entity material that has transulence and no face culling?

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nvmd

brittle horizon
#

How can i make the fog have a gradient? I have read the wiki about fog, but I didn't understand it. 😔

#

max_density_height maybe?

woeful thistle
#

is it possible to pass values through particle to particle?

hearty temple
#

Is it possible to make a particle that emits 6 particles to form a fake block?

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or do i have to make each face into a separate particle?

hearty temple
#

is there an easy way to get the uv of a certain block from atlas.terrain

hearty field
#

is there a way to make different animation load for different player by checking their name using the render controller in tge player entity file without it just being client sided, the resource pack will be server enforced

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Talking about queries and variables btw

urban tendon
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why when i put gojo or any other new textures or geometry, inside the game my geometry don't render

hollow dew
hearty field
#

I combined a port of fresh moves that gives players eye animations with a bunch of other addons, everything works fine, but the eye animation, while still functional, wiggles a little from the player's face when they move or turn, I cant figure out what code is causing this.

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it stays on the face when immobile but moving forward or turning the head in any direction cause some weird physic to the eyes as they keep up with delay and the inertia that wiggles them

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is it in the scripts component or perhaps rendering?

hearty field
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@cloud viper

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here

cloud viper
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yow

hearty field
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Right now

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it works

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but the animated eyes jiggle around

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trying to find the code that is causing it

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but no luck

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above is the file with the problem

cloud viper
#

whats is the variable that is using the eye animation?

hearty field
#

the ones with the undertermined quaries

cloud viper
hearty field
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it use an edited player png

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texture

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I can send a video with the problem

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basically the one controlling the eyes are the queries with u300d thing

cloud viper
hearty field
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alright gonna record

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it bothers me greatly

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its static before I merged the addons

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resource pack*

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Its not the 3D skin messing with it

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nor is it the sword and touhou wings

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Ive checked

cloud viper
#

is that a texture cause it looks like a model?

hearty field
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its the other player animation pack

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I can send the original one that adds the eye animation

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and the player animation

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both entity files

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to you so you can compare

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gimme a second to look for them in my messy file explorer

cloud viper
#

thats a model issue that i see

hearty field
#

you sure?

cloud viper
hearty field
#

because the pack, before I merged this latest pack works just fine

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here

cloud viper
#

can you send me the model with the file with problem? the player model

hearty field
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its not a model

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it use the players png texture

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an edited version

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that adds the eye and iris on empty parts

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oh you mean geometry?

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looking for it

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Here's the geo

cloud viper
# hearty field

if this is the model and eyes are actually a geometry then then the eyes are likely binded to the head

hearty field
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the file with the problem is posted above already

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Its a merge of all the resource pack

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entity files

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I suck with resource pack

cloud viper
#

it is a model

hearty field
#

ah

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I wasnt tying models to geometry

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lol

cloud viper
# cloud viper it is a model

if the eyes were binded to the players head that should fix the problem but looking at the geo there is no problem

hearty field
#

then the render then?

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because the eyes follow the face to some degree

cloud viper
#

when you merged the 2 files are there 2 geo models also thst you merged?

hearty field
#

no, I only merged the entity files as thats the only thing needed for merging

cloud viper
hearty field
#

its probably the codes from the fresh move resource pack and the funimation resource pack

#

oh wait

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perhaps a clashing geometry

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let me take look

cloud viper
#

okay ill go and eat real quick tell me if it is resolved

hearty field
#

nope

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no clashing model

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or identifiers

cloud viper
#

where is the render controller for the eyes

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and also the model of the player

cloud viper
hearty field
#

the pack that modifies the eyes dont have a player model but Ill see for the funimation one that ruined it

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none either

hearty field
cloud viper
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so none are using player geo?

hearty field
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yes

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only entity

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{
"format_version": "1.10.0",
"render_controllers": {
"controller.render.expression": {
"geometry": "geometry.expression",
"materials": [
{
"*": "material.default"
}
],
"textures": [
"texture.default"
]
}
}
}

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render controller for the eyes

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short

cloud viper
#

the model is correctly positioned

hearty field
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hmm

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Ive been troubleshooting all night till morning and sunrise and now its 2 pm for me

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boutta pass out fr

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Cant sleep until I get this done tho

cloud viper
#

the problem is the eyes is not attached to the head like some kind of helmet

hearty field
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but this problems appeared after adding the new animations

cloud viper
hearty field
#

hmm

cloud viper
#

wait it could be an animation problem

hearty field
#

oh

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forgot to tell

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while it doesnt work in game

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it works in the pause menu

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with the paperdoll avatar

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eyes are normal

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doesnt pop out

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definitely a rendering query issue

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also

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do remember

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the only thing modified

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is the entity file

cloud viper
#

if the root folder of the eyes is using the q.target_rotation x and y

hearty field
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being merged

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yes?

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root folder in geometry part of the entityjson?

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there is no "root" in my geometry

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is that normal?

cloud viper
hearty field
cloud viper
hearty field
#

ah, so the queries then

cloud viper
hearty field
#

No

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fixed properly to the head and functions normally

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this is before merging the latest resource pack

cloud viper
#

what animations do you suspect in the old and new resourcepack that are conflicting?

hearty field
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none, the new pack shouldnt have any blinking animations that clash

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since the two are very different

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one is just body movement

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the other eyes

cloud viper
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does the old and new have eyes?

hearty field
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let me check

hearty field
#

a

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gonna pass out

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adios

short pier
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anyone know what these pixels in the weather.png are used for?

gentle field
short pier
#

ohhhhh

cunning scarab
#

is it possible to make one part of model not get affected by invisibility

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similar to enderman eyes but without the glow

gentle field
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Render when invisible component as well.

hearty field
frozen tiger
#

Where are these textures hidden? I can't find them in bedrock samples

smoky torrent
#

you can't modify ore ui

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they're in the data/gui/hbui/assets folder in the game files

steady ridge
woeful thistle
#

is it possible to pass variables from particle to particle?

gloomy storm
woeful thistle
#

a shame

proven crane
#

Does anyone happen to have a pack the makes the mob effects horizontal on the hud?

fickle cape
#

Does anyone know what's the name of the sound that plays when you pickup an item off of the ground

sharp gazelle
#

Does anyone know where to get the enchanted glint animated texture? I want to use it to make enchanted blocks in the game.

grave cobalt
#

does anyone have any ideas what causes this?

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i suspected that it was player entity file

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but the only pack altering the player entity file i use was a&s

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i used the exact same set of texturepacks yesterday and it works totally fine

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please, i need answers as soon as possible

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i also had a small doubt about the material files causing this

sharp gazelle
#

The problem is that the enchanted glint texture on there is not the right format for blocks.

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The format is for items

grave cobalt
sharp gazelle
grave cobalt
#

I don't really know

sharp gazelle
#

Okay I will have to see, now sure if it will work though, I have dought.

grave cobalt
#

knows

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at all

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gosh i just wish theres an option to ping people who know stuff

grave cobalt
fickle cape
#

Ty

sharp gazelle
grave cobalt
#

and trident

sharp gazelle
#

But that is new, before it was not there.

#

Did they change the armor enchantment look?

grave cobalt
grave cobalt
# proven crane Does anyone happen to have a pack the makes the mob effects horizontal on the hu...

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grave cobalt
sharp gazelle
grave cobalt
#

yeah

#

im still figuring out

proven crane
grave cobalt
#

STILL, I DO WANT TO KNOW!!

#

what caused this

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so i can avoid it in the future

sharp gazelle
smoky moon
#

The default size each item (unicode/font) is 16x16, and the atlas is size 256x256.
Can i change that?

like each item is 45x100 big and the atlas is 225x200?
i need it.. for certain things

smoky moon
#

I would APPRECIATE a response

short pier
smoky moon
short pier
#

Weird

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I've changed the image size with items before

smoky moon
#

Fonts, Unicodes

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I called them "item" because "unicode" wasnt very clear

short pier
#

Ohh

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idk

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sorry

smoky moon
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Dont worry, astolfo

smoky moon
smoky moon
jolly finch
#

.................

smoky moon
jolly finch
smoky moon
short pier
#

u knew who my profile was

smoky moon
short pier
smoky moon
short pier
smoky moon
#

:o

lyric patrol
#

is it possible to edit the dropped item entity like any other entity?

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if so, what should the .entity.json file be called?

smoky moon
steady thistle
#

my particle keep disappear. anyone know why?

short pier
steady thistle
short pier
sudden mural
#

How to make player.entity.json compatible with other packs

tight juniper
#

Is there a way to animate the bow and arrow of a skeleton without modifying its behavior?

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or is there a way to detect when a skeleton is drawing a bow and shooting an arrow?

patent light
#

have you found a way to do it?

cloud viper
#

when an entity is not being rendered does it still play animation in the client side?

ivory otter
#

I have an odd question. does anyone have a good idea of how to hide the happy ghast's harness without removing the texture? Does anyone know what causes the harness to render? I see a render controller attached to no entity file.

lament dawn
#

Why isn't my code working?

    "format_version": "1.19.0",
    "animation_controllers": {
        "controller.animation.bus_7.new": {
            "initial_state": "idle",
            "states": {
                "idle": {
                    "animations": [
                        "idle"
                    ],
                    "transitions": [
                        {
                            "drive": "q.ground_speed > 1.0"
                        }
                    ],
                    "blend_transition": 0.2
                },
                "drive": {
                    "animations": [
                        "drive"
                    ],
                    "transitions": [
                        {
                            "idle": "q.ground_speed < 0.5"
                        }
                    ],
                    "blend_transition": 0.2
                }
            }
        }
    }
}```
cloud viper
#

is there a molang to check what effects are in an entity?

sudden mural
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how to make player.entity.json compatible with other packs like JavaAnims 1.7

hearty field
#

Both entity file

cloud viper
#

how does entity culling works

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when it touches the block below does the texture also glitch?

hallow oak
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What does tise error mean with my resource pack

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[Scripting][warning]-Debugger auto-attach waiting for [0] seconds.

[Scripting][warning]-Debugger auto-attach did not connect, but is still listening.

[Json][error]- -> components -> minecraft:icon: Missing referenced asset first:flamesword

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Nvm I figured it out

deft wind
#
[Molang][error]-minecraft:player.0.c5045992-eba4-4c7e-ad4a-469df35178d5.tutorial_skin_1 | entity/player.entity.json | query.is_item_name_any('slot.weapon.mainhand','tst:sniper')&&variable.is_first_person&&v.attack_time > 0.0&&!query.is_sneaking | Error: query.is_item_name_any called without a specified entity.
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How do I call q.is_item_name_any with a specific entity?

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And if impossible, what is the alternative

worthy mist
lament dawn
#

Why isn't my code working?

worthy mist
worthy mist
# lament dawn

You need to reference the controller in "animate", not the anims

Add this line in "animations":

"drive_controller": "controller.animation.bus_7.drive"
#

Then reference drive_controller

lament dawn
worthy mist
# lament dawn

Animations are correctly set. Now update the "animate" array inside "scripts". Only "drive_controller" should go there

lament dawn
worthy mist
#

This is the way to tell the game to use your controller. Directly setting both will always move the wheels

The wheels always idle means it's controller's fault then. Is your animation controller inside the animation_controllers folder? (Try changing the animation in the idle state to drive just to see if the controller is really applied)

#

Alternatively, try other expressions to query the movement

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Like q.modified_move_speed

lament dawn
#

ok

deft wind
worthy mist
# lament dawn

It's really not in the right folder, or something is wrong with the JSON. Try changing the format_version (test 1.10.0), if it don't work, ensure it's in resource/animation_controllers

worthy mist
deft wind
worthy mist
#

The name of the drive_controller reference should be exactly the name in the json. It's now controller.animation.bus_7.new

worthy mist
worthy mist
deft wind
still marlin
#

I need help why is my flashlight item model not working?
I am holding it in hand, But the model doesn't show

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I have a lot of errors

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I'm confused what is causing my item model not to show, please help
Also i am using format version 1.20.30 for my flashlight item

#

Anyone can help? @uneven slate

still marlin
uneven slate
# still marlin No help :<

I was just trying to figure out what went wrong
Still trying but I'll probably tell you what's wrong relatively soon

still marlin
#

thx

#

Not trying to get specefic help from you, I meant no one gave any reply

uneven slate
still agate
#

Is there a way I can get a particle to stay on the player even when the particle is still running and the player starts moving?

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ive tried using "minecraft:emitter_local_space": {} in the particle file and i've tried binding it to the player's locator but couldn't get it to stay attached to the player

timid crag
#

Think its within topic: how do people make animations that involve interacting with multiple entities? For example, if you wanted to make the player swing a weapon (with attachable) and make the weapon animate becoming bigger, how do you get it to line up/time properly?

valid spindle
#

Is there a way i can make my own custom look at target animation?

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im trying to have some bones not show up during the idle animation

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but the default look at target animation makes it flicker

full sedge
#

Who knows if I can somehow skip animation part, I want my mod to work with action and stuff, I just want to replace model of the mace with the one I made, who can help ?

gilded ginkgo
hearty field
#

the sound at the end sounds wooden still

#

maybe make it like a metal on metal clanking?

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like a Ding!

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just my opinion of course

uneven slate
uneven slate
gilded ginkgo
hollow spade
#

Is it possible to have multiple chest screens or something similar?

hearty field
daring island
#

I need help

#

Why is my particle not working??

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I dont understand it kept saying reference particle does not exist when i dont get any warning after all

still marlin
#

Hi, How can I make a roar particle? A bit like white sonic boom particle.. I'm lost in snowstorm not having any idea.

nimble widget
#

Is there a set of instructions to easily debug resource packs? If I create minecart.png in textures/entity then it works, however if I change it to a_minecart.png and point my RC to that, then nothing. I have minecart.entity.json, and minecart.ndm.rc.json

nimble widget
#

I'm just getting tons of "friendly name X not found in entity friendly name list" even though it matches exactly under the textures section

keen turret
#

Any attachable documentations or guide?

lament aspen
#

these all give u some info on attachbles

lament dawn
tight juniper
#

how can i make the eyes of mob into an image like this? is there a tutorial or demo i can learn from?

tight juniper
#

they are not just the two pixels where the eyes are glowing

#

they should have utilized materials and shader

lament aspen
tight juniper
tight juniper
#

uh no

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Is there any other way to achieve it?

gentle field
rocky light
tight juniper
#

action && stuff is indeed an extremely, extremely, extremely excellent work

rocky light
#

You don't need to decrypt anything, you can learn it by yourself or ask here.

tight juniper
rocky light
#

There isn't a demo but I told you how it can be achieved. You can start by slapping some additive particles on the eyes

still marlin
peak garden
#

Is client based rendering for particles/entities only accessible for servers?

gentle field
peak garden
#

True, I was mainly looking for entity only rendering on client side but mentioned particles as a last resort

supple ember
#

anyone know why I cannot hide head by

      "part_visibility": [
        { "*": false },
        { "head": false },
      ],

either *, and head doesnt work, which makes no sense

peak garden
#

Guess I'll look into it

supple ember
#

is this channel even right to ask about such stuff? idk about #1067869022273667152

peak garden
supple ember
#

what second head?

#

uh layer

peak garden
#

The inside and outside

supple ember
#

wait a sec

peak garden
#

Forgot what it's called

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But the layer people usually put hair texturing and eyebrows on etc

supple ember
#

no there is no layer thing related to player head in files

#

also

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its either visible from inside

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like its shame

#

I remember some versions ago this wasnt any problem

peak garden
#

try setting "hat" to false?

supple ember
peak garden
#

weird, I don't have this issue with my stuff

supple ember
#

previously with literally 1:1 code, head was red also

peak garden
#

last resort just give them a texture array and change it to an invisible texture 😭

supple ember
#

nahh bro I dont have nerve for it

supple ember
#

alright its probably for some reason hardcoded

#

but why

#

???????????????????????????????

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there is no spectator render controller and its still applies this effect

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I guess its classic move from mojang

celest kestrel
#

Does anyone know if theres a way to a play a sound non-positionally? Like no matter where the player goes in the world, they can still hear it?

#

Nevermind, I got it

hardy fulcrum
#

anyone know how to disable fog rendering on an entity?

#

i'm making a custom moon and that's the one thing i'm having trouble with

hardy fulcrum
#

i tried using materials for hours yesterday 😔

still marlin
#

The only catch is to get the moon location, maybe using getMoonPhase and view direction, try finding the value when player looks at a specefic angle of sky?

clear jolt
#

is it possible to prevent the bits of the faces that arent visible by the camera from doing that?

"alien_xray:entity_alphatest": {
            "+states": ["DisableDepthWrite", "DisableDepthTest"],
            "+defines": ["USE_EMISSIVE"],
            "-states": ["DisableCulling"],
            "depthFunc": "Always"
        }
hardy fulcrum
shadow thorn
still marlin
#

bedrock materials are very powerful imo

sudden mural
#

Does anyone knows how to make this button opens the how to play section only when double clicked

{
"namespace": "general_section",

"how_to_play_button@settings_common.section_toggle_base": {
"$toggle_view_binding_name": "how_to_play_button_toggle",
"$glyph_texture": "textures/ui/how_to_play_button_default_light",
"$glyph_color_texture": "textures/ui/how_to_play_button_default",
"$glyph_size": [ 15, 15 ],
"$button_text": "menu.howToPlay",
"$toggle_property_bag": {
"#panel_title": "menu.howToPlay"
}
}
}

woeful thistle
dapper sandal
#

I need help iv been looking through a pack trying to change that animations are turned off but I can't find it

deft wind
#

What Does this mean?

bitter apex
#

Alright so i got this addon that has a "main.js" and it has some things in it that I wanna modify but i want to make it an optional patch. I create a resource pack with the same file structure as the addon but only has the "main.js" with the edits in it. I put in above the addon in the load order so it's changes will take priority, but the changes I made dont seem to be applied?
I know the changes work because I tried changing it in the addon itself.
I'm not sure what I am doing wrong.

#

wait... can you overwright 1 addons main.js with another addons main.js?

#

or is each addons main.js considered its own causing both to run at the same time?

rocky light
#

Yeah add-ons can't overwrite js scripts of each other. Also, resource packs can't have JavaScript files, these go into behavior packs

bitter apex
#

huh... odd, the addon im using has it stored in the RP? it does have both RP and BP though

#

also 🙁

rocky light
bitter apex
#

could be but the main.js of the addon does seem to work since i could tweak it to make changes that would work. Thanks anyway.

rocky light
#

main.js in a resource pack?

bitter apex
#

yeah not sure why?

rocky light
#

What's the add-on?

bitter apex
#

im pretty new to the ins and out of addons.

#

Structures by Teplight

#

i'm trying to fix a nasty glitch

#

I'd contact the guy but not sure how

rich relic
#

any ideas to fix the spacing between characters?

left field
#

I gave myself a little body

untold vector
#

What pack is this? Maybe I want to test it

left field
left field
vocal river
#

whats the absolute max amount of glyphs a pack can utilize?

naive moon
#

or 4096 if only colorizable glyphs (0xE000 -> 0xEFFF, or Private Use Area)

supple ember
#

does anyone know good source for particles?

#

I mean documentation is probably on some bedrock.dev, but are there any live visualizations?

#

heard something about snowstorm but idk if is good or if there are any better alternatives

uneven slate
supple ember
#

I mean, slightly adjusting, but I still need to get some knowledge about spawn rates, lifetime, colors, uv anims, outwards acceleration etc.

#

based on one vanilla particle

#

it's already inside this particle but not the way I want

uneven slate
#

There's nearly everything you need to know there
And you can import particles as well
So, download the vanilla particle file from the from the bedrock samples

uneven slate
#

No problem

coarse loom
#

Is there a way to use svg files instead of png's for glyph files?

faint storm
#

What is the software you guys use for both regular and pbr texture creation? I've tried way too many ones myself and can't help but feel that I'm missing something obvious here. Right now I'm using paint.net with normal maps plus and pbr gen vercel (the website). Are there any better alternatives, perhaps some useful paint.net extensions? Help would really be appreciated

rocky light
#

Blockbench supports PBR creation

faint storm
#

Anything else? I'm making textures for existing blocks as oppose to making custom ones, so I don't really use blockbench too much. Or is it a good tool regardless?

sullen bone
#

im looking for something or a pack to just make toggling graphics easier and quicker

grave cobalt
#

does anyone know if one sound event can play multiple sound files at random?

#

like

#

using

#

sounds_definition

#

file

#

o wait

#

no it can

#

im dumb

#

this means multiple music in one disc alright..,,,

sullen bone
#

anyone got good deferred packs?

urban tendon
#

it is possible to use RGB to color a texture?

turbid void
#

Is there an efficient way to replace the Minecraft fonts?

devout tartan
#

silly question.
Is there a template for those who want to make a texture pack?
Or is it better to look up every possible texture in vanilla minecraft and add in the texture pack for the addon to replace?

sand tapirBOT
gentle field
devout tartan
#

thanks

gentle field
#

Just download it.

#

It contains the vanilla pack.

devout tartan
#

alright. thanks again

spice mirage
#

is this something possible in game? (blending a texture on top of another)

rocky light
#

You can render the same geometry again, with solid color texture or overlay_color, multiplicative blending mode and depthFunc: Equal

#

That might however render incorrectly when viewed through other transparent entities or blocks

ember lake
#

does anyone have the list of minecraft vanilla items

nimble widget
#

Is it possible to change the crosshair texture such that it provides an on-screen template for filming vertically? Like a thirds composition guide really

spice mirage
#

do we have any control over uv when using USE_UV_ANIM
app art from uv_anim in render_controllers
i would like to set size for the uv

rocky light
#

uv_anim in RC is the only way to control UV, but you can control UV size from there just fine

spice mirage
#

i am using q.surface_particle_texture_size and q.surface_particle_texture_coordinate
i don't think surface_particle_texture_size translate to scale in uv_anim

#

some sides are fine and other are stretched

rocky light
#

uv_anim size scales the UV, while UV size in a particle sets UV directly. If you want them to be equivalent, set texture size to 1 in geometry, or divide uv_anim size by texture size from the geo

spice mirage
rocky light
#

Yes

#

But you also need to change your existing geo UV, if you're changing texture size

spice mirage
#

adding the uv just break the whole thing

#

i had to remove it for that thing to work

rocky light
#

So you don't set per bone UVs in the geometry?

spice mirage
#

no

spice mirage
#

uh... nvm

rapid quest
#

Is it now possible to have biome dependant textures/models without experimental or behavior pack?

rocky light
tepid glacier
#

is there any documentation on how paintings work now? i see the "template" sheet from before but im also seeing standalone png's are we able to just add images to said folder and they will work or is there some system that has to be followed?

floral kiln
#

Does anyone know how to make variated texture of sunflower back?

sand ermine
left field
#

Math.min and Math.max dont work on molang resource?

gentle field
left field
# gentle field They do, where are you using it?
"hairStrand41": {
          "rotation": [
            "(-Math.lerp(0, 50, (q.ground_speed / 10))) + (Math.cos(v.wind_phase * (100 + (math.min(v.wind_cos_freqlimit, v.local_wind_speed / 4.25)))) * (5 + (math.min(v.wind_cos_multilimit, v.local_wind_speed / 10))))",
            "Math.cos(v.wind_phase * (255 + (math.min(v.wind_cos_freqlimit, v.local_wind_speed / 4.25)))) * (5 + (math.min(v.wind_cos_multilimit, v.local_wind_speed / 10)))",
            "Math.cos(v.wind_phase * (155 + (math.min(v.wind_cos_freqlimit, v.local_wind_speed / 4.25)))) * (3 + (math.min(v.wind_cos_multilimit, v.local_wind_speed / 10)))"
          ]
        },
gentle field
#

It should work. Are you sure the parenthesis and args are correct.

left field
#

I'm trying to stop the frequency from getting too fast

#

But it stays

gentle field
left field
left field
#

The hair gets very broken

#

(Ignore the lag, is my screen recorder)

#

And when the wind changes speed very abruptly, the frequency becomes extremely fast

#

Apparently the limiters with math.min are not working

#

I'll try to solve it myself here. I just needed to confirm if it actually worked in molang

#

Maybe clamp works better for this

left field
#

How strange, the same animation and variables are faster on the player, but on the NPC they are more controlled

left field
echo fiber
#

brother, does anyone know how to change the circled area background color?

#

everything else change just fine but this part isn't affected, what do I need to edit?

floral kiln
coarse loom
#

What would be causing this guys

#

Seems to happen on random devices, happens on some PC, console and phone

#

It can’t be vram or ram someone had a pc with 12gb vram and this still happened

scarlet grail
#

Is there a good way to attach rightItem and leftItem to a custom player model?

jovial goblet
# coarse loom

the game has a texture limit, I think this happens when it starts to reach that, there's a setting that disables it

coarse loom
summer thistle
narrow maple
#

I'm not sure where to ask thise so I'll ask here. How can I get the texture that is used for blocks in the inventory? I want to be able to use that isometric view texture, ideally just through vanilla textures

celest widget
#

Can someone explain to me why enabling my own resource pack (which just includes some painting retextures and glyph spritesheets) with "min_engine_version": [1,21,110] on a world disables Vibrant Visuals, but when I use "min_engine_version": [1,21,100], then Vibrant Visuals is not disabled?
I am currently on last 1.21.110 preview (making a world for the upcoming 1.21.110 version)

echo fiber
#

but thanks anyway

south sage
#

make sure to disable texture limit

coarse loom
#

so even if your game has been on for 5 min it’ll happen once the pack is loaded

sinful shuttle
#

I'm trying to animate a punch animation, but since the player's arm looks different in first person, the third person animation looks different, I'm using "!v.is_first_person ? 10 : 0", but I don't know how to animate the arm to punch in first person

sharp terrace
#

is block shapes actually deprecated? it says so in the wiki page but i just need a confirmation on whether or not is it true or not

north olive
#

guys i cannot find the cocoa beans or mushroom items textures no matter how hard i try

clear jolt
#

are emitter events broken? the latter particle never appears

"minecraft:emitter_lifetime_events": {
                "creation_event": "cloud"
            }
"events": {
            "cloud": {
                "particle_effect": {
                    "effect": "spread:stalk_cloud_particle",
                    "type": "particle"
                }
            }
        }
#

in snowstorm it works just fine

#

oh.. setting it to "emitter" made it work :P

unique geyser
#

is there a list of which elements of a rp should be namespaced by folder? (best practices and stuff)

slender veldt
#

Does referencing default sounds in sound effects section of animations not work?

echo fiber
gentle bridge
#

Animation Controller:
"pre_effect_script": "v.var1 = 1.0; v.var2 = 2.0;"

Game:
Error: unhandled request for unknown variable 'v.var2'

#

Why does it ignore the second one when it reads the first one just fine?

nimble widget
#

When trying to set up a BDS with custom addons, the world file for some reason had missing entries in the world_behavior_packs.json and world_resource_packs.json so I added them back in with the correct UUIDs and versions as uploaded to both the server resource_packs and behavior_packs folders and the world files 2 folders. For some reason, the behaviour packs now all load, but the resource packs don't where some show blank textures and missing texts. Is this likely an order issue or am I missing something when converting to BDS? Thanks!

spice skiff
#

How do I fix big rendercontroller on items that dont have the same resolution for every player

#

it looks like this

#

i havent changed anything in it in my resource pack its just like this in the bp

{
  "format_version": "1.20.50",
  "minecraft:item": {
    "description": {
      "identifier": "ultra:rune"
    },
    "components": {
      "minecraft:max_stack_size": 1,
      "minecraft:icon": "prismarine_shard",
      "minecraft:glint": true
    }
  }
}

uneven slate
dark meteor
#

Is it possible to make particles spawn only in still water. I can only seem to make it appear in flowing.

main topaz
#

Is there a way to use a custom animation (will show in full screen) trigerred by command block. Starting from image 1 to 120 with a customizable duration to control all images and when reached the end image it will start from a specified image number instead of going back to 1

grave cobalt
#

ccan someone give me a step by step guide to making whole set of armor with custom model please? like the attachable and how to do blockbench stuff with player model reference n everything

still marlin
# grave cobalt ccan someone give me a step by step guide to making whole set of armor with cust...

In this video, i show how to make a custom sword and armor set.

Bedrock Samples Download: https://github.com/Mojang/bedrock-samples/releases

GitHub repo: https://github.com/Alien-Edds/Ruby-Armor-Set

Timestamps

00:00 - Intro
00:12 - Setting up the project
02:22 - Extensions
02:37 - Creating the packs
05:24 - Setting u...

▶ Play video
tropic raven
#

Are there any sites that have entity templates to be able to make the visuals for? We’re doing our first pack at 128x and im taking images im making at 512 and we’re scaling them down (also so we could make them work at a higher resolution for maybe java down the road). Most sites seem to cater to java which makes sense but are the layouts for the entity visuals different for bedrock than java?

lament aspen
#

what does putting multiple entries in terrain_texture.json do? for example:

"wool": {
      "textures": [
        "textures/blocks/wool_colored_white",
        "textures/blocks/wool_colored_orange",
        "textures/blocks/wool_colored_magenta",
        "textures/blocks/wool_colored_light_blue",
      ]
    },```
the texture `wool` has multiple differenet paths assigned to it. what does this do?
#

why is terrain texture so poorly documented

south sage
#

Is it possible to set glyph E1 size to 1024x1024 or even bigger?

#

and not affecting the uv position inside?

viral shadow
#

Why is my render controller armor that works like the creeper's charged one not rendering in first person on my attachable equipment?

viral shadow
#

anyone?

sand ermine
supple rapids
#

with the release of 1.21.111 anytime someone tries to join my world and download the RP I made, they get error code rabbit. I have no idea why, is this a bug or is there something wrong with my pack now?

supple rapids
#

Okay i figured it out, if you're using a pbr-enabled resource pack, the host needs to have VV enabled or it will cause an error

hot pecan
#

Can I change the texture of a item stack when it has a specific name?

smoky torrent
lament aspen
unborn dust
#

how do i detect vibrant visuals using render controllers?

gentle field
austere rover
#

HELLO, a while ago I had a problem with the textures, I came to the conclusion that I passed the maximum limit of etxturas since I had more than 3000 textures, in the end I reduced about 300 but the problem persists, the curious thing is that it does not happen on mobile phones, when creating a world the textures do not matter it is as if they were so many that it eliminates hundreds and also eliminates the terrain and item files, and all the blocks acquire the texture of an animated block for some reason, well there I am, I plan to reduce about 1000 textures in the future, the items are complicated for me since I have a lot, what I want to know is what alternatives would I have? and what is the texture limit?

smoky torrent
#

If your textures are just blocks and items you dont need to worry about the texture limit, you just need to make sure you arent filling the atlas.items and atlas.terrain textures

#

There isn't a set limit on how many item/block textures there can be but you'll run out of room in the texture atlases eventually

austere rover
# smoky torrent If your textures are just blocks and items you dont need to worry about the text...

I UNDERSTAND, so I guess I've already passed the limit, from one update to another of my addon it went from 500 textures to 3000, I have hundreds and hundreds of blocks with custom models, hundreds more in variants of a single block both custom and texture changes to the vanilla ones, today I managed to reduce everything to 1900 textures but it still doesn't work the atlas files are deleted and more or less 300 textures are also deleted when creating a new world, I'm really tired I've been trying to solve it for months, I plan to redo it from 0 to optimize the textures and reduce them to a minimum, another option I see is to use a world template since I think there is no problem there

austere rover
#

Thanks @smoky torrent , your information that there should be more made me think a lot and the solution was very very simple, after months of giving up every now and then and no longer wanting to make addons, it was enough to extract a folder within another folder within the items folder, to the main textures part 🤣🤣🤣 and now the atlas files are no longer corrupted hahahahaha AHHH it will remain for experience

coarse loom
#

i personally ran into the pink texture glitch and doing that fixed my issue

#

however you can't merge all attachables into 1 json iirc

topaz horizon
#

I understand that we can disable persona/custom skins in the server.properties for a server but is it possible to actually know what type of skin they have on (persona or custom)? i want to disable custom skins and apply custom ones like hive does. I'd also like to force all players to use the wide player model and not the slim one.

trim mortar
#

Multiple settings like label, input and toggle in manifest v2 isn't working anymore?

viral shadow
#

Custom UI for blocks not working in pocket ui profile?

untold vector
#

How do I change the font in Minecraft?
I would like to add some characters.

daring granite
#

is there an add-on or some sort of behavior pack or resource pack that can make the game constantly play the older music before the newer ones started getting added, just the c418 ones?

#

like, not just every now and then have one start fading in, but like back to back just constantly playing the songs

#

please ping, if responding

reef wigeon
#

what's the diffrence b/w v1 and v2 cow textures

smoky torrent
#

v1 is only used for old base game versions

reef wigeon
#

Thx

tepid glacier
#

so this was shown to me earlier. The person claims it can be done but i cant find any documents or anything on it. How do you set up packs so you get the screen as such? Or was this a feature that was removed?

#

they claimed it was from a server a yr ago

gentle field
#

That's for servers only.

tepid glacier
#

ok how do you do it?

#

what do you have to change?

tepid glacier
tepid glacier
#

thanks for the help....

reef wigeon
#

how do i make glowing texture like firefly bush

fallow umbra
reef wigeon
#

where

fallow umbra
#

In your entities client file in resource pack

reef wigeon
#

firefly bush is an entity?

#

see

fallow umbra
#

Ohh you are doing firefly bush

#

Idk if blocks can be made emissve

reef wigeon
#

how is that glowing

fallow umbra
#

Wait lemme check

fallow umbra
#

Firefly_bush_firefly.png

#

Inside blocks textures

reef wigeon
#

it glows without VV

fallow umbra
#

Emissive materials glow irrespective of light levels

fallow umbra
#

I made player skin glow

#

By changing its material

reef wigeon
#

so that texture is special ?

fallow umbra
fallow umbra
reef wigeon
#

so that texture is special ?

#

man my net is so slow

fallow umbra
still marlin
#

How can I make a 2d plane entity where I can write text? like a pop-up, which will look at direction of player, I don't want to use nametag and basically want to make a custom entity like it. I don't want to make it transparent exactly like nameTag, but is there a material i should use for making it 2d? Most importantly, How do i write text on it?

fallow umbra
reef wigeon
woeful thistle
reef wigeon
#

no for default

gentle field
woeful thistle
#

like, giving us the ability the make specific pixels on the texture to glow like with entity materials.

smoky torrent
rare current
#

how to make orbital particle?

#

like this

hollow dew
rare current
dim echo
#

Is there any good tutorials on making textures for Vibrant Visuals? I want to add depth to my textures and glowing parts.

gentle field
dim echo
#

Thanks, I'll take a look

heady lion
#

how do I make a particle's texture match the surface of the ground, I'm trying to make like a digging animation like the warden

#

the mace also has those type of particles

upbeat sky
#

Hey all, I am a beginner and have been working on making some small resource packs to play with myself, and I’m wondering what the “development_resource_packs” folder is for. Using the folder doesn’t make any pack you’re developing show up in the game’s resource packs to choose from as far as I can see, so it doesn’t let me make changes and then log into the game to test out what I did. Am I using the folder incorrectly or doing something else wrong? I’ve searched online and can’t find an answer to the question so I apologize if the answer is obvious. Thanks so much for being understanding. 💖

sand tapirBOT
#
Using the `development_*_packs` folders

The correct way to create addons is by using the development_behavior_packs and development_resource_packs folders. Storing your addons here will allow you to reload the world to see addon changes, and will prevent pack caching issues.

You can work directly in the world, or in behavior_packs/resource_packs, but you need an understanding of manifest-versions and caching to avoid issues.

We highly recommend using the development_*_packs folders.

gentle field
#

@upbeat sky^^^

#

They work for me, what device are you on?

upbeat sky
# gentle field They work for me, what device are you on?

I’m on iOS. Not ideal I know but it’s what I got. lol thank you for answering my question! I’m not sure what I’m doing wrong because the example behavior pack from Microsoft I downloaded is showing up on the list of available Addons but the example resource pack is not. Perhaps I changed a file in it that I shouldn’t have.

gentle field
upbeat sky
upbeat sky
# gentle field And you're sure you spelled the folder right? Can you access it when creating a ...

I am on a short break at work figured it out! It appeared in my resource pack list when I tried to make a new world. I wonder if it was because I’m using the “Minecraft texture update beta” pack and not a full release version. I downloaded it off Microsoft’s learn.microsoft.com website with the tutorial (that I haven’t read closely enough I’m sorry).
https://learn.microsoft.com/en-us/minecraft/creator/documents/resourcepack?view=minecraft-bedrock-stable
I circled the location of the link. Apologies for not cropping my screenshot.

An introduction to Resource Packs and a tutorial on adding a custom texture to in-game blocks

#

Wait nevermind I don’t think the texture update beta is the example pack I downloaded 😂 that is the old update to the textures they made a long time ago.

#

Probably would make more sense if I used the resource pack sample that’s linked at the top of the page instead.

gentle field
rare current
#

could anyone help me with binding model to player? ( without wearing an armor )

reef wigeon
#

How to reload textures without re-joining the worldd

topaz horizon
#

The /reload all command is pretty much your only option to reloading the resource pack

rich relic
#

does anyone know how to change the mapColor of a vanilla block

rapid quest
#

How to make wolf have alpha like skeleton

#

To remove the black in empty spaces

topaz horizon
#

is there any reason why my vibrant visuals gets disabled when loading into one of my worlds?

upbeat sky
rapid quest
upbeat sky
coral kraken
#

Is there a pack that makes the third option here always selected? (Hides the recipe panel on left by default)

kindred ridge
#

For some reason the locator is crooked in my model, I already checked if it was some kind of animation, but it wasn't, I don't know why it's out of place where I put it.

random radish
#

Arbitrary orbits are tricky to define parametrically, though.

heady lion
#

Guys I'm going to work on my first attachable and I heard these are pretty hard, I'm going to try my best to follow the bedrock wiki's advice. Any advice because I start?

random radish
#

Use Blockbench for the texture mesh and the first- and third-person positioning. It will save you some headaches.

#

Rotate the bone when possible, not the mesh. Meshes have weird surface normals that do not respect rotation.

#

Otherwise, it just takes some experience. They are not all that hard, rather unintuitive.

uneven slate
kindred ridge
#

I already figured out what it was; it was the player's FOV (Point of View), and according to him, it changes the locator's location.

uneven slate
coarse loom
#

is there anything that can be done to fix this issue?

sage saddle
#

restart minecraft?

rain brook
#

Question, why is snapping on 12 and anim time update of 2 make the animation start on 2 seconds?

unborn dust
woeful thistle
unborn dust
unborn dust
woeful thistle
unborn dust
#

hmm okay

woeful thistle
heady lion
#

how can I make a texture on a mob that fades in and out smoothly, like the sparkles on the warden

oblique dome
#

Im making a subpack for my global resources and my default resource pack in my personal addon and as soon as I make the subpack for the default version (with everything included as a companion pack to the behavior pack that it is dependant on) all of the textures for the custom blocks break.. the global resources version to be fair doesnt have any of the custom blocks because it is just a resource pack, but I dont know why its happening.. (im realizing too its just the textures that are in their own folder within the 'textures/blocks' folder.)

oblique dome
#

can you not have a blocks.json in each subpack?

paper quest
#

[Blocks][warning]-Loading Block Culling .json files | Block Culling .json file block_culling/glass.json | -> rules[0] -> condition: this member was found in the input, but is not present in the Schema

[Blocks][error]-Loading Block Culling .json files | Block Culling .json file block_culling/glass.json | Failed to parse block culling file 'block_culling/glass.json'.

How do you fix this?

main parcel
#

Anyone know where I can find a complete list of all Minecraft Bedrock's Vanilla Material Ids? Like this but updated?

gentle field
main parcel
gentle field
#

I don't use that so I don't know.

main parcel
sand tapirBOT
gentle field
#

Either use BDS or check your internal files.

main parcel
#

ohh

#

okay

#

thanks

main parcel
gentle field
main parcel
nimble widget
#

I'm really struggling with armor models. The 8x8 pixel helmet is bigger than the 8x8 pixel player head in vanilla...

gentle field
#

Is the item frame's frame really hardcoded to birch_planks?

gentle field
#

Another question, is there a way to communicate particles from entity to entity. Such as a line form one entity to another, both entities can move and rotate.

#

Sorry to necro a very old old post, but would I just do in the client entity?

I have a locator on entity A and it needs to connect to a locator on entity B. Entity A can move around and rotate, would I need to do some math to calculate the "start/end" pos?

rocky light
#

That's quite a task. I'd say ideally you'd need to math out positions of both locators in world coordinate space and use those in the particle to draw a line. It would've been much easier with q.self and/or q.get_nearby_entities but since those were removed (😭), you either have to calculate those positions on the particle itself or calculate them in BP and pass to the client side as properties.

#

Depending on how complex the animation of a locator is, it could get quite difficult to calculate its exact position in sync with the actual client side entity animation

gentle field
#

In this scenario then, paritcle owuld be emitted client side via the animation stuff rather server .spawnParticle right?

rocky light
#

As you can't draw a line from a locator to world position, without knowing world position of the locator

gentle field
rocky light
#

q.position would return position of the entity, not locator

rocky light
#

Never tried using those queries, but it's worth a shot then yeah, if they work you should be able to calculate world position of a locator and draw a particle to world position of another entity

#

If it doesn't work (most client side entity queries don't work in particles so it wouldn't be surprising) it also might be easier to do it with entity element instead of a particle, as at least that way you can use bone_orientation_trs queries to calculate exact position of some bone with respect to currently entity animations

gentle field
rocky light
#

It can read some queries, but for the most part only server side ones. For example, you can read q.property, q.position, q.variant without issues but you can't use q.relative_block_has_any_tag or q.rotation_to_camera as those are exclusively client side queries. Also you can't pass or read in real time any molang variables from the entity to a particle anymore, ever since mojang removed q.self

gentle field
#

@rocky lightQuite confused, I have q.bone_orientation_trs('rightItem') but the game keeps saying, "query couldn't find the specififed bone int he current entity's queryable geo"

rocky light
#

There is a queryable_geometry field in the client entity file where u need to put the short name of your geometry iirc

coarse loom
#

Guys, it's possible to merge animation files and geometry/model files into 1 json but is it possible to do that with attachables as well?

hollow swallow
#

Does anyone know if it's possible to set pbr textures for block texture variations?

autumn roost
#

how can i add animation

#

if i made a animation in blockbench what should I do with the animation?

void barn
#

Is there a way to makee a spawn particle still appear from outside simulation distance?

cinder mural
#

Hi, is there something I can do to fix attachables having different position on windows and mobile builds of minecraft? This is the same attachable files in win10 and android (ran through *nix launcher). FOV 60 on both screens. This is 100% not caused by aspect ratio since it looks the same on 16:9 screens

steady ridge
steady ridge
cinder mural
#

It's not capable of running latest releases yet though

#

And it's unknown whether it'll ever be able to run them since mojang has changed A LOT in how 1.21.120 works

cinder mural
steady ridge
#

Oh

#

But it’s still cool

#

I don’t have it on google play store

#

I have it on App Store

cinder mural
grave cobalt
#

anyone with the preview version of the game wanna test out my resource pack? i changed spears with lances and i doubt the texture gnna look off cause the player would be holding the blade/guard part and not the handle,n I cant be bothered to change my game version to preview

dm me if interested!!

still marlin
#

How can I make a 3d looking sphere particle?

#

I tried to make this

#

But it always looks like some 2d planes and i cant get it to

fair sphinx
#

how to make particle glow in vv?

delicate ferry
#

Anyone wanna conbain theses 2 texture packs for me? I'll pay

delicate ferry
grave cobalt
#

does anyone know how splash.json works? ik pretty sure you're able to like, make it add to the vanilla splash or otherpacks splashes without overwriting everything but i forgot how to do that

#

istg i NEVER ever get an answer asking here

cinder mural
#

Is there a way to only render an attachable when it is equipped? Not held but is in head slot

cinder mural
#

Oh, there is a variable for that

#

Well, I just ended up setting it's scale to 0

#

I totally missed that part reading through this article FOR 3 TIMES

uneven slate
#

Bruh

#

There is a solution to this without the variable, though

cinder mural
uneven slate
#

If you inflate the cubes/make the model proportionately larger, then it fits on top of the second layer and is visible

uneven slate
cinder mural
#

I'm porting an extremely old JE server's assets to work with geyser. These models will only be dispalyed on heads of invisible armor stands anyways XD

uneven slate
#

Lol

uneven slate
cinder mural
uneven slate
#

I've seen someone with this problem in the past, but don't remember if they found a solution
I don't know if there is a solution, unfortunately
If you haven't found the post/conversation, I would strongly reccomend looking for it

cinder mural
uneven slate
#

Personally, I don't think of that as a fault of bedrock being that broken, but that's just me

cinder mural
#

They look different on the same device depending on what OS do I boot

#

And they also can overwrite entity files if their id matches entity id which is insane

#

I met 5 bugs making eating animations pack and none of them were fixed for more than 2 years

uneven slate
cinder mural
uneven slate
# fair sphinx whats that?

An Introduction to Vibrant Visuals in Minecraft: Bedrock Edition.

An Introduction to using Blockbench to create models compatible with Vibrant Visuals in Minecraft: Bedrock Edition.

cinder mural
#

Damn, mojira search is so useful

uneven slate
uneven slate
cinder mural
#

The overwrite thingie is extremely annoying

fair sphinx
cinder mural
#

I can't add animations to e.g. cod as it'd break the entity

#

Even Actions n' Stuff had to look for a workaround. They ended up copy-pasting entity file to attachable and adding checks to define whether it's an entity or an item held by a player

#

Which does kinda fix the issue but makes my pack potentially incompatible with anything that changes cod, salmon, rabbit and maybe some other entity files

#

Because attachables have higher priority than client entities do

uneven slate
fair sphinx
uneven slate
#

Because vibrant visuals is a built in texture pack like the basic minecraft texture pack
The feature is either hardcoded into this version of the game, or uses a texture set to work

fair sphinx
uneven slate
#

What's wrong?

uneven slate
lament dawn
#

Someone please help

#

DM me

still marlin
topaz horizon
#

Also if you set "splashes": [] to this empty array and then set canMerge to false then it disaples splash text completely. This was all found via the Bedrock Wiki

grave cobalt
fallen shuttle
#

Don’t know if this is the right place to ask. Are there any biome resource packs that have similar biome generations like terralith?

uneven slate
jolly finch
#

Does anyone know if pack settings are individual for each client or if the server owner sets them up and then they will be the same for everyone?

fallen shuttle
topaz horizon
#

Why would someone get this error if neither pack has any errors and both packs load just fine?

#

You can see the behavior pack exists due to the custom item and the resource pack exists due to it being given a custom name and that it's got a texture. I wasn't sure where to post this so since it includes a resource pack I thought I'd ask here first.

smoky torrent
#

no idea what causes that but i've seen it a few times

#

i just ignore it

topaz horizon
#

Fair enough.. quite the silly error

uneven slate
uneven slate
# fallen shuttle Yes I’m new. Either way is there a behavior pack like tetralogy?

That's probably not the kind of wording you necessarily want to use given that it sounds like you either want to steal code or find a pack (as this server isn't for either of those things)
To answer the question, that's something you'll need to look for on your own, terrain alteration is possible but distinctly the same as what you've described is unknown

fallen shuttle
jolly finch
#

(Sorry for the long reply)

uneven slate
uneven slate
main parcel
#

Does anyone know where the new resource pack cache is like when you download it from a server? since the new update?

#

found ^ C:\Users\USER\AppData\Local\Temp\minecraftpe\packcache\resource

uneven slate
nocturne swift
#

is there a way to change the attachable texture depending on color variant?
something like regular entities but with attachables

sinful shuttle
#

How can I change the background for everything to a single player? Like in the image.

uneven slate
#

Or particles (probably an entity)

spark dagger
#

Like 12 into something else?

uneven slate
north olive
#

i made an item

#

and the texture is 20x20

#

why does it look like this

#

looks alright in game

smoky torrent
#

the item slot is 16×16 so the game has to shrink the texture to make it fit

north olive
#

dyk how to make items be in the players hand like a sword

#

and not like this

rain brook
#

Would this work? Saved as Textue(4) so I wrote "Texture(4)" on the file path (circled words)

#

And if I save the file name as a different one, can I use that instead?

uneven slate
rain brook
#

I will

#

I just haven't bonded with it yet

uneven slate
#

And also don't do that

rain brook
#

Do what

uneven slate
#

And added it to the actual file the filepath represents

rain brook
#

Oooh. Good idea

#

Thank you man

north olive
#

how do i make the sword be like equipped in the players hand like a sword?

#

also why does it look so masive

uneven slate
#

I don't believe it's possible without using the xp command and other similar methods

#

It might be, but I've never seen it

uneven slate
#

It is a part of ui so it might be worth asking there on how it works/if you want is possible

still marlin
shrewd merlin
#

Hey guys!
Quick question: how can I fix the vanilla wolf model so it displays correctly in Blockbench?

tried wolf.setup and wolf.leg_default, but it just made everything worse..
in game it works with no issues.

vocal pine
#

anyone know how to download and modify a marketplace pack? I am trying to change the A&S totem texture to match my skin, but i do not know how to download it so i can access its files. Thanks!

worn smelt
#

does anyone know if I’d be able to change the carved pumpkin model when being worn by a player, and how I’d change it?

does it use the attachable files, or is it built into the displays like some custom blocks in blockbench?

any help would be awesome!

icy pike
#

I dint realize this category in the server

short pier
#

does anyone know what particle JSON tnt blocks use when they blow up?

rustic arrow
#

is it possible to play multiple animations at once?

still marlin
still marlin
#

its seperated particles depending on amount of explosion

short pier
#

tsym

half plover
#

Hello anyone knows about Materials, is it possible to make like entity_alphablend but it's purely black.

I tried this:

"ghost_material:entity_alphablend": {
            "+defines": [ "USE_EMISSIVE" ],
            "+states": [
                "Blending",
                "DisableCulling"
            ]
        }
#

nevermind it works without vibrant visuals, now another questions, is how do i make it also black with the vibrant visuals

rocky light
#

Add a texture set json, and set metalness to max, that should make it pitch black

half plover
#

Got it @rocky light, thank you!

half plover
#

Is this correct? @rocky light Sorry for pinging, the i just save it?

#

i don't want light to be absorbed by this entity so it doesn't have reflection or something like just a total void or black.

half plover
#

i think my idea is not possible, so i think i'm fine with this now.

high vale
#

Hello, does anyone here know anything about flipbook textures?

rocky light
half plover
rocky light
rocky light
#

How does it look in fancy graphics btw, without VV? Just to understand the effect you're going for

wind saffron
#

{
"minecraft:bush": {
"blockshape": "fire"
}
}
Yall is this correct blocks.json molang?

south sage
#

Is there any way to enable vibrant visuals on encrypted packs?

#

I couldn't figured it out yet...

gloomy mountain
#

So i got a bit of i problem i dont know if it is my RP or the game but my item textures are not the right ones

delicate ferry
#

where could i edit glyphs

scarlet grail
#

How can I prevent an entity model from disappearing when the collision is smaller and I don't see it directly?

rocky light
#
  • Increase visible bounds in the geo file
  • set should_update_bones_and_effects_offscreen or should_update_effects_offscreen in the client entity file to disable frustum culling completely
hearty temple
#

is there a way to make a particle that's visible through walls?

uneven slate
#

Use an entity

hearty temple
uneven slate
#

Make a material that can be seen through walls
Hive it to an entity

silent pumice
#

In client entity using the player json in the sample files, how do i fix thr issue where the texture for the player is steve

#

And also how do i get a animation for the player to play for other clients

cunning ember
#

Is the block texture variation based on world coordinates or just weight based?

woeful thistle
#

dirt and grass is anyway

jovial goblet
#

the default geometry gets overridden by skins, you'd need to add a new geometry to the player file and adjust the render controller accordingly

half plover
ionic hawk
dusty grove
#

Can someone help me...i want to make a custom button texture that doesn't change the original Minecraft texture, example the settings menu i want to change the button texture but i dont want to change the original mc texture, i assume that i will need to make a code, like for the custom button and the settings menu on common_button or smth like that...

It would be a great help if you know something about it even a little please tell me it would be a good help to me

low gazelle
#

Is anyone here familiar with add ons? I’m trying to figure out how to use one without turning off achievements. From what I understand, you need to enable the behavior pack for it to work, but doing that disables achievements. Is there something I’m overlooking?

#

@rocky light Seems you may be someone I could ask.

mellow wedge
#

min_engine_version 1.17.0 performs better than 1.21.120

#

when it comes to attachables

#

i cant seem to understand why

copper bane
#

hey guys i just started
i read the introduction and copied the manifest
but the addon wont register in my minecraft

copper bane
mellow wedge
#

q.get_item_equipped_name is more stable than q.get_item_any

#

i got 20 fps with q.get_item_any with stress testing

still marlin
#

how do you stress test with it

warm tiger
#

how do I get vv water to work with a resource pack?

warm tiger
#

right now my water looks like this

#

I don't even have water in my rp

gentle field
#

Did you check out #1182087588555792395 ? The resources in there?

mellow wedge
fickle cape
#

does anyone know why I am getting this error? I am using an addon that edits player.entity.json and player.json but it doesn't edit the animation controllers or animations

#

is smth wrong variable.melee_spear_equipped

jovial goblet
fickle cape
jovial goblet
fickle cape
#

oh thank you so much

jovial goblet
fickle cape
#

THANK YOU!!

jovial goblet
gentle field
jovial goblet
#

that too ig

#

somehow just skipped the most important part

gentle field
#

And it doesnt help that in the latest preview they modified the 1.21.130 player file and not the 26.0

mellow wedge
#

why does it say geo

#

not found

#
    "minecraft:geometry": [
        {
            "description": {
                "identifier": "geometry.msd.ak.optics",
                "texture_width": 128,
                "texture_height": 128,
                "visible_bounds_width": 3,
                "visible_bounds_height": 2.5,
                "visible_bounds_offset": [0, 0.75, 0]
            },
            "bones": [
                {
                    "name": "optics_gun",
                    "binding": "optics",
                    "pivot": [-3, 3, 0]
                },
#

im getting geometry file didnt validate

worldly verge
#

are custom 'individual_event_sounds' events not allowed? i keep getting the 'not a valid LevelSoundEvent' error when adding my custom event

grave cobalt
#

i fr don't wanna make a new item model, anyone have any other ideas at all💔

scarlet grail
#

I need some help. I downloaded the default player.entity.json file, and without even editing it, when I put it in my add-on, the attack animation stops working completely.

#

Unknow variables

#

(Only empty hand)

#

Fixed, i need to add this manually

autumn roost
#

how to fix this?

uneven slate
# autumn roost how to fix this?

What is the model you're using
Is it the same as or structured the same as the default player model
It looks like you just used the blockbench player model used for texturing, which is incorrect

autumn roost
#

just player model

uneven slate
#

You need to use the real player model and edit the keyframes of the animation to correct the errors in how the animation looks

sand tapirBOT
uneven slate
#

These are the links to the vanilla files

#

Download the latest bedrock samples files and get the geometry that the player has there (it'll be in resource_pack -> mobs.json -> humanoid.custom:geometry.humanoid)
Then upload the animation into the project that has this model in it, and correct where necessary

atomic canyon
#

transparent material for attachables broke??

#

it wont show the less transparent part only when moving down

restive chasm
#

does anyone know what the sound ID is for the crit sound from java that was added?

glacial mantle
#

How to add 2 default textures to entity?

fringe void
#

Is it possible to make the items, like the ones shown in the image, appear behind the inventory, since they are currently covering the helmet and chestplate slots?

fickle socket
ionic hawk
#

Hi, I changed the player model by replacing the default geometry with my own model's geometry. But I don't understand why it doesn't work with a custom skin but it does with the default Minecraft skin. Does anyone know why?