#Resource Packs General
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Can u make it as resource pack?
Cant change default model, add another model and hide the default one
Does anyone know how to change the icon of an item using date? Like the bed item
Why does my font become small and like so when i use such characters?
this is how it looks in java
this is easier to see
any way to make it behave the same?
we need to wait for a fix.
a new version is comin 1.21.131 but im not sure is going to be fixed
hi bro
anyone have a guide how to create custom sound like custom music disk? ๐
mine errors with LevelSoundEvent error thingy
What's the error? What are you editing? We're gonna need more thna that.
Here's the error:
[Sound][error]-sounds.json | individual_event_sounds | events | mob.bass.0 | Event name 'mob.bass.0' is not a valid LevelSoundEvent
Here's my current sounds.json:
{
"individual_event_sounds" : {
"events" : {
"mob.bass.0" : {
"sound" : "mob.bass.0",
"volume" : 16.0,
"pitch" : 1.0
}
}
}
}
sound_definitions.json:
{
"mob.bass.0": {
"category" : "record",
"max_distance" : 256.0,
"min_distance" : null,
"sounds" : [ "sounds/item/copper/bass0" ]
}
}
my custom sound file is placed like this: RP\sounds\item\copper\base0.ogg
Yeah you can't add new individual event sounds
so, where should i place it?
What are you trying to do?
If you're trying to add a new disc without a BP it's not possible.
i am trying to create a custom horn sound
You can't add new ones, you can only override.
ohh, that sucks.. But is it possible to add new custom sound (not entity) at all or it's just possible with entity sounds?
nvm it's okay now, so i can't put custom sounds in sounds.json, but i can put new ones in the sound_definitions.json, which i just played it in my script.
That's all i wanted. Thanks for the help @gentle field , really appreciate it
Good day guys i was wondering why my vibrant visuals get disabled when i put my addon in a minecraft world?
"capabilities": [
"pbr"
]
add this to your manifest
in only in resourcepack manifest? or in both?
i did that but still dont let me activate is like my addon disable pbr
idk why
Too vague, needs more context
Missing textures appear without a content log frequently, so you need to give is more info
Do the names of the defined texture and actual texture match
they do match
it was working as intended before
I think only rp
๐คทโโ๏ธ
if i want to add a custom idle animations, should i just replace a built in animation from the base or just add a new one?
i forgot to mention the player ๐
a custom idle animation for the player
replace or add a new one?
i also wanted to ask if how to overwrite other first person animations from other packs, i currently included prizma shader which has custom animations includin a custom first person animation, but it conflicted with my pack
i tried adding actions and stuff as priority. actions and stuff overwritten the first person of prizma shader but when i tried prioritizing my pack, it didnt do anything, maybe because i havent messed around the player.json(or other player files) file. I wanted to ask if what specific line should i modify so my pack can overwrite other first person packs when it becomes priority
i was actually wearing a custom shield at the prizma shader picture, but its gone ๐ฅฒ
i do it but still dont work
yeah I know
I dont have anymore suggestions.
how i render a particle really far?
particles already render far
are you able to add custom equip sounds for custom armor that isn't just the generic one (like make a custom item sound like netherite when equipped)? Unsure if there is a built-in way to do this or if it's only through scripts
no
๐
Anyone help pls
Context.is_first_person doesn't exist in the context your using here (you see what I did there ๐)
Terrible jokes aside, it only exists within an attachable and this is a player.entity.json file
truly a comedic genius
๐
ahh i see i see, thanks :D
What you need is either query.is_first_person or variable.is_first_person
You'll have to figure out which of them is the one that works right now, but I think it is the variable
lightning how do i use these variable.(something)?
I think you just have to use it lol
Just replace variable instead of query in query.is_first_person
Mine worked
Someone should pin this or put it as a resource, A lot of people is refereing to this message. Bedrock-samples Doesn't have latest player client file, Not documenting it is making beginners suffer why are they getting errors for using the old client player file. Hope someone understands it <@&1065713026369593434>
looking for anyone who could help me with using locator
Put a locator in the geometry of an entity and list that locator in the animation as the one to be used, for the entity in question, then put it in the game
What's the problem
These can either be used like queries regularly are as RallenScallar said
An example:
"animate": [
{
"anim_name": "variable.is_first_person"
}
]```
They can also be used in many different contexts like this
```"variable.is_first_person ? 15 : 90"```
Whereby if the player is in first person the value given will be 15 and if the player is not in first person, the value given will be 90
Hsllo guys
Hello
Wrong format
Here's an example of how it should be done
query.equipped_item_all_tag('slot.weapon.mainhand','orion_voltaic')
You've done it like is_item_any
Which is query.is_item_name_any('slot.weapon.mainhand', 0, 'item:name')
Ooo thanks :D
No problem
Does we still need entities to have a runtime identifier of a warden just to use the rgb values in the render controller?
Not as far as I know.
That's a bit unfortunate. I wonder why thar functionality has to be tied to a warden. Why not have it tied to a particular material setup?
You misunderstood me. As far as I know you no longer need the runtime.
Wait seriously? That explains what I saw in the showcase of the new settings options. That's genuinely awesome!
Which means I get to do more tests on customization possibilities
Could you link the showcase?
Here. I don't mean the showcase here though, I meant the developers showing the custom settings capabilities. At 1:50, https://learn.microsoft.com/en-us/minecraft/creator/documents/update1.21.130?view=minecraft-bedrock-stable
I noticed they were casually changing the colors of the mob with the render controller and custom settings.
Ah, that's just overlay_color. I thought you were talking about color field, which is still tied to runtime Id of players and warden
The colors are actually changing via a texture btw, not via overlay color
Oh. I didn't realize the different textures and overlay. So then what does color_overlay do versus color?
Iirc color is multiplicative and also affects alpha, overlay color is blended on top of texture color and doesn't affect alpha
Interesting. Though, for color, SmokeyStack said you no longer need the runtime.
Can you confirm? It used to only work on certain entities like warden, player and maybe some others
charging cable
How did Actions and Stuff made a permanent cold variant with no behavior pack included?
How do I add the more than custom blurs similar to the pumpkin blur?
Other words, more custom overlays than what Minecraft Has
Yo what is with UI texture files for Minecraft Bedrock Edition. They are horrible. You can't even tell what is what exactly. Esspecially for the inventory and other GUI's.
I wish there was a website or some tool to make that easier.
there's no way to access the position of a locator right?
Yes, there isn't
is there any good documentation on what each blockshape actually looks like?
why does my /reload all break the texture pack every time ๐ฅ
It's a bug. Fixed in 26.0
Is it possible to scale only some specific bone of an entity? And not the whole?
What do you mean?
If they are in separate bones then they can separately have an animation scale the separate bones
I figured it out earlier, thanks for responding still. Really appreciate it!
Despite my lack of being able to help, it's no problem ๐
guys how do i do a backflip
How do i replace the music in minecraft? I wanna add custom background music to the menu and the main game but idk where to edit the file paths
Irl or in minecraft
irl
In case anyone's curious, +-0.999 Y coordinate from normalized custom_direction seems to be the exact threshold when particles using direction_z flip direction and snap to horizontal plane #old-particles message
So the game has some kind of check along the lines:
if (abs(normalize(custom_direction).y) > 0.999) {
// Snap particle to horizontal plane
} else {
// Do proper custom_direction calculations
}```
CC: @frank escarp not sure if u ever figured out the exact value that makes sense, but here it is.
First I brute forced threshold angle up to the point when molang started having precision issues, and it ended up being 2.562504 deg, then taking the cosine produces Y component of 0.999000042... so it appears that 0.999 is the exact threshold
does nineslice work on particles?
Please reword the question so we can understand you and your problem better and figure out a solution
I don't know what Format Version to put in Minecraft 1.26.0 Preview.
I don't know what number to enter for Format Version.
1.26.0
Does this mean theres none? :(
Ik theyre deprecated but theyre the only option
Theyre mostly self explanatory no?
Yeah but some are kinda obscure like tree, is that the saplings model? Why not just have cross? Same with terracotta why does that exist? Does it have some unique property? Also some things like how different faces map to elements, cause ive seen people use flowering_azalea to make like 3d mushrooms and saplings with very different shapes with the same model.
Also things like how different blockshapes work with block rotation methods
I just ask cause i have a difficult time testing packs myself so reading existing documentation is much more convenient
One thing that im particularly interested in is remaking something like https://modrinth.com/resourcepack/square-grass cause i actually really like the look, so i tested both rows and seagrass but neither of them seemed to like being tinted (may be on me idk) and also had weird culling when i tried giving the shape to the short grass
I should also test doublesided_rows to see what it does
Why did they have to make mobile UI so clunky? The elipses for the inventory is 2 textures..
Hello, i have a question, let's say i have this entity which is a block or something cube. It has a collision box in the behavior pack, and i want it so that i don't have to change the size of that entity in the models in the resource pack.
I am using this entity for debugging like invisible entities, if where are they located.
Or are there a better way to get the collision boxes of an invisible entity in scriptint now?
"bucket": {
"textures": [
"textures/items/bucket_empty",
"textures/items/bucket_milk",
"textures/items/bucket_water",
"textures/items/bucket_lava",
"textures/items/bucket_cod",
"textures/items/bucket_salmon",
"textures/items/bucket_tropical",
"textures/items/bucket_pufferfish",
"textures/items/bucket_powder_snow",
"textures/items/bucket_axolotl",
"textures/items/bucket_tadpole"
]
},
How can I take the milk bucket texture from this list?
bucket.milk?
there is no way to specify the index to use outside of spawn_egg in client entity definitions
you have to make your own item atlas entry
how does it minecraft then?
or is it hard coded?
buckets are hardcoded
I think there used to be a texture index parameter in the icon component but they removed it
ah sh*t thanks
{
"format_version": "1.19.0",
"animation_controllers": {
"controller.animation.boss.main": {
"initial_state": "idle",
"states": {
"idle": {
"animations": ["idle"],
"transitions": [
{"walking": "q.ground_speed > 1.0"}
],
"blend_transition": 0.2
},
"walking": {
"animations": ["walk"],
"transitions": [
{"idle": "q.ground_speed < 0.5"}
],
"blend_transition": 0.2
},
"Attack": {
"animations": ["hit"]
}
}
}
}
}```
any reason for this?
all my animations play but only when it first spawns in
Hey guys, is it just my impression or do the item_display_transforms values for blocks never go below 1? I'm trying to make a smaller icon but it's not working.
By default fit_to_frame is true in gui, you have to set it to false to translate and scale the icon
Oh right, I forgot about that.
How do I render the marketplace skin on my player, even if I'm modifying the player.entity file? I'm trying and not succeeding.
{
"materials": {
"version": "1.0.0",
"custom_animated:entity": {
"+defines": [
"USE_UV_ANIM",
"ALPHA_TEST"
]
}
}
}```
Does anyone know why the transparency on my custom material isn't working? It shows a black background
Is it possible to get the 3D item texture of a block from blockbench?
Like as png or smth
Cuz when i use display > screenshot model, it shows big in-game
Do you have the min_engine_version set to 1.13.0?
It took me a while to figure this out, but I've solved the problem now, thank you very much.
I never understood what min_engine_version is for; I'm sure Mojang only added it because of the action stuff, because I had done it before and it didn't work.
howdy, does anyone know how fogs work?
Guys, what should I do if my set of resources disables Vibrant Visuals?
To make your pack compatible with Vibrant Visuals, your manifest.json has to have:
min_engine_version: [1, 21, 120] or highercapabilities: "pbr"
I have it all, but again it doesn't work
What's your manifest.
{
"format_version": 2,
"header": {
"name": "Spanish Delight Bedrock",
"description": "Port made by Maxis-Shellgryphon",
"uuid":"f5cb54b3-c879-47f5-958d-22379fb210aa",
"pack_scope": "world",
"version": [ 26, 0, 2 ],
"min_engine_version": [ 1, 21, 130 ],
"capabilities": [ "pbr" ]
},
"modules": [
{
"type": "resources",
"description": "",
"uuid": "a2c62d3b-e838-488f-8e80-64eae318d424",
"version": [ 1, 0, 0 ]
}
],
"metadata": {
"authors": [ "Maxis" ]
}
}
After "format_version"? Did I understand you correctly?
Yeah,
Ok. I'm going to try it now.
Thank you so much! God bless you!
Hey guys does one of u have fast xp like fast xp throw to mend armor on mid-fights
Anyone know what those strange buttons do? At first I though its the main menu ones but it didn't change anything here
Minecraft doesn't use that file any more, it shouldn't be in your resource pack or you'll probably have to deal with weird backwards compatibility stuff
Oh I didnโt knew that I just thought they use that since this textures from recent release
Does anyone please know how to fix this? When I change the size of my skin, my character keeps changing the position of my animation, and thereโs no way for me to remove this.
@stable spruce Can you help?
Well if its attachable then its bc it is attached to head bone
Does anyone know how to fix this entity texture issue?
I think the texture error is happening because the original image wasn't oriented like a Minecraft texture, for example a Minecraft skin texture is oriented in a specific way
This is how I used the image as a texture in block bench
If this is the issue then do tell me how I can fix it if not then...I am screwed
My strong reccomendation would be to try doing it without MAM
I tried it with entity wizard and that gave me just a 1x1 cube
Well, you probably didn't actually add the file then
When entity wizard creates an entity, it doesn't actually create a file with the entity geo and texture in it, because it gives you the addon file before you make the geo and texture
You are meant to manually replace it
But I was saying to make it yourself
Instead of just relying on generative resources, you could try building the addon from scratch
Alright tried entity wizard again this time the model was Instact instead of a 1x1 cube but the same texture issue occurs again, now all I am doing is applying a PNG image as a texture for a 3d rectangle so why is this happening?
Show what's in the entity file
Should I give you the addon all together so you can check where the issue is?
It's probably not anywhere else besides the entity's texture's name
The only information I need is the texture name and the entity file's contents
What are your content logs?
This is all I could get.
[Json][inform]-minecraft:zombie | minecraft:behavior.nearest_attackable_target | minecraft:zombie | For entity zombie, "attack_interval" is disabled (max <= 0); goal will fall back to "scan_interval" (ticks).
[Texture][inform]-TextureSet (textures/items/copper_golem) | Specified image could not be found
hey do anyone here knows how to add 3D model blocks and items in a minecraft bedrock resourcepack
is that I am trying to convert a java pack I made that has many 3D blocks and items to bedrock but I can't really understand where I should put them in the resourcepack since I have never made a bedrock resourcepack before
Is there a resource pack that removes npc dialogue
I think you can convert files via Blockbench
yeah but where do I put the models?
I don't know the bedrock structure
there's no models folder in my pack
in java it's very easy and I have been doing it for 8 years at least
but I have never done it for bedrock and I can't find any good tutorials on it
This channel might have thing you looking for https://youtube.com/@minecraftcreatorchannel?si=dZyC7S8coNDxuKDi
I will take a look thanks
This wiki will help too https://wiki.bedrock.dev/concepts/subpacks
Is there a way to get rid of beacon beams through a RP, Iโve talked to some people about it and they had issues with it before
Bedrock doesn't have a system for custom block models for blocks in the vanilla game, items can be made into attachables which can use 3d models, but it only works when the item is in the hand
Bedrock is much better when it comes to entities in resource packs
https://wiki.bedrock.dev/blocks/block-shapes this deprecated system is as far as you'll get with just a resource pack
I have a question
if we're to just put the model of a nunchuck item in like the rightitem folder in the player model, and i was to animate it like that
If I then used the /playanimation command in game
Would it animate the player and they item?
Or
Just the player?
Probably just make the texture invisible ๐คทโโ๏ธ
Both
That's how matching bone names work, and its why armor gets animated when the player is animated
In that case...the wing thing i wanna do is possible then
If i were to do this for an armor with wings, it should work then right?
This would work
Greattttttt ill try both of them (will go with what works first)
Thanks for your time ๐
No problem ๐
Yeah thanks lol thatโs what I thought, until I talked to that person who had issues and didnโt know if it was something else that was an issue
What are the file names of the gray part on textures/ui folder? can't seem to find them
Does anyone know how to dye items like leather armor?
So I'm trying to have multiple texture layers to make the appearance for a custom entity, as it has villager components and behaviours the minecraft:skin_id and minecraft:variant queries are already being used for the base skin color and biome clothing, so i tried using an integer randomizer that i found on this server for the other parts of the entity (math.random_integer(0, 4)) but what it does is cycle through the textures while on game and appears as flickering, what i need is a function that gives a single integer once or a way to randomize what texture from the array is taken, any help would be appreciated and thanks for taking the time to read my issue
The flickering happens because it reevaluates that every tick
The best you can do is initialize a variable to use for the hair, unfortunately this will be recalculated every time the client reloads so logging out and back in will change the variant
*this is the best option I know of
and how can i create a persistent variable? do i need a behaviour pack for that?
normally i see people use the minecraft:variable for that on behaviour packs and randomize it on the entity's creation, but its already being used because of the villager biome and profession components, would it be possible to create another random variable on the entity creation? like the minecraft:skin_id?
that's ok, thanks for your help
You could make a property
how can i do that?
Behavior pack
Rq for the client side variable I mentioned you need to initialize a variable with molang like "variable.hair_type = math.random_integer(0,4);"
https://github.com/Mojang/bedrock-samples/blob/main/resource_pack/entity/horse_v3.entity.json you can look at the vanilla horse, it also initializes a variable
thanks again, after creating the initialize property for the hair variable it tells me that it is not allowed for the entity, is that something that needs to be turned on? if thats so, how?
Hey, is it possible to make first person animations without animation controllers
Ive been thinking, since the player model in blockbench is slanted when doing first person, maybe there's a way to position it so you get first person animations
Yes
With a condition in the animation
Like this:
query.condition ? A : B
This tests if the condition is true, if it is then it does A if not it'll do B
These can just be numbers
hi, do anyone knows how to make realistic explosion smoke?
I need to use it to here:
....wait.....fr....
Would it be able to play 2 animations at once using /playanimation
And since one of the animations only plays in first personand the other only plays in third person because of my query.condition
Or
I want animations to only play when there's certain scoreboards happening
So like i could just input like c.is_first_person && q.is_using_item && q.scoreboard()
Yh I do
It would be able to play 2 different animations using playanimation
But query.scoreboard only works in behaviour packs
what particle plays when TNT explodes
Alright thanks
Something like minecraft:explosion_emitter
Is it possible to make the player's hand render while holding a certain item while keeping compatibility with packs like A&S?
I don't get it why does color overlay in entity renderer doesn't work in my entity... Even tho i've use creeper's material
"r": 1.0,
"g": 1.0,
"b": 1.0,
"a": 0.5
}```
any 1 know what query.foo dose?
Do we have any documentation for subtitles
"foo" and "bar" are example names for variables
they're used like "example" or "my_query"
query.foo doesn't actually exist
Ah thx usual type out the animation controllers though I'd try block bench for them and it auto filled idle and walk ground_speed , auto attack with foo
Yo guys I lowkey need help any of u can help me??
My status effect hud become invisible like when I log and join world or server it works in that specific server but if I join different server or world it just become invisible even though I don't use any invisible potion hud pack
Can anyone help me to fix it??
For some reason, I can't stack textures in render controller??
Does it require something? No right?
I only read one texture instead of stacking themmm
Is it possible to automatically press a button in a menu using a resource pack?
how do you make a particle or entity render trought blocks?
or more like, over blocks
Particles are impossible
For entities, a great example would be the entity outline material in #1072983602821861426
You could retool it to remove the glow if necessary and make it the main entity material
[Json][error]-entity/beam.entity.json | Material "beam_light" is referenced in file "entity/beam.entity.json" but not defined.
Wtf this mean? Its literlay used
"beam_light:entity_static": {
"+states": [ "InvertCulling", "EnableStencilTest", "DisableDepthWrite", "Blending" ],
"+defines": [ "USE_OVERLAY" ],
"-defines": [ "FANCY" ],
"frontFace": {
"stencilFunc": "NotEqual"
},
"backFace": {
"stencilFunc": "Equal"
},
"stencilRef": 2,
"stencilReadMark": 2
}
I used this and it worked this game is so random.
"outline:entity_static": {
"+states": [ "InvertCulling", "EnableStencilTest", "DisableDepthWrite", "Blending" ],
"+defines": [ "USE_OVERLAY" ],
"-defines": [ "FANCY" ],
"depthFunc": "Always",
"frontFace": {
"stencilFunc": "NotEqual"
},
"backFace": {
"stencilFunc": "Equal"
},
"stencilRef": 2,
"stencilReadMark": 2
},
but there is an issue. If I dont look at a specific point the entity doesnt glow
It's caused by per vertex interpolated fog. You can make the beam less tall, apply less fog but the best way might be to just add more geometry e.g. instead of it being a single cube, split it into 10 or 100 smaller cubes stacked one on top of each other
is there easing in blockbench?
Ill try thanks
What does this specific type of file do? britishshorthair_baby.texture_set.json
{ "format_version": "1.26.10", "minecraft:texture_set": { "color": "britishshorthair_baby", "metalness_emissive_roughness_subsurface": "britishshorthair_baby_mers" } }
Everytime I trying to add it to my pack its just keeps breaking my cat texture
Adds the MER file for VV.
How do I hide an entity for certain people
nvm I figure it out. By setting the part visibility to false and then with setPropertyOverrideForEntity turned it for other player on
how do you get the game to load a custom material?
cant get it to load this
{
"materials": {
"version": "1.0.0",
"my_custom_xray:entity_alphatest": {
"+defines": [ "ALPHA_TEST" ],
"+states": [ "Blending" ],
"depthFunc": "Always"
}
}
}
i want to make an entity render over blocks
but i just wont recognie it
Try to Update your ressource pack . I has the same issue it say that the material doesnt exist I changed the Version of the rp and than it worked
Does anyone know why player.entity.json is broken in version 1.21.131? If someone has a working version of this file, please make it available
I hope this is the correct thread but is it possible to override vanilla fogs? Like I'm trying to add "weather" fog into the file and nothing shows up in game, so I just want to know if it's possible?
I think this has slowed down vfx progression for me a lot
I'd also like to know why it does work
Still not sure why this happens
I just add a "weather" entry inside of "distance"
Added it to client_biomes.json and still nothing๐ญ
It really made me waste a lot of time.
I managed to "fix" it, but it's not perfect, although it works as I wanted. The problem was some variables and pre-animations.
Y'all am I missing something
I've been at this for almost a day and still managed to figure out nothing
where is the part visibilty supposed to be?
hey, I wanna know if it's possible to do a chess-like pattern in grass, where some grass is darker and some lighter in that pattern
Not using resource packs, no. You'd have to make a custom grass with 2 states on teh server side, replace all grass blocks in world-gen using your grass, and have on-placement hooks to checkerboard the states.
is it possible to make an outline block thicker?
do i can add two render controls? like this?
{
"format_version": "1.8.0",
"minecraft:attachable": {
"description": {
"identifier": "item:custom",
"materials": {
"default": "entity_emissive_alpha",
"enchanted": "entity_emissive_alpha"
},
"textures": {
"default": "textures/default_prototype/p_omnitrix",
"enchanted": "textures/misc/enchanted_item_glint"
},
"geometry": {
"default": "geometry.ocp_omni_select"
},
"scripts": {
"parent_setup": "variable.helmet_layer_visible = 0.0;"
},
"render_controllers": [
"controller.render.armor",
"controller.render.custom"
]
}
}
}
Yep.
what makes models lag in player.entity.json
i have 20 different models under 100 KB and it creates lag spike
now when i have 20 models leading to the same model i have no lag spike
a different addon having more models than me has 0 lag spike and it had to do something with the model
Player.geometry not found?
how do i fix this?
there has to be an syntax error or missing geometry in files
is this normal?
Is there a way to change the color of Redstone dust in a resource pack?
Because I was trying and I can't find the overlay that controls the color
how can i make the player hold an item/have its arms in a specific way for a specific item, and make a custom swing animation for it
why isn't this animation being smoothed correctly?
this*3 + math.asin(0.5*q.property('bao_30k_bigchungus21220:dz')/(26/16))
Not entirely sure what you mean by smoothed, but this is not accumulated across frames - it resets in the beginning of each frame, and properties aren't smooth in general as they can only update as fast as the server can tick (so 20 times per second at most)
so i tried making a fully transparent beacon beam texture and it came out like this, any workarounds anyone knows of
Would it be possible to render two different models in an attachable item? I want to render two different models at the same time, where one of them will have a texture that changes according to the variant of the player holding it.
Is there any archive that explains about render controllers and their components???
What is confusing you?
I just want to learn a little more before taking the next steps.
You'll need to use render controllers to conditionally show the model, and in the render controller, you'll need conditions to control which texture displays (or you could make a render controller for each texture but its more long winded)
Have you seen the bedrock wiki page on them?
not yet
Something im struggling to figure out
Would you like a link to it?
https://wiki.bedrock.dev/entities/render-controllers
See what this shows you that you don't already know
Thanks man
No problem
uhh one question;Is there an optional way to change the texture of a model using the event entity command?
You could use the event command to set a property value on the entity, or variant etc, and then that value will be tested in the entity resource file in a render controller
The render controller and property should be sufficient.
hmm..
{
"format_version": "1.20.60",
"minecraft:attachable": {
"description": {
"identifier": "tr:wild_chestplate",
"render_controllers": [
"controller.render.armor"
],
"materials": {
"default": "entity_alphatest",
"enchanted": "entity_alphatest_glint"
},
"textures": {
"default": "textures/entity/attachable/wild_chestplate",
"enchanted": "textures/misc/enchanted_item_glint",
"wild_trim": "textures/models/armor/wild",
"diamond_palette": "textures/trims/color_palettes/diamond_darker",
"iron_palette": "textures/trims/color_palettes/iron_darker"
},
"geometry": {
"default": "geometry.wild_chestplate"
}
}
}
}
why is this not working???
Is the layer missing?
Multiple render controls are allowed in a attachable?
Yes
is it possible to make gui/gui.png support a bigger texture size like 512x512
could someone check this
{
"format_version": "1.19.0",
"animation_controllers": {
"controller.animation.mahoraga.new": {
"initial_state": "idle",
"states": {
"idle": {
"animations": ["idle"],
"transitions": [
{ "attack": "variable.attack_time > 0.0" },
{ "walking": "query.ground_speed > 0.1" }
]
},
"walking": {
"animations": ["walk"],
"transitions": [
{ "attack": "variable.attack_time > 0.0" },
{ "idle": "query.ground_speed <= 0.1" }
]
},
"attack": {
"animations": ["attack"],
"on_entry": [
"variable.attack_time = 0.8;" // match animation length
],
"on_update": [
"variable.attack_time = max(variable.attack_time - query.delta_time, 0.0);"
],
"transitions": [
{ "idle": "variable.attack_time <= 0.0" }
]
}
}
}
}
}
how can i make a weapon 2 handed?
is it possible to change the geometry of a piece of armour with a trim?
.
how can i use the attachables for custom models?,when i try use my model it gets messed up on the player
why is this considered incomplete?
[Blocks][warning]-'cnr:geode_tiles' | Invalid or incomplete texture list.
it works so kinda odd
I've been trying so hard to fix this bug, my attack animation clips for a second after it attacks and I have tried so much to make it stop. could anyone help?
"initial_state": "holdflag",
"states": {
"holdflag": {
"animations": [
"holdflag"
],
"transitions": [
{
"aggressiveholdtransition": "q.is_sheared"
}
]
},
"aggressiveholdtransition": {
"animations": [
"aggressiveholdtransition"
],
"transitions": [
{
"aggressivehold": "q.all_animations_finished"
}
]
},
"aggressivehold": {
"animations": [
"aggressivehold"
],
"blend_transition": 0.2,
"transitions": [
{
"holdflag": "!q.is_sheared"
},
{
"meleeattack": "q.is_delayed_attacking"
}
]
},
"meleeattack": {
"animations": [
"meleeattack"
],
"on_exit": [
"query.is_delayed_attacking"
],
"transitions": [
{
"aggressivehold": "q.is_sheared && q.all_animations_finished"
}
]
}
}
}```
Hello. Does anyone here happen to know which material to use for both transparency support AND dyeable? Working on a skeleton tamed wolf texture.
overlay textures
is there any way to change a models texture(render controllers) by using items?
nvm i figured out
how do I use this animation now
its for an entity
do I need an animation controller
Would you like a link to a tutorial page or video
yes that would be great
https://youtu.be/5wq_mw5AzIM?si=nrrQGTwqkAvoQhJ1
https://www.blockbench.net/wiki/guides/bedrock-modeling#animations
In this tutorial i will show you how to create and add animations to your minecraft bedrock / PE entities usning two different aplications blockbench and brisge v2
Twitter: https://twitter.com/B0NY434445
Xbox Gamertag: B0NY434445
MCPEDL: https://mcpedl.com/user/b0ny434445/
================...
โฌ๏ธ
am i not able to modify the thrown trident client entity? 
i was making a pack where it turns the trident into the 2d item
This is probably an extemely frequently asked question but can i edit the death screen?
Specifically the red overlay?
You can I believe, it's right here https://github.com/Mojang/bedrock-samples/blob/main/resource_pack/entity/thrown_trident.entity.json
I pasted that file and tried modifying it
Nothing happened
What about overriding the default model via identifier?
That did change it, but in my case, I needed to modify the entity file itself :c
Ah
Is there a way to change the colour of redstone dust easily?
wait, it is changing it
but no matter what i put
the trident is just invisible
can entities not use a texture mesh?
i'm using one for an attachable so i thought it would just work
tried without using a texture mesh
still not appearing ๐
got it working with trial and error
though it does seem like they no likey texture mesh
can someone help me make a working 3d bow? I have the models and textures but they're not working properly for some reason
the model is not showing up even though I set up the attachable and geo files
I think its using this icon texture? but I don't exactly know whats going on here
also how would I go about making it pull the string? do I need to use an animation?
Villager biome variants not showing on custom villager pack, why is that
Iโm like genuinely struggling to like make it to where this weapon Iโm using in my mod pack appears bigger in third person but stays the same in first person
Even just retexturing vanilla biome variants and profession makes the biome clothes invisible. maybe because profession textures are tga in vanilla but idk
Guys how do i fix this
What did you do
You're more unlikely to get an answer from people if we have to pry the question out of you
Well,basically I was messing with the p layer.entity and when i went to checkout poof,that happened i tried to check the texture and model and everything was fine but the player model and the other models weren't rendering
how do I make textures vibrant visuals-compatible
#1182091012177399809 has pinned messages.
Any content logs?
[Molang][error]-friendly name 'geometry.default' not found in entity friendly name list (texture.p_diamondhead:texture.p_heatblast:texture.cape:texture.p_icon_heatblast:texture.p_omnitrix:material.cape:material.default:material.animated:texture.default:material.spectator:geometry.) - check your spelling?
all the models and textures are all well set
idk the reason of that errors
Can you show the code?
I've seen this kind of error before, but can't remember the cause
it's the player.entity
Could it be because the model is missing?
If you edited the code, then the version you have is different to the default
No, it was working perfectly before the components were added,i think i messed up with sum or I haven't set the model yet
that could be possible no?
nope,not the models
same thing
Molang][error]-friendly name
Molang][error]-friendly name 'geometry.default' not found in entity friendly name list
Uhh how do i fix this
yes it's event entity
Put heatblast's model's bones in custom bones if you haven't already, then play an animation on the base player geometry to make it too small to see
Or make the render controller of the base player not work on the condition that heatblast does work
One message removed from a suspended account.
One message removed from a suspended account.
how to create a flat item model for a block in block bench?
if i set the z to 1 i get an awkward gap between the front and back faces
You need an item with block_placer component https://learn.microsoft.com/es-es/minecraft/creator/reference/content/itemreference/examples/itemcomponents/minecraft_block_placer?view=minecraft-bedrock-stable
They want to do it without an item: #1067876948858118185 message
Oohhh
You need to to create animation(s) that rotate the item in the way you want.
I realized that and fixed it already but thank you
i have a font that's in "#FFFFFF", its in a glyph. is it possible that i can let minecraft color codes have effect on it?
please ping me if you reply :)
Is it possible to make one bone follow the movements of other bones? For example, I have a bone called left_Arm, and I want it to follow the movements of leftArm, so that when I perform an emote, it follows the movements of left_Arm.
Can you add a power level overlay to Redstone dust for technical Minecraft because I can't find a single pack that does it for bedrock edition?
How do you get opacity to show up on a particle? I am using "particle_alpha" and it still shows it with 100% opacity
Alpha is alpha test, you need particles_blend
Worked, thanks, I think when I tried this in snowstorm it made the entire particle have partial opacity.
hey guys,how do i fix this...?
Molang][error]-friendly name 'geometry.default' not found in entity friendly name list (texture.p_diamondhead:texture.p_heatblast:texture.p_heatblast_ex:texture.cape:texture.p_omnitrix:material.cape:material.default:material.animated:texture.default:material.spectator:geometry.) - check your spelling?
Geometry][error]-minecraft:player | minecraft:player | geometry not found?
Is there any way to store data inside of entity json?
Properties
K so,the current version im on is Minecraft 1.26 and I'm using custom player models and for some reason this keeps happening
[Geometry][error]-minecraft:player | minecraft:player | geometry not found?
how can i fix this???
Has anyone got a template for animation controllers as mine is throwing a weird error even tho it looks fine
Can you share the code?
And the error
Its been changed around name wise a lot but I don't get why it's "invalid"
@whole finch
Your error doesnt match the file youre editing
Is literally told you there has been a few name changes
brush_ui_pointer.controller.json
ac.brush_ui.json
The error is the same no matter what name I use
Ah sorry
Hey
Isnt the prefix?
controller.animation.brush_ui
Tried both ways
can anyone please tell me what i have done wrong i have rechecked and done almost everything but game is throwing geometry not found error , i am creating a custom helmet which will give the palyer crow ricks look
is there no one who can help me?
Be specific and include relevant details about the question upfront.
- What are you trying to accomplish?
- If you have code, which part is not working? Any content logs?
- What have you already tried?
- Have you searched the Bedrock Wiki?
โฌ๏ธ
i am trying to make a custom armor piece which can cover the whole player body giving a new look , in my case it is ricks suit
- the geometry part and the attachables
- checking the wiki , debugging with blockception, bedrock schemas and also with ai , content log :- geometry not found
- yes , but didn't understand and wasn't help ful for me
now may i please get some help
the model should be in the RP/models/entity folder
not sure if additional sub-folders are supported
i checked that it was not the problem also the file paths are correct
hey i remember your the one who accepted my pull request on wiki right
on the wiki i saw this code being used in the attachables
"geometry": {
"default": "geometry.player.armor.chestplate"
}
so do we have to use this instead of our geometry
Does anyone know why part_visibility isn't working?
Changing the textures works, but the part visibility doesn't. The bone name is correct; I previously tested it by setting it to false and it hid, but this method doesn't work.
"controller.render.tiki_villager": {
"arrays": {
"textures": {
"Array.professions": []
}
},
"geometry": "Geometry.default",
"textures": [
"Texture.default",
"Array.professions[query.property('papu:profesion')]"
],
"materials": [
{
"*": "(query.is_baby || query.property('papu:profesion') == 0) ? Material.default : Material.masked"
}
],
"part_visibility": [
{
"tiki_hat_4": "query.property('papu:profesion')==4"
}
]
}
I tried this in another render
query.property('papu:n')>0
And it worked
I don't understand why not in this one
why is this guy rendering his item here? He is supposed to render it in his hand when he is attacking but instead it stays where it is in this image and he does the salute.
Pivot point mistake might be
I donโt think so. The pivot points are in the correct spots and so are the rightItem and leftItem spots.
how to get Subsurface Scattering on leaves? I used some generator app to do it and I think it generated me a metallic map instead
Try #1182087588555792395 instead.
Anybody here know anything about the vanilla attachables? Or at least how the villager's "held_item" bone is responsible for displaying equipped items? I am working on a custom, equippable nitwit, and unfortunately, the "held_item" bone always wants to display an item equipped in the main hand, such as a sword. it also behaves wildly--it displays in his "arms" hands just like a villager holds an item for sale, but when i log out and back in, the equipped sword is floating high above his head. I've been wracking my brain over this for a couple weeks now. Can't seem to hide the "held_item" bone either. I've tried part visibility, scaling it down, removing it entirely. nothing works. main hand equipped items just refuse to go away.
i need to get rid of it because during this process i've perfected an attachable approach to displaying an equipped sword. if i can just find a way to hide this held item thing, i can move on with my life!
Here's what I'm talking about. The nitwit on the bottom is a fresh nitwit equipped with a sword. The sword in his hand is the result of a painstaking process of designing and lining up an attachable for him because I could not reliably control that little weird one that's near his chest. That one (I believe) is the villager's "held_item" (I'm uncertain, but it seems that way, as it's in the same spot as the bone and that's where villagers hold their items for sale).
The villager up high is also equipped with a sword, but you can see he's not aggro, so the attachable version is not showing. But because he's older, from before a recent close and reopen of the game, his weird little sword is hovering high above his head.
I gotta get rid of this thing. This screenshot was taken while testing a new approach: I tried to animate it to scale down to nothing. This did not work. Starting to think I am mistaken about what controls this object's visibility.
Any creative ideas?
Should I rely on this server for help? Or is it mostly bricked/casual?
yo how do i increase entity render distance
Anyone can help me? I want to make rank with 2048 resolution but Rank still looks big Is the maximum limit 1024?
Am I able to play the riptide trident animation via playanimation?
is john zenin real?
You can make glyph files as big as you want, just make sure the dimensions stay in the powers of 2 so that your scaling stays correct
How do i change a texture based on a state?
How can i set a custom model to a custom block
Make your model in blockbench?
Is there a pack that removes npc text dialogue
Hi, i was modifyint the player in the client side and i was using this repo: https://github.com/ZtechNetwork/MCBVanillaResourcePack
But the animation controller uses a variable variable.melee_spear_equipped that does not exist in player .entity.json
So the spear animation does not work now
how do i play an animation once when the attachable item is being held?
Hey, is it possible to overwrite those vanilla client item jsons? I want to replace their icon and use animation but just copy-pasting vanilla files to my pack and editing them doesn't seem to work
Still an apple, not a carrot
Does your mob have model variants? If so, the item position issue is due to this bug:
https://bugs.mojang.com/browse/MCPE/issues/MCPE-184865
Why do resource packs in the latest version break some of the new mob models? My resource pack resets the baby horse and rabbits to their old appearances. Even though I never changed them and don't have any files related to them in the pack.
I guess this is another bug
Is the min engine version of your pack up to date?
Oh yeah it does
But so does my other mob iirc
Does anyone know what this "query.property does not have an actor" error means?
Probably caused by the pause screen paper doll since it isnt connected to the in game entity
You should also check that the client entity is not in a ui
Or something equivalent if the pause screen has a special variable
Does anyone know how much particles impact performance? Is it just the number of them or will particles with large textures also cause issues?
Hmm yeah it only happens on the pause screen. I tried !q.is_in_ui and !q.in_on_screen, but it didn't work
Hello there
is there any way to get the position of a particle?
No
What's the file path for gravel? None of my packs are working
Hello good morning
what is the best way to safely edit the player.entity.json file? I want to add some molang variable and animations without breaking the vanilla stuff
@narrow maple the first thing you gonna break by default is the custom Skins , so there is no escape from that
Does anyone know what kind of material I can use to make the texture look like a larger layer than the skin?
xb I'm making a template with the player.entity.json file. The problem is that the texture I made only shows up in empty spaces on our skin.
And I suppose to make the texture look good and not just in empty spaces I should change the material, but I don't know why.
Render controllers have texture layers
And how does it work?
how can i change or set the riding model of a custom model?
How to insert a glyph_E1 in file.lang ?
If you mean inserting a glyph into a string for a .lang file, just go to https://wiki.bedrock.dev/text/custom-emojis#using-the-emojis-in-game and you can convert the glyph into a useable character that you can copy and paste.
Simply put the file name first E1 and then the location of where your glyph is in the image such as 00 into the Hex value input: E100 and then click Convert. This will give you a character to copy in the Result box.
If you're not sure where your glyph is located in the image, check the Grid Template here: https://wiki.bedrock.dev/text/custom-emojis#glyph-grid-template
Thanks โค๏ธ
Heyo, i have a small question, i was told quite a while ago block models weren't supported by bedrock resource packs, is this still the case? i was looking around but found nothing concrete if anyone has any confirmation, this isn't my area of expertise
hello, is it possible to play 2 animations, one visible in fp and one in tp without having to query for view perspective on every keyframe?
Why not just condition the animation to play only when in 3rd person or first person
cuz if you switch perspective mid animation its not gonna be synced
need them both playing at the same time
It is supported for custom blocks
So only as an addon? And unable to change things like blocks the crafting table, mushrooms etc
Yes 
Does anyone know if there's a material where the texture is a layer larger than the skin? Because I made a tender controller that uses the same geometry but a different texture, and That texture is only visible in empty spaces of the skin
Hello guys,i wanted to know if there's a default player elytra player gliding animation
fix the model?
Does anyone know if the player render controller has a hidden property for the players "head"? I can set "head", "hat" and "helmet" visibility to false, and this still appears.
Is there a way to attach a particle to 2 entities?
Kinda like the leash or the guardian attack
There isn't a way to actually make the particle attach to the 2 entities
You can get close with scripting, but it isn't actually possible
hey guys,what if i have two player.entity from recourses/behaviour with different components that doesn't affect the others jsons with different components,will the game work perfectly???
If 2 behavior packs modify the same thing, the one at the top will have priority
The same for the resource packs
if you're dealing with persona skins, there's separate controllers for those
Had no idea, why is it not exposed in the player entity file lol
persona controllers have a special hardcoded behavior where they only insert into the player when persona skins are used, and when the player min_engine_version is within a certain range
it starts to make more sense when you read the controllers and realize how they're setup kinda requires it to be this way
they reference textures/geometries that may or may not be defined, so they can only work if dynamically added to the player when required
I guess that makes sense
anyone fiddled around with blend_weight before? i have 2 animations playing simultaneously with opposite conditions:
"blend_weight": "v.is_first_person"
"blend_weight": "!v.is_first_person"
switching between perspective should keep it synced but the problem is that it doesnt. sometimes the other one starts after switching perspective while the other was already halfway into the timeline.
afaik, each perspective stores its own animation state (but shares molang variables), so that may be causing you issues here
when in first person, the animations for third person won't update and vice versa
oh
it kinda works now somehow
all i did was add the 0.001
"blend_weight": "v.is_first_person + 0.001"
{ "format_version": "1.8.0", "minecraft:client_entity": { "description": { "identifier": "pw:magma_fly", "materials": { "default": "glow" }, "textures": { "default": "textures/default/pyro_magma" }, "render_controllers": ["controller.render.default"], "geometry": { "default": "geometry.magma_fly" }, "animations": { "look_at_target_default": "animation.humanoid.look_at_target.default", "look_at_target_swimming": "animation.humanoid.look_at_target.swimming", "look_at_target_gliding": "animation.humanoid.look_at_target.gliding", "riding.root": "animation.player.root", "attack": "animation.heat_blast.riding", "holding": "animation.humanoid.holding", "use_item_progress": "animation.humanoid.use_item_progress" }, "animation_controllers": [ { "attack": "controller.animation.humanoid.attack_positions" }, { "look_at_target": "controller.animation.humanoid.look_at_target" }, { "holding": "controller.animation.humanoid.holding" }, { "use_item_progress": "controller.animation.humanoid.use_item_progress" } ], "spawn_egg": { "texture": "none", "texture_index": 0 } } } }
can someone help here?,i can't change the player riding animation
whats the texture directory of nametag item?
/textures/items/name_tag.png
does using smooth keyframes affect the animation of an entity cause i tried using smooth animation_controller in blockbech it look okay but when i imported it to minecrat it keeps glitching out also some bones are not being set correctly why?
cause the animation in blockbench breaks when i apply it in-game either i have to make the keyframes linear to fix the issue why does this happen?
or i should make all the end keyframes linear and starting keyframes?
can i ask any tips when working with animations with smooth keyframes?
like maybe there are some unspoken rules about this, i can see anything regarding this issue in the documentation in microsoft so yeah
I believe that smooth frames must be between two linear frames; there cannot be just one smooth frame without a linear beginning or end.
so meaning all of my animations having smooth keyframes should have a linear keyframes at the start and beginning, ill try this if it fixes the issue
Yes, if it doesn't have any, at least set the linear frame to 0 0 0
is there any easy way to unpack brarchive files
Do i can use this in a render?
```json
"controller.render.fp_hold": {
"geometry": "geometry.default_arms_hold_fp", "geometry.default_arms_hold_fp2",```
or this
"controller.render.fp_hold": {
"geometry": "geometry.default_arms_hold_fp"
},
"controller.render.fp_hold2": {
"geometry":
geometry.default_arms_hold_fp2"```
I do believe this is the only one that works
Hey guys why the geometry of the projectiles aren't showing up anymore? did 1.26 removed that feature?
does anyone know how to make particle emit on a certain block passively, I've looked at other packs and it has something to do with having it expire on every other blocks except on the block I want it to be emitting from but i still don't rlly know how
can you not modify vanilla minecraft fog at all? Im attempting to make stuff like the basalt deltas easier to see in, but im returned the error of the identifier minecraft cannot be used
you have to add a new fog and modify the client biome file to use the custom fog
ahh i see, nice thankyou!
uh huh
Molang][error]-/storage/emulated/0/Android/data/com.mojang.minecraftpe/files/games/com.mojang/minecraftWorlds/f49+ug==/resource_packs/testy/animation_controllers/tp_animation_controller_mutant.json | animation_controllers | controller.animation.player.mutant | states | shoot | transitions | default | variable.is_using_item && query.get_equipped_item_name('main_hand') == 'squill' && variable.tester' | unrecognized token: '
So um, Is there a way to change armor model if it has a trim, not necessarily specific trim/material, but that armor with trim and "clean" armor have different models, its probably something with v.has_trim, but idk. Or is it possible to make it so that the texture of trims does not overlap armor, but replaces it
is it possible to detect slot change with queries?
Hi, I want to port my Bedrock texture packs to Java. ยฟIs there a tool that can do this?
I'm making a spritesheet for different tool parts for an add-on, would it be better to split up the textures into different spritesheets like axes, pickaxes, etc?
how can i change the name of this block?
They keep their vanilla names, that lang file is in the same resource pack as the json ui file.
is it possible to have a locator with the same name on multiple models?
the models arent loaded at the same time but i still get the "already has a locator with the same name" error and it breaks
is it possible to make particles expire if a player dependent variable changes in real time?
its spawned through animations so its has access to player's variables but afaik only initializing the particle with player variable works but doesnt change after that
whats the texture filename they used to have dispenser a texture? i tried using dispenser_side but its not working at all
because the other sides to a dispenser is just the furnace side texture.
i got it, ill just edit terrain texture atp
is it possible to make a particle despawn when reaching a certain speed?
When I use my lowpoly character in the addon, the model looks cute. How can I make it look like it does in Blockbench?
How do i replace all the music with a .ogg?
I want to make Kyoto & flake from the xbox edition the only song
"p90_shot": {
"category": "neutral",
"max_distance": 150.0,
"sounds": ["sounds/p90_shot"]
},
Why cant i hear this from far away like it is in max_distance?
Guys, I have a bunch of sprites I have made to turn into a resource pack for mostly just myself and my content but Im having trouble coding it in. Can someone who has better ability to make a RP help me out?
Was anybody ever able to fully replicate the vanilla math for spears?
When editing the vanilla player / simply overriding it I am never able to fully fix the spear to work like vanilla I found these:
"initialize": [
"variable.is_holding_right = 0.0;",
"variable.is_blinking = 0.0;",
"variable.last_blink_time = 0.0;",
"variable.hand_bob = 0.0;",
"variable.melee_spear_equipped = 0.0;",
"variable.first_person_item_rotation_factor = 0.625;"
],
But attacking and especially first person are still not near to replication
this may help #1067870133328027730 message
this still doesnt fully replicate the attacking and use animations of the spear
it should, those expressions are what vanilla uses
Does anyone know why, even though I change the default geometry of the player entity, it only works with the Steve skin that Minecraft gives you?
and not with custom skins or other personalized skins
Is it possible to hide the item in your hand when using the wearable component?
Play an animation with righItem bone to scale 0
And molang lets you test for item tags on the main hand slot
Done, but the item still showingin first person
Youre editing animation controllers?
No
With subpacks is it possible to name the root folder?
I want to avoid an option that means just nothing is enabled
< My funny pack >
[ Textures ]
[ Utility ]
[ All ]
[ Server Safe Mode ]
Hello guys , how can i optimize my add-on RP client side, can someone list all of the valide optz
hello, where is the texture for the loading screen ? i cant find it anywhere
anyone having issues with new sounds and such in general not wanting to load even though the paths and such are accurate?
Can i ask if this is the right the channel to ask/help for animation and animation controllers?
Im spreading my word so if anybody can help me out it will make me a huge relief to my problems, I've been hopping off one another of servers currently to ask it
Just say your problem.
Thank you for replying, i have a problems from the animation controller and how to connect them to the entity file, I've been coding in these past weeks of trying and even using wiki but still no luck
Here's my bridge
I don't know how to solve these and also im a beginner as well so any help will make me learn something
Whats the issue? What have you tried? What are you trying to achieve? Have you read the beginners guide?
I've tried to do the animation controller and the animation there, i just want my mob to move around and such, not standing still like a statue
Im trying to achieved to make my first mob to move and walk around
I've been coding so much this past weeks to try over over and even following the wiki page about it but still got me that orange warning and now im stumped, don't know where I've gone wrong
Can anyone help me with this?
no?, i think I'll go and hop off to other servers to seek help for my problems then, gonna try to do it to get me going through this before it drive me nuts
The animation controller is supposed to be defined under the animations section
And you're using a behaviour pack animation controller
Its from my resource pack and not in my behavior pack, i don't have a animation controller in my behavior pack when i created in bridge
This is my bridge file and folder, the animation controller too, only my resource pack having tons of folders
You have to assign the animation controller to the entity in the entity file
The game doesnt automatically know what to do
Without that and the scripts part it won't do any of what u want
I already did that a few times, connecting and type out the code but nothing happened anything at all
And i don't even know on how to get a blue version of this file
I already tried moving the file to the rp/animation_controller on manual but didn't do anything at all to change into blue movie clipper thing
At this point, i am wishing there's a clear tutorial or even clear explanation on how to get a resource animation controller file fo it but there's not none on YouTube or in wiki to explain that so i cam get over this quickly and not stuck for weeks
For beginners like me ofc
How did you actually make the animation controller
Cause doing it should be as simple as this
I don't know how simple it was alright?, i don't know my way on Bridge since its my first time experience around april so i am not used to it and i confused as well, i kept getting fumble around it as well on the buttons, makes mistakes too
Now im wishing if somebody will show me the way to get animation controller for resource pack correctly, not being told "it was actually that easy", i am eager to learn to someone to get new knowledge around this parts so just pls๐, if somebody knew how to do it for newbies like me, show me the proper way so i can learn a thing or two, i hope no one be rude to me
Its perfectly fine that you had a misunderstanding with bridge, and I'm not trying to be rude or come off as rude, all I'd like to do is help you
Pls do๐, i need any help i can so i can understand better more and i want to get over this quickly as i could since i can't progress anymore when im stuck like this, i also have stock up notes and sketches of planning of my road maps in my 2 notebooks with me
As for a straight forward tutorial on how to make a resource animation controller
Follow the images below and ask any questions afterwards
Also to note:
- To do the second image, set your mobile device to landscape to access the search bar
- And for the last 2 images, you can name it either in the format of "
name.animation_controller", or "name.ac", though I would reccomend the second one, since it's shorter amd easier to write
Is this good?, i don't kniw about it but the animation controller didn't give me orange warnings but is it right?, i did follow through your words though
are there tools to subtract one animation from another or combine them?
Does anyone know where I can find the folder location of cached resource packs from servers and other realms?
why u need that location
only reason to want that location is to take the packs
and use them
which more times than not is for theft
Does anyone know how I can change the sky texture in The End?
It should be good
guys why my add-on dosen t lemme add emisive textures i tried using entity.png , entity.textures_set.json and entity_mers.png , and i want to make a part of the entity glow + the virbran visuals don t work , why is that ?
https://snoopethduckduck.itch.io/things how can i make this like font in game? i edited glyph_E0 but its not showing
is it possible to have a particle expiration expression contain a variable from the player that spawned it through animation effects?
Can I change the look of these items to flat sprite?
or is it straight up impossible?
Why my arms aren't looking at camera?
Did you make sure the player model was imported correctly?
Or try changing the hand folder, for example rightArm โ RightA
Is it possible to dynamically change the skybox via the server?
How do I create an SFX resource pack for Minecraft Bedrock?
I put a new geometry name for the player model and the result was the same
Hoping someone can help me out with this
needs to be a 256x256 or 512x512 or 1024x1024 snd so on, and the emojis arent in the crrect grid pattern, so youll have to move them on your own
Is it possible to create a texture pack that shows the angle the player is looking from?
does anyone know how to change these text color in global variables?
i've seen addons add pages to the settings menu for guides, how is that done?
is it possible to grab a player's skin and put it in a custom entity model?
No
is it possible to change the skybox or sky colour with a command
i cannot use /time
for example, can this be done using some client-side molang
Is the player fire overlay dependent on the texture for fire and if so can I redirect the fire texture to a different file name using blocks.json to separate overlay and block?
Hello everyone, I have a question, does creating your own hud require digging in JSON files or is there a simpler way such as a website where you can customise the arrangement of everything?
Is there a material to make things render through fog?
And if not, how could I make one?
If its possible
hey guys,how do i fix this? i am on 1.26.30.28 and in my addon makes it happens(sorry for my bad English)
Yep,i am cooked
if i want to specify the direction of a particle, what face_camera_mode can i use
everything i try gives me The 'direction' sub section is not using a valid mode!
"direction": {
"mode": "custom_direction",
"custom_direction": [1, 0, 0]
},```
is the "custom_direction" mode not valid
wow the correct mode is now called "custom"
why does this particle work in the snowstorm preview but not the actual game json { "format_version": "1.26.0", "particle_effect": { "description": { "identifier": "3d:axis.x1", "basic_render_parameters": { "material": "particles_alpha", "texture": "textures/particle/axis" } }, "components": { "minecraft:emitter_rate_instant": { "num_particles": 1 }, "minecraft:emitter_lifetime_once": {}, "minecraft:emitter_shape_point": {}, "minecraft:particle_initial_speed": 0.0, "minecraft:particle_lifetime_expression": { "max_lifetime": "1000" }, "minecraft:particle_appearance_billboard": { "size": [ 0.125, 0.125 ], "facing_camera_mode": "direction_z", "direction": { "mode": "custom_direction", "custom_direction": [ 1, 0, 0 ] }, "uv": { "texture_width": 16, "texture_height": 16, "uv": [ 0, 0 ], "uv_size": [ 16, 16 ] } } } } }
neither custom nor custom_direction work anymore with any format version
@rocky light Hi veka, just wanted to know if you know any kind of config to hide the lines in the model, I don't know how to really explain my self bc my english is not that good, but just wanted to know if this is possible, or even, a shader/material that makes the fade effect without using new models like this one
I only have this
{
"materials": {
"version": "1.0.0",
"eden_ring_portal:entity": {
"+defines": ["USE_UV_ANIM"],
"+states": [ "Blending", "DisableDepthWrite" ]
}
}
}
does anyone know how to change the title and description background color? does anyone know the .png name?
how does scoping of molang variables work when chaining multiple particle effect events and using initialisation expressions
suppose i had a particle test:a that uses events to spawn instances of test:b
in test:a i can set the value of the instance of test:b's variable.foo to 3 by using the expression variable.foo=3; in the initialisation expression
now, is it possible to retrieve the value of variable.bar of the instance of test:a inside the initialisation expression
minecraft: epstein edition
bruh why does q.distance_to_camera work in particles but not q.rotation_to_camera(...)
Lwk that's hella annoying when it comes to texture rendering
my friend already fixed it for me
the problem as the textures in the folders
hi there!
do someone know if it is possible to use a lang key inside a translated text for items?
I tried with a custom lang key I created and it worked, but for items it dont, it just shows the lang key, for instance, this works: ui.my_custom_.lang_key=My Custom Lang Key ui.another.lang_key=Text text %ui.my_custom_.lang_key
but this dont: ui.my_custom_.lang_key=My Custom Lang Key ui.another.lang_key=Text text %item.minecraft:leather
nvm... for vanilla items it works without the namespace plus ending with .name
but for custom items I cannot make it work at all
Is it possible by any chance to use q.property inside render controller arrays ?
Most definitely
query.property can be used anywhere in the RP
Cause i am trying to layer textures on each other but only one shows why is that ?
@north tulip
Oh thanks
What makes the player hand to appear in animations for crossbows
thanks,it helped a lot