#Resource Packs General
1 messages · Page 7 of 1
If you help me, i can help you with Plugin dev for minecraft server
At least send me a link where I can find out about this, please
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
Well, I got it eventually! Though the scale seems a bit big in third person.
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.
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?
Anyone know how to change the tip text the sits next to the game title? Also the loading screen tips?
Download block bench then click file/plugins then search asset browser and install @strong marten
What do you have
Mobile
Ye thanks vm
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?
is it possible to pass values through particle to particle?
Is it possible to make a particle that emits 6 particles to form a fake block?
or do i have to make each face into a separate particle?
is there an easy way to get the uv of a certain block from atlas.terrain
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
Talking about queries and variables btw
why when i put gojo or any other new textures or geometry, inside the game my geometry don't render
You can either hardcode it via json ui or use glyphs and add them to the item's lang string (in this case, you'll need to update all .lang files)
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.
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
is it in the scripts component or perhaps rendering?
yow
Right now
it works
but the animated eyes jiggle around
trying to find the code that is causing it
but no luck
above is the file with the problem
whats is the variable that is using the eye animation?
the ones with the undertermined quaries
is this custom model or animated texture?
it use an edited player png
texture
I can send a video with the problem
basically the one controlling the eyes are the queries with u300d thing
okay ill see
alright gonna record
here
it bothers me greatly
its static before I merged the addons
resource pack*
Its not the 3D skin messing with it
nor is it the sword and touhou wings
Ive checked
is that a texture cause it looks like a model?
its the other player animation pack
I can send the original one that adds the eye animation
and the player animation
both entity files
to you so you can compare
gimme a second to look for them in my messy file explorer
thats a model issue that i see
you sure?
yes the eyes are 3d model models
can you send me the model with the file with problem? the player model
its not a model
it use the players png texture
an edited version
that adds the eye and iris on empty parts
oh you mean geometry?
looking for it
Here's the geo
if this is the model and eyes are actually a geometry then then the eyes are likely binded to the head
the file with the problem is posted above already
Its a merge of all the resource pack
entity files
I suck with resource pack
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
when you merged the 2 files are there 2 geo models also thst you merged?
no, I only merged the entity files as thats the only thing needed for merging
hmm i dont really no the specific issue but the model is definetly the problem
its probably the codes from the fresh move resource pack and the funimation resource pack
oh wait
perhaps a clashing geometry
let me take look
okay ill go and eat real quick tell me if it is resolved
ill try combining the model of the player and the eyes if they are correctly positioned
the pack that modifies the eyes dont have a player model but Ill see for the funimation one that ruined it
none either
gimme a sec
so none are using player geo?
yes
only entity
{
"format_version": "1.10.0",
"render_controllers": {
"controller.render.expression": {
"geometry": "geometry.expression",
"materials": [
{
"*": "material.default"
}
],
"textures": [
"texture.default"
]
}
}
}
render controller for the eyes
short
the model is correctly positioned
hmm
Ive been troubleshooting all night till morning and sunrise and now its 2 pm for me
boutta pass out fr
Cant sleep until I get this done tho
the problem is the eyes is not attached to the head like some kind of helmet
but this problems appeared after adding the new animations
in here when you tun your head around the eyes doesnt follow
hmm
wait it could be an animation problem
oh
forgot to tell
while it doesnt work in game
it works in the pause menu
with the paperdoll avatar
eyes are normal
doesnt pop out
definitely a rendering query issue
also
do remember
the only thing modified
is the entity file
if the root folder of the eyes is using the q.target_rotation x and y
being merged
yes?
root folder in geometry part of the entityjson?
there is no "root" in my geometry
is that normal?
is this the eye model you used?
yes?
well that that is good the problem is not in the model but in the animation
ah, so the queries then
when you walk here does the eyes bounce?
No
fixed properly to the head and functions normally
this is before merging the latest resource pack
here is the entity file of the latest pack that broke it
what animations do you suspect in the old and new resourcepack that are conflicting?
none, the new pack shouldnt have any blinking animations that clash
since the two are very different
one is just body movement
the other eyes
does the old and new have eyes?
let me check
anyone know what these pixels in the weather.png are used for?
Nether biomes paeticle.
ohhhhh
is it possible to make one part of model not get affected by invisibility
similar to enderman eyes but without the glow
You need to use render controllers.
Render when invisible component as well.
Im up
Where are these textures hidden? I can't find them in bedrock samples
you can't modify ore ui
they're in the data/gui/hbui/assets folder in the game files
They are part of the game you can’t activate a addon before that screen so it would be impractical
is it possible to pass variables from particle to particle?
Thanks! 
I wonder about this too. From what I could see no
a shame
Does anyone happen to have a pack the makes the mob effects horizontal on the hud?
Does anyone know what's the name of the sound that plays when you pickup an item off of the ground
Does anyone know where to get the enchanted glint animated texture? I want to use it to make enchanted blocks in the game.
does anyone have any ideas what causes this?
i suspected that it was player entity file
but the only pack altering the player entity file i use was a&s
i used the exact same set of texturepacks yesterday and it works totally fine
please, i need answers as soon as possible
i also had a small doubt about the material files causing this
Thanks but I already have the resource pack for the game download
The problem is that the enchanted glint texture on there is not the right format for blocks.
The format is for items
well then you'd have to create a whole new flipbook texture and overlay it on blocks
That will work? A universal texture overlay that will work on any block?
I don't really know
Okay I will have to see, now sure if it will work though, I have dought.
anyone
knows
at all
gosh i just wish theres an option to ping people who know stuff
sounds>random>pop.fsb and pop2.fsb
Ty
What is enchanted_actor_glint.png?
it's used with models such as armour
and trident
But that is new, before it was not there.
Did they change the armor enchantment look?
you can see that it was updated uhm, 2 yrs ago
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my message is totally getting pushed up so like heyy!!! anyone who knows!!! don't ignore this!!!, pleasee,,
So the issue is that your character is pitch black?
appreciate it 👍
apparently i was just messing around abit n it fixed itself
STILL, I DO WANT TO KNOW!!
what caused this
so i can avoid it in the future
Well for every change you make, check to see if something happened.
I still need help with this.
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
I would APPRECIATE a response
Can't you just change the image file size?
Nope
I dont mean items
Fonts, Unicodes
I called them "item" because "unicode" wasnt very clear
Dont worry, astolfo
@jolly finch
So you just want big font?
With custom size
So i can finalize my counter :)
.................
I need it for my tower defense
Well, I haven't really worked with fonts so I don't know.
Oh alright, sorry for bothering you
Maybe I did.
I know who you are~
i finally found a fellow weeb here
Even betterm Im a Depressive Weeb
omg saaame
:o
is it possible to edit the dropped item entity like any other entity?
if so, what should the .entity.json file be called?
#1067869022273667152 or #1067535608660107284
my particle keep disappear. anyone know why?
How long is the lifetime?
5 sec
Can I see the file?
How to make player.entity.json compatible with other packs
Is there a way to animate the bow and arrow of a skeleton without modifying its behavior?
or is there a way to detect when a skeleton is drawing a bow and shooting an arrow?
have you found a way to do it?
when an entity is not being rendered does it still play animation in the client side?
Pretty sure it is as long as the entity is on camera. It's just not rendered. Eg; animation controllers on the bp side work to run commands even if there is nothing visually to render on the entity. My assumption would be that the rp side is the same.
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.
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
}
}
}
}
}```
is there a molang to check what effects are in an entity?
how to make player.entity.json compatible with other packs like JavaAnims 1.7
Merge them
Both entity file
how does entity culling works
when it touches the block below does the texture also glitch?
What does tise error mean with my resource pack
[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
Nvm I figured it out
[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.
How do I call q.is_item_name_any with a specific entity?
And if impossible, what is the alternative
It occurs because the player.entity.json is also read in the context of ui and paperdoll players. You can solve it with this expression: !q.is_in_ui && !v.is_paperdoll ? query.is_item_name_any('slot.weapon.mainhand','tst:sniper')...
Can anyone skilled in stencils answer this question?
https://discord.com/channels/523663022053392405/1401457453820018689
Oh thanks
How is your client entity file?
Is there any content log warning?
no log
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
Animations are correctly set. Now update the "animate" array inside "scripts". Only "drive_controller" should go there
Well, this way the wheels are always idle.
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
Like q.modified_move_speed
ok
Sorry to interrupt you man, but rq it tells me that v.is_paperdoll doesn’t exist
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
Ohh, maybe it's q.is_paperdoll then
I will try it
The name of the drive_controller reference should be exactly the name in the json. It's now controller.animation.bus_7.new
thank you
Obs: searched in the server, and everyone uses v.is_paperdoll
#add-ons message
That's weird
Not at all
Huh?, Maybe it’s an another thing that causing this?
I need help why is my flashlight item model not working?
I am holding it in hand, But the model doesn't show
I have a lot of errors
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
Nvm, I made a typo
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
Had a feeling, but either way I just thought it would be best if you knew what I was intended on doing
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?
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
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?
Is there a way i can make my own custom look at target animation?
im trying to have some bones not show up during the idle animation
but the default look at target animation makes it flicker
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 ?
Any opinions on this custom sound i made for the copper chest?
the sound at the end sounds wooden still
maybe make it like a metal on metal clanking?
like a Ding!
just my opinion of course
I'd assume (and would probably do this if in the situation when) they would copy the geometry of the entity into the same project, assuming that blockbench is being used, and then animate both separate models accordingly
If you haven't figured this out yet, the look at target animation is just the head rotation x-axis set to query.target_x_rotation and y-axis set to query.target_y_rotation
So yes you can
I added a little clank but it's not that noticeable
Is it possible to have multiple chest screens or something similar?
maybe add something that resembles echoes or vibration effects since copper is well, copper
I need help
Why is my particle not working??
I dont understand it kept saying reference particle does not exist when i dont get any warning after all
Hi, How can I make a roar particle? A bit like white sonic boom particle.. I'm lost in snowstorm not having any idea.
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
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
Any attachable documentations or guide?
these all give u some info on attachbles
How do I make the particles in the video not follow my viewpoint?
how can i make the eyes of mob into an image like this? is there a tutorial or demo i can learn from?
you might not have noticed that their eyes have a glow
they are not just the two pixels where the eyes are glowing
they should have utilized materials and shader
Ty
well if vv is on u can just use mers textures...
vv? mers.texture? whats these
No.
Yes. Actions & Stuff does it for example. You can fake bloom with additive particles or camera facing billboard entity elements
action && stuff are encrypted, i can't learn😭
action && stuff is indeed an extremely, extremely, extremely excellent work
You don't need to decrypt anything, you can learn it by yourself or ask here.
how should i learn, i don't understand what's going on, is there a demo
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
Ohh, I always wondered, How could actions and stuff do that.. didn't think about additive particles, cool idea.
Is client based rendering for particles/entities only accessible for servers?
No. You can use player.SpawnParticle and use setPropertyOverride
True, I was mainly looking for entity only rendering on client side but mentioned particles as a last resort
anyone know why I cannot hide head by
"part_visibility": [
{ "*": false },
{ "head": false },
],
either *, and head doesnt work, which makes no sense
Guess I'll look into it
is this channel even right to ask about such stuff? idk about #1067869022273667152
Are you also hiding the second head layer?
The inside and outside
wait a sec
Forgot what it's called
But the layer people usually put hair texturing and eyebrows on etc
no there is no layer thing related to player head in files
also
its either visible from inside
like its shame
I remember some versions ago this wasnt any problem
try setting "hat" to false?
its also false
weird, I don't have this issue with my stuff
last resort just give them a texture array and change it to an invisible texture 😭
I cannot really
alright its probably for some reason hardcoded
but why
???????????????????????????????
there is no spectator render controller and its still applies this effect
I guess its classic move from mojang
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
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
Make a red fog particle thingy and then spawn it at the moon location :)
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?
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"
}
particles get affected by fog though don't they?
how to make a material like the right side?
bedrock materials are very powerful imo
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"
}
}
}
theres a channel specifically for #1067869374410657962
I need help iv been looking through a pack trying to change that animations are turned off but I can't find it
What Does this mean?
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?
Yeah add-ons can't overwrite js scripts of each other. Also, resource packs can't have JavaScript files, these go into behavior packs
huh... odd, the addon im using has it stored in the RP? it does have both RP and BP though
also 🙁
Probably a mistake or a method of obfuscation - adding useless files to make it harder to figure out how the add-on works
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.
main.js in a resource pack?
yeah not sure why?
What's the add-on?
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
any ideas to fix the spacing between characters?
What pack is this? Maybe I want to test it
Is mine, you can found on my linktree
But this you can't, this is my personal skins
whats the absolute max amount of glyphs a pack can utilize?
65536 if include all unicode characters
or 4096 if only colorizable glyphs (0xE000 -> 0xEFFF, or Private Use Area)
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
You are meant to make them from scratch
Snowstorm helps you in making them, from scratch
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
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
ook
thanks
No problem
Is there a way to use svg files instead of png's for glyph files?
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
Blockbench supports PBR creation
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?
im looking for something or a pack to just make toggling graphics easier and quicker
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..,,,
anyone got good deferred packs?
it is possible to use RGB to color a texture?
Is there an efficient way to replace the Minecraft fonts?
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?
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/
@devout tartan
thanks
https://github.com/Mojang/bedrock-samples/releases/tag/v1.21.100.6
Ahh I see.
Here is where I get stuck becuase I am not sure what these "source code" zip files mean
alright. thanks again
I use Paint.net with transparency plugin just like in this video - https://www.youtube.com/watch?v=MV_Pitb7G1U
Today, I give a tutorial on how to deal with TGA, or Targa textures when making resource packs. Enjoy!
Plugin Pack: https://forums.getpaint.net/topic/113220-boltbaits-plugin-pack-for-pdn-v41-and-beyond-updated-december-1-2018/
Playlist: https://www.youtube.com/playlist?list=PLwnviK9sp0sf3XKyLYvav-s9xwEodvJzf
YouTube: https://www.youtube.com/A...
is this something possible in game? (blending a texture on top of another)
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
does anyone have the list of minecraft vanilla items
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
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
uv_anim in RC is the only way to control UV, but you can control UV size from there just fine
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
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
"texture_width": 1,
"texture_height": 1,
"visible_bounds_width": 2,
"visible_bounds_height": 3.5,
"visible_bounds_offset": [0, 1.25, 0]
like this?
Yes
But you also need to change your existing geo UV, if you're changing texture size
So you don't set per bone UVs in the geometry?
no
well, this is weird
setting it to 1 scale the texture
setting it to 100 scale the texture
setting it to 32 scale the texture make it almost right
uh... nvm
Is it now possible to have biome dependant textures/models without experimental or behavior pack?
thanks
In latest preview it is, although it's currently still experimental but it will be released out of it at some point
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?
Does anyone know how to make variated texture of sunflower back?
Math.min and Math.max dont work on molang resource?
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)))"
]
},
It should work. Are you sure the parenthesis and args are correct.
Yeah
I'm trying to stop the frequency from getting too fast
But it stays
Sounds like you want to clamp the values?
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
How strange, the same animation and variables are faster on the player, but on the NPC they are more controlled
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?
that doesnt help actually, but thanks
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
Is there a good way to attach rightItem and leftItem to a custom player model?
the game has a texture limit, I think this happens when it starts to reach that, there's a setting that disables it
It doesn’t happen for me for example, only happens to certain people
It is RP/textures/ui/toolbar_background.png. I'm not sure if it used anywhere else in the ui files.
You could create a new texture just in case. The path to change is in RP/ui/inventory_screen.json:
"toolbar_background": {
"type": "image",
"texture": "textures/ui/toolbar_background"
}
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
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)
yes, I found it like 3 days ago maybe
but thanks anyway
It happens on server join
so even if your game has been on for 5 min it’ll happen once the pack is loaded
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
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
guys i cannot find the cocoa beans or mushroom items textures no matter how hard i try
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
is there a list of which elements of a rp should be namespaced by folder? (best practices and stuff)
Does referencing default sounds in sound effects section of animations not work?
pretty sure you can't, it automatically get rendered by the game
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?
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!
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
}
}
}
Make an attachable and resize the geometry of the item to make it smaller
Then animate it to reposition it in roughly the original position of the item
Is it possible to make particles spawn only in still water. I can only seem to make it appear in flowing.
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
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
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...
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?
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
Is it possible to set glyph E1 size to 1024x1024 or even bigger?
and not affecting the uv position inside?
Why is my render controller armor that works like the creeper's charged one not rendering in first person on my attachable equipment?
anyone?
Armor doesnt render in first person. You'll need to modify player.entity.json to use an alternate render controller in first person if theyre wearing your armor
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?
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
I dont think anyone is here
Can I change the texture of a item stack when it has a specific name?
There's some texture atlas documentation here https://wiki.bedrock.dev/concepts/texture-atlases
Giving a texture atlas entry multiple texture paths isn't very well supported since only spawn_egg in client entities has a texture_index parameter
i just realised you were the only person that contributed to that page, so thanks again
how do i detect vibrant visuals using render controllers?
Use the graphics mode query.
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?
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
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
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
merge all model jsons into 1 json and all animations into 1 animation
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
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.
Multiple settings like label, input and toggle in manifest v2 isn't working anymore?
Custom UI for blocks not working in pocket ui profile?
How do I change the font in Minecraft?
I would like to add some characters.
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
what's the diffrence b/w v1 and v2 cow textures
v2 is smoother and is for the model with the 3d snout
v1 is only used for old base game versions
Thx
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
That's for servers only.
ok.... how do you enable that?
thanks for the help....
how do i make glowing texture like firefly bush
Set material as emissive_alphatest and set texture opacity at around 10-20
where
In your entities client file in resource pack
Wait lemme check
It is a different texture
Firefly_bush_firefly.png
Inside blocks textures
it glows without VV
Cause its done with materials
Emissive materials glow irrespective of light levels
For example check this out
I made player skin glow
By changing its material
so that texture is special ?
Yup that texture has emissive material
Yup
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?
You want an entity like sign board??
can we do that for other blocks ?
for custom blocks? not yet.
no for default
Is that not what the new emissive stuff is?
it was changed to "shaded" and iirc it did not do this
like, giving us the ability the make specific pixels on the texture to glow like with entity materials.
no, shaded seems to just be a weird shortcut for disabling face_dimming and ambient_occlusion
i’m already trying to make but im curious about how to make the new spawned particle orbit move along the surface
Is there any good tutorials on making textures for Vibrant Visuals? I want to add depth to my textures and glowing parts.
Check #1182087588555792395 , there should be a post with all the resources.
Thanks, I'll take a look
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
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. 💖
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.
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.
And you're sure you spelled the folder right? Can you access it when creating a world? Which example pack are you referring to?
I’m currently at work so I won’t be able to answer all those questions right away but I will get back to you. I might just start over on my pack and follow a tutorial so I’m doing things the right way. 😂😭
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.
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.
I would actually also look at
https://wiki.bedrock.dev/guide/project-setup
For a different approach in case MS doesnt make sense.
Thank you! 💖
could anyone help me with binding model to player? ( without wearing an armor )
How to reload textures without re-joining the worldd
The /reload all command is pretty much your only option to reloading the resource pack
does anyone know how to change the mapColor of a vanilla block
is there any reason why my vibrant visuals gets disabled when loading into one of my worlds?
Did you use an image editor/art application that allows you to draw “transparent” pixels? That’s the only thing I can think of but I am still new to all this.
Um I'm aware of that ofcourse, but the "wolf" material itself doesn't support transparency
Oh, I’m sorry. I feel silly 😣
Is there a pack that makes the third option here always selected? (Hides the recipe panel on left by default)
Have the locators stopped working?
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.
You probably want to use parametric motion (component "minecraft:particle_motion_parametric"). You can define the direct offset of a particle relative to the emitter, and it accepts Molang as well.
Arbitrary orbits are tricky to define parametrically, though.
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?
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.
Locators haven't worked in attachables for a long time
But I'm using player.client.
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.
Oh, couldn't tell
Glad you found out what the problem was
is there anything that can be done to fix this issue?
Question, why is snapping on 12 and anim time update of 2 make the animation start on 2 seconds?
which one here?
yes.
isn't raytraced different from vibrant visuals? from the settings atleast
yes
so how would i detect vibrant visuals?
deferred.
hmm okay
vibrant visuals is just the official name
how can I make a texture on a mob that fades in and out smoothly, like the sparkles on the warden
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.)
can you not have a blocks.json in each subpack?
[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?
nevermind, figured it out.
Anyone know where I can find a complete list of all Minecraft Bedrock's Vanilla Material Ids? Like this but updated?
You can check the vanilla files.
there is no materials folder here https://github.com/ZtechNetwork/MCBVanillaResourcePack ?
I don't use that so I don't know.
where would I find it?
Either use BDS or check your internal files.
whats the path to the internal files?
Are you on Windows GDK?
yeah I found it: C:\XboxGames\Minecraft for Windows\Content\data
I'm really struggling with armor models. The 8x8 pixel helmet is bigger than the 8x8 pixel player head in vanilla...
Is the item frame's frame really hardcoded to birch_planks?
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?
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
I reckon then, pass Entity B xyz into Entity A which dictates the start position and have the particle's end position be Entity A's locators?
In this scenario then, paritcle owuld be emitted client side via the animation stuff rather server .spawnParticle right?
You'd still have to calculate position of A locator in world coordinates, in order to know where the entity B's position is relative to A's locator
As you can't draw a line from a locator to world position, without knowing world position of the locator
Huh, does spawn particle not do it relative to where it spawns? Because I can take a world xyz and use Entity A's https://bedrock.dev/docs/stable/Molang#query.position
q.position would return position of the entity, not locator
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
most client side entity queries don't work in particles so it wouldn't be surprising
Correct me if I'm wrong, but if a particle is spawned by Entity A can it not read the variables defined in Entity A?
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
@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"
There is a queryable_geometry field in the client entity file where u need to put the short name of your geometry iirc
I found another solution using https://discord.com/channels/523663022053392405/1374919410979962941
Now if only the locator ones worked.
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?
Does anyone know if it's possible to set pbr textures for block texture variations?
No
how can i add animation
if i made a animation in blockbench what should I do with the animation?
Is there a way to makee a spawn particle still appear from outside simulation distance?
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
Wait a second is that Minecraft bedrock on Mac?
Yes
How?
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
It basically runs x86_64 android builds of bedrock which means you must own the game on play store
Oh
But it’s still cool
I don’t have it on google play store
I have it on App Store
You can run ios apps on your M series mac through compat layer
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!!
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
how to make particle glow in vv?
Anyone wanna conbain theses 2 texture packs for me? I'll pay
which one
It's 2 of the same but its messing stuff from both
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
Is there a way to only render an attachable when it is equipped? Not held but is in head slot
Custom armor
https://wiki.bedrock.dev/items/custom-armor
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
Well, this thing suits my usecase and I'm too lazy to edit 20 attachable. But ty for your help
If you inflate the cubes/make the model proportionately larger, then it fits on top of the second layer and is visible
Well if it doesn't work, depending on how many models there are, this may not be too difficult
Glad to have helped either way
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
Lol
An MER texture and texture set like with all vibrant visuals content
Do you know a solution to attachables having different position on different platforms btw?
_ _
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
Somebody has reported a similar issue with my eating animations pack and I still haven't found a solution after a year of research. Shame bedrock edition is that broken
Personally, I don't think of that as a fault of bedrock being that broken, but that's just me
Attachables are broken in general
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
I wouldn't be surprised if it knew what at least 2 were/could be
whats that?
- Different pos on windows/android
- Attachables overwrite client entities
- Flat texture models don't have enchanted glint even if forcefully applied
Are the ones I remember. But I'm sure there were 5
https://learn.microsoft.com/en-us/minecraft/creator/documents/vibrantvisuals/useblockbenchtocreatemodelswithtextures?view=minecraft-bedrock-stable#add-a-mer-texture-to-your-panda
https://learn.microsoft.com/en-us/minecraft/creator/documents/vibrantvisuals/introvibrantvisuals?view=minecraft-bedrock-stable
I believe these resources have information or link to information that you currently need
Give them a look and get back to me with anymore information you need
Damn, mojira search is so useful
OH I see thanks
None of those were what I was thinking of 🤷♂️
- Attachables can't access all of the things render controllers can do
- and locators
Absolutely no problem
The overwrite thingie is extremely annoying
but does it really work for particles? bc you dont use bb
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
While particle textures aren't made in the conventional sense on blockbench, I can guarantee that it does work
but why does the flame particle glow on vv
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
oh thats sad, thank you anyway
What's wrong?
They are unfathomablely annoying to deal with 😔
no
Just create a splashes.json file in the root of your resource pack. Setting canMerge to true will combine both vanilla splashes and your custom ones while setting it to false will only use your own.
{
"canMerge": true,
"splashes": [
"my custom splash text",
"and my second custom splash text!",
"§4red §rand §agreen §rsplash text",
"§l§kblablabla"
]
}```
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
istg i searched it up n it only showed particle n allat, tysm!!
Don’t know if this is the right place to ask. Are there any biome resource packs that have similar biome generations like terralith?
You must be new
A resource pack has 0 capabilities to alter terrain because that is a behavioural creation
A resource pack makes things visually different through things like shaders, animations, particles, textures, 3D items and more
If you want to change the terrain, then that would require a behaviour pack
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?
Yes I’m new. Either way is there a behavior pack like tetralogy?
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.
Fair enough.. quite the silly error
(Forgive my misunderstanding if I have incorrectly perceived your statement) If you mean where pack settings are different in global resources from in resource packs in he world, then iirc global resources takes priority
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
Sorry. Guess I’m just the idiot asking for some help because I don’t know technical stuff. Also there was a typo in that. I’ll take my questions elsewhere. No need to reply. It will just be negative again
Guilt tripping goes brr
I mean, for example, you have a server with a resource pack installed that everyone needs to download (to join), but this resource pack has settings. Will it be possible to customize the settings for each client, or will they be the same for everyone?
(Sorry for the long reply)
All good
Ah, now I understand
Assuming that the server is a regular multiplayer world, I don't believe customising the settings for each individual client is possible
but if it's a BDS?
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
That is the only thing I'm not quite sure about, as I have 0 experience with the differences between the 2 types of servers
is there a way to change the attachable texture depending on color variant?
something like regular entities but with attachables
How can I change the background for everything to a single player? Like in the image.
Its just an entity
Or particles (probably an entity)
Is there a way to change the numbers in the EXP Bar?
Like 12 into something else?
Well what do you mean by the numbers in the EXP bar?
Like the number that says the amount of XP you have
Yes
The Nimber
Number*
i made an item
and the texture is 20x20
why does it look like this
looks alright in game
the item slot is 16×16 so the game has to shrink the texture to make it fit
also
dyk how to make items be in the players hand like a sword
and not like this
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?
Why not just give it a real name
And also don't do that
Do what
Just write in the actual file path of the particle textures in the particle.json file after you've made and downloaded it
And added it to the actual file the filepath represents
how do i make the sword be like equipped in the players hand like a sword?
also why does it look so masive
Any advice on that?
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
It is a part of ui so it might be worth asking there on how it works/if you want is possible
@jolly finch Sorry for ping randomly, but do you know anything about this?
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.
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!
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!
does anyone know what particle JSON tnt blocks use when they blow up?
is it possible to play multiple animations at once?
yes, with RP animation controllers, the animations will blend if they both try to move a bone
this is the explosion particle when a small amount of tnt blows
and this is the particle when you explode a lot of tnt
its seperated particles depending on amount of explosion
And to look for vanilla particles, Search in vanilla RP pack:
https://github.com/Mojang/bedrock-samples/tree/main/resource_pack/particles
tsym
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
Add a texture set json, and set metalness to max, that should make it pitch black
Got it @rocky light, thank you!
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.
i think my idea is not possible, so i think i'm fine with this now.
Hello, does anyone here know anything about flipbook textures?
One of those should work
"metalness_emissive_roughness_subsurface": [255, 0, 0, 0]
"metalness_emissive_roughness_subsurface": [255, 0, 255, 0]
"metalness_emissive_roughness_subsurface": [0, 255, 0, 0]
"metalness_emissive_roughness_subsurface": [0, 255, 255, 0]
I'll try these later, thank you! I tried messing with MER values using that format but without the last bit. What does that last bit does?
I'm very new to these kind of things
Last component (which I set to 0 everywhere in the samples above) is subsurface scattering, it's a relatively new addition to texture set format and it's explained here https://learn.microsoft.com/en-us/minecraft/creator/documents/vibrantvisuals/subsurfacescatteringcustomization
Try just pasting these in texture set json, as long as your main color texture is also pitch black, one of those should make it pitch black in-game, at least when it's above water
How does it look in fancy graphics btw, without VV? Just to understand the effect you're going for
{
"minecraft:bush": {
"blockshape": "fire"
}
}
Yall is this correct blocks.json molang?
Is there any way to enable vibrant visuals on encrypted packs?
I couldn't figured it out yet...
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
where could i edit glyphs
How can I prevent an entity model from disappearing when the collision is smaller and I don't see it directly?
- 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
is there a way to make a particle that's visible through walls?
Nope
Use an entity
how?
Make a material that can be seen through walls
Hive it to an entity
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
Is the block texture variation based on world coordinates or just weight based?
its based on coords
dirt and grass is anyway
Thanks
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
It's just pure black, but blends the color from the water's fog. So, it's something dark blue-ish.
I didn't quite understand, but do I mean, within the player_rendercontroller, do I have to change each "geometry": "Geometry.default" to "geometry": "Geometry.dafault_custom?" And within player.entity add a geometry called "default_custom": ""?
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
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.
min_engine_version 1.17.0 performs better than 1.21.120
when it comes to attachables
i cant seem to understand why
hey guys i just started
i read the introduction and copied the manifest
but the addon wont register in my minecraft
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
how do you stress test with it
how do I get vv water to work with a resource pack?
Wdym
Did you check out #1182087588555792395 ? The resources in there?
with 200 items
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
mojang added new variables to player.json in the latest update, those variables are referenced inside animations and animation controllers. Because you have an addon that edits player.json but doesn't have those variables, the animations and animation controllers are spitting out errors
I tried searching for this variable in player.json from bedrock samples but it's not their
for some reason, the samples doesn't have the latest player.json file, I'll grab it for you
oh thank you so much
THANK YOU!!
They partially do 🤣
variables but no pre_animation or initialize 😔
They have all the anims and acs 🤣
And it doesnt help that in the latest preview they modified the 1.21.130 player file and not the 26.0
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
are custom 'individual_event_sounds' events not allowed? i keep getting the 'not a valid LevelSoundEvent' error when adding my custom event
Correct.
i fr don't wanna make a new item model, anyone have any other ideas at all💔
"Make the atomic bomb"
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
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
yes im using player model
just player model
*Just blockbench player model
You need to use the real player model and edit the keyframes of the animation to correct the errors in how the animation looks
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/
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
transparent material for attachables broke??
it wont show the less transparent part only when moving down
does anyone know what the sound ID is for the crit sound from java that was added?
How to add 2 default textures to entity?
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?
is there any fix for this problem too it involves an addon


