#JSON-UI General
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#1067535382285135923
nope, they arent asking for anything related to the script api
they are asking for pocketmine stuff
It sounds like they are.
you should contact the developer of the VPacks thing you are using
Nope
yes
lol
๐
if i were to make a custom book would it go better if i modificated the server form screen or the dialog
im thinking i should use server form since its smaller than the npc interact
if you're going to be using json ui to change it, size doesn't matter at all
and for now its easier to do server_form just cuz more ppl know how to do it
what do you mean by its easier becaus "more ppl know how to do it"
more people are basing their ui after javascript and npc has kinda become obsolete
just easier if your using the same method that most others are
but is there a way to make that server forms/npc interact buttons' dont interfere with my elements
i can click them while they are behind my elements
the memory tier. How does that work?
Specifically, if i have Poison active, AND some of the textures fail. Will it fallback onto the Patriot Theme? Continuing until no more subpacks remain.
Im wondering bc sometimes my pack cross textures with other subpacks. Im trying to figure out why.
this is what happens in game sometimes. Usually after switching subpacks. So its gotta be the way the tiers work.
Here it is using an image from the poison pack instead of the image in the patriot pack. How can i fix this?
yeah once i restart the game it fixes but after switching packs it uses the highest tier pack first causing some of the textures to mix.
This basically game's stores caches.
The game will store texture caches and won't fully get rid of them after replacing another texture packs.
This could go same to development_*_packs folder, that folder is made specifically for making sure the game won't cache texture. although, sometimes that slipped and storing less cache instead.
that's why every resource packs with subpacks tell you to restart the game everytime you applied another subpack options.
there is no current way to fix this type of issue since it's literally the game fault itself, not users. although it could technically since you're doing something mojang haven't tried
unless mojang implement hot-reload for public (aka resource pack system that does not require you to restart the game not reloading the world. It is always reloading itself everytime, no cache saving. just, always reloading.)
the pack reloads every time i enter a world, or change the subpack. If its an issue with the game itself, then i cant really fix it. I was hoping i could because the cross textures are wack because of the different styles of textures i have for each.
It was the game related issues with caching as I mentioned.
its not possible to clear the cache? Would it be possible if i integrated a behavior pack into the pack?
well nope, they uses it's texture cache or debuff cache
what that is, is everytime you load up the game, the game will look up every applied resource packs and cache them
so it can loads texture flawlessly.
which memory tier is the default used pack? The lowest or highest?
so i just gotta restart the game to fix it
I don't think that matter though.
no the default pack question is unrelated to the caching thing
the default doesn't have memory tier since it's not subpack.
but I'll look into that in moment.
isnt one of the subpacks selected automatically when the pack is loaded?
you meant, the default subpack option?
well it doesn't seem that matter on which memory tier you have.
maybe try to put your desired subpack option in the lowest?
just checked it with my recent test pack.
if you want your desired subpack option to be default, you'll have to make that at lowest/bottom.
okay so the lowest tier is default then. Great.
i still haven't figure out the player list issue on the pause screen.
i gotta polish some more textures
i have to create the info screen
then i can release the pack
what I meant is, that.
{
"folder_name": "test4",
"name": "Arc-UI / DEBUGGING",
"memory_tier": 1
},
{
"folder_name": "test3",
"name": "Arc-UI / Layout debugs",
"memory_tier": 1
},
{
"folder_name": "test2",
"name": "Arc-UI / TESTING ELEMENTS",
"memory_tier": 1
},
{
"folder_name": "test1 (default)",
"name": "Arc-UI",
"memory_tier": 1
}```
why are they all mem tier 1?
generated by manifest generators.
like I said, memory tier doesn't seem matter as long you put like, thousands of things that could potentially lag the game
memory tier could help with that
but since my test pack it's purpose is just test my uh, project
as you could read those names, memory tier doesn't seem matter to me
all i gotta say is, rip json ui in like 2 years
3 years
probably gonna take long honestly
but the hud_screen related stuff is definitely in backward compatibility
otherwise literally every marketplace maps and servers UI broke
i imagine json UI can still be modified after ORE UI releases. The screens wouldnt be used giving creators usage of those screens, but who knows at this point
i wonder if ORE UI would allow compatibility with JSON UI though. I mean i guess technically it has compatibility but hopefully when they release the ORE UI tools to edit they are compatibile with JSON UI that way creators can at least port their UI packs to ORE UI
a mc dev should rly be taking notes rn
Ore-UI might be uh, difficult to modify to say atleast.
They're html, with texture being sort of encrypted mess where every texture files has randomized names
since it's html/react, people could do many things what json-ui couldn't do. e.g implementing something that bad actor would do
Ore-UI runtime is a forked chromium, that where I'm concerned.
Pretty late response, I'm on vacation. But yes this is server form being send over and over again to the client.
However things like scrolling panel will reset when doing this.
This is pretty much only usefull when you have a static page without any movement in it.
what does the #sub_command property do? does it trigger commands or something?
oh thats an issue if they dont set it up right. They want to make it customizable, but if a bad actor can put something malicious in the files then how would Mojang do it?
bro still cant fix this stupid shit
it breaks more and more everytime i try to fix it
id remake it completely if i knew how to
this redinkulous
Is it possible to have more than 1 custom NPC dialogue gui along with the vanilla one ?
thoughts?
Also, How do i get rid of the black box border around the craft toggle?
the Patriot theme is coming together nicely i must say.
Where r u codding? What the app is this?
How I can get basics of Json Ui?
?json ui
hello bot?
@limber quartz
hmm i guess its down
My IDE? I use Fleet. Its like a simplified VSCode thats in beta. Download it at the JetBrains websites
Get it.
Its can be installed on low end laptop/pc and won't lag?
Yes. Its very lightweight but requires the JetBrains Toolbox to install. The toolbox is where all updates and downloads can be found
Also, learning JSON UI at this point is not worth it. The game is being updated to use ORE UI instead of JSON UI. Screens across the entire game are slowly being changed to the new system. Soon, JSON UI will be irrelevant. If you are creating mods or addons, learn ScriptAPI instead. However, if you insist on learning JSON UI. Know that documentation, and resources are very scarce. The only docs pertaining to minecraft can be found on wiki.bedrock.dev and even there it is all community built by testing. No actual documentation exists for it. Learning it will be a challenge as you have to figure it out on your own.
Json-UI might be irrelevant, but the backward compatibility will remain there. likewise, mojang aren't gonna ditch Json-UI without breaking legacy/marketplace maps that rely on Json-UI
Json-UI based UI on vanilla is still constantly getting updated, ranged from persona/skin screen to inventory screen and so on.
but it just we don't get any changelog of which UI elements get updated or any breaking changes that could potentially break the UI
Hell, we don't know if there is a new element type or not.
what button is for the action form buttion in the server form file?
Sure as hell causing some pain with the 1.19.80 update, random bindings now only updating client-side 
JSON UI is ass. Once my UI Pack is done im never touching it again.
if it's not something you enjoy doing, dont do it 
I enjoyed it at first. And now its almost complete at least the json ui part. So ill finish it up and ship it out to planet minecraft
It's gonna be quite some time before ORE UI comes out for public use
whenever I think about ore ui being implemented, I just can't ressit the thought of people running ads in their addons lmao
although I don't think it'll be possible
yeah that is possible too.
ore-ui required internet to function, i.e making achievement work.
It's possible to find a way to dig and attempt to put weird ads and stuff
How to hide hud_screen with F1?

i suppose you press f1
actually I'm confused what does that mean.
Press it harder 
are you wanted a button to hide GUI?
custom hud screen basically
your custom element doesn't get hidden when pressing f1?
I need to hide it with F1, right now it just hides the vanilla stuff
correct
You'll need to put your elements in root_panel.
Or create hide gui bindings.
(alpha included because people still using hud alpha slider thing in video settings)
{
"binding_name": "#hud_visible",
"binding_name_override": "#visible",
"binding_type": "global"
},
{
"binding_name": "#hud_alpha",
"binding_name_override": "#alpha",
"binding_type": "global"
},```
on each elements, but it'll be better if you put your own elements in root_panel since they're here by default. therefore it's "global binding"
which, shouldn't be time consuming on creating each element bindings just to hide your elements
๐
@hexed briar if i send you my UI pack, can you fix my pause screen player list issue? I cant get it fixed and and i cant ship the pack until i do.
Basically the issue with it is, the player list is free floating. Not anchoring to the top right. Its supposed to be anchored top right of the screen but it doesnt and it kinda all over the place, moving as the screen resizes.
ive tried anchoring it but i cant get it where i need it
well possibly. I could fix it later or probably now
still doing college project stuff atm
i dont want to intrude on what your doing, just whenever you have free time.
like I said, possibly.
it's your choice.
usually at bed time I just play some mindustry or half life because I'm bored
( because that is only my free time
)
im uploading to medafire rn ill DM it to you
Arcdustry is literally the JSON UI god nobody can tell me otherwise.
no I'm just regular person who just wanted to help out.
my screen is empty...
h
h
turned out there's 2 minecraft trial screen.
a screen where it showcase what minecraft is and prompts if you want to buy the game or not
mojang
what the hell are you drinking
1 trial screen, a actual screen instead of regular dialog or prompt is not enough?
jesus hell
now we have 2 trial screens, 1 are designed to looks like dialog even though it is actual screen, another was full screen instead of dialog
they're not even the SAME FILES
I hope I don't find another TRIAL SCREEN
๐ฆ
I've already got trial screen working for first time.
I've rewriting the setting screens for 2rd time with pretty much all everything from vanilla
something seems odd.
why is vanilla requires 3 elements for button list in settings left panel
looking at 2 of them, there doesn't seem to be anything here.
is this mojang a way to troll people
bro the base game JSON UI code is fucking everywhere. Incomprehensibly Cluttered and redundant.
i added a padding between the background panels and now the stack doesnt work...
im not rewriting the settings screen
if you have an extra version i can use that removes the redundant garbage id rewrite that but the current one is just yucky
yeah the padding causes that to happen. I remove it and it works fine
like what
im using the pack icon as the base to set up the screen. But why does the padding mess it up?
whats this padding element type?
your pudding size has 0 in it.
no element type either
add here type: panel
its horizontal so Y size can be 0
it if works, it works.
now I'm going back to having crisis with settings screen because why does mojang need 3 elements in one panel with 2 of them being empty'd
( those aren't pudding either, just empty elements )
i got it, i didnt set a type. i made it a panel and it worked
now i can start populating it with information
i gotta make the labels and images for everything bc ima put credits, changelog, socials, and general info about the pack into the screen.
im able to make long texts right? it wont fuck it up?
just did some research about win10_trial_convertion_screen and tabbed_upsell_screen.
the win10 one are for windows trial screen, and upsell one are for mobile.
basically if you're making that for win10 screen, mobile people won't see your screen.

im using the win10_trial_conversion_screen bc who tf playing the trial?
you don't realize that mobile has difference between screens?
i do.
thats one of the issues i have. it only happens on the settings screen. the resized buttons are messed up. Ill change the tabbed_upsell_screen to the same thing and put the button for it in the same place.
then add a binding to it to show the right one depending on platform
correct?
you don't have to add bindings, since it already hardcoded that way.
but i have to have the button visible at all times depending on the platform
Mobile > tabbed_sell_screen
PC > win10_thing_bruh
the pc button has to always be visible on pc and the mobile one visible on mobile
so i have to at least remove the #trial binding
then the button will show either screen?
the 1 button will show both screens?
well if people press the trial ID, mobile people gets tabbed sell screen and PC gets win10 screen. it is the same ID and hardcoded that way
oh okay so i just gotta copy paste the code from the win10 screen to the tabbed screen and its good?
Console should get tabbed sell screen aswell ( honestly I don't think trial exists in there )
yeah, reference them I suppose
they better get one of the screens lmao
reference is basically, you use @ and accord element to be used after element name.
I.e [email protected]
"[email protected]_screen": {
"$screen_content": "win10_trial_upsell_screen.screen_content"
}```?
yeah
okay cool
you gonna have mobile testers lmao
i have my brother xD
but he isnt jailbroken so he cant download it and can only use the texture pack in a world
so no and yes i have mobile tester
iOS I see
nah he on android and lazy im on IOS
one question, for what you need this screen, basically 2 screens for one thing?
android needs no jailbreak to test it.
so i cant do it, he can but isnt rooted is what i meant so he cant. He doesnt want to root bc its too much effort when it can literally take like 10 mins
he is trying to use zarchiver or whatever and cant get into the folder to put the pack in
we tried the .mcpack but that didnt work either
well, the game hardcoded for 2 platform to use different screen once the same button ID is pressed, which this case is trial game screen thing where it prompts you to buy the game.
which, that is somehow even funnier since both screen are actual screen rather than dialog itself, just to make it like dialog.
yeah I know but whats the purpose of this? do you want to crate something like there something like modal available everywhere I guess?
but as a creator i appreciate that i can override it entirely and have a custom screen
because this button id can be used everywhere right?
mostly people probably go for showing UI information or probably the "music+" thing
mhm iirc, can be used in settings, pause screen etc
the button id can be used on any button. the screen itself is used by creators as a custom screen that contain anything the creator wants.
im doing UI information and credits bc ppl dont read the text files in the pack
might gonna test text editor in there with cache screen on.
yea, they also used emote screen but it was only available in-game
alright is it really necessary to be available in and pre game? I would rather do 2 toggle dialogs in settings and in pause screen e.g.
this also can be used to show your addon's information entirely rather modifying and using help screen honestly
also editing these screens are really terrible idea because firstly; you need to remove everything from there and then add literally same things to two files
im only putting the button on the title screen. So users can get pack info right there. They wont be bothered in the settings or in game
dont edit them. Remove everything and build it from scratch
then add custom toggle instead of modifying whole screen
i got alot of information to add i cant add more dialogs i can only modify existing screens
not really necessary to remove the whole screen if you don't make them not rendering from the referencer at all.
but I digress, probably best for optimization without creating more lags I suppose
if people want to do it, just let them be
the screen itself is a scrolling panel that will contain Credits, Changelogs, Information, and Social links.
i doubt ill need it to scroll but
yea but its really terrible idea when you can create literally same thing without removing other things
in this example 2 screens
you can create scrolling panel anywhere you want
you could just create your custom UI file, and make 2 of those screens reference the same root panels from your custom UI, that is best way.
those 2 works the same anyways, and so shouldn't interfere anything that much
yeah I would do this like you said if i wouldnt do that as just custom toggle
it is only the way for all platforms to see your stuff rather than only PC or non-pc platforms
or even better don't use that screen at all and instead use it somewhere like settings screen or custom toggles
yeah ill reference the root panel in the tabbed screen. Once i get the win10 screen looking good.
it should look the same.
ik but idk how im gonna change it yet. i still got alot to add to it
this is my settings screen.
also as custom toggles you can add as many "custom screens/modals" as you want like here
and thats how I made it here
i did basic edits to it but im not rewriting it so the mobile bug where the buttons are smaller than the icon will stay indefinitely
idk how to do that bruh i got like half a percentage of experience with json ui
idk how to add a changelog popup dialoge thats what i wanted to do in the first place but i think it was Arcdustry that said i could just change the trial screen
I'm still in process of rewriting the entire settings screen and so far nothing seems goes wrong expect empty elements that does nothing, I feel those were debug tools that was removed in vanilla template.
bright side tho, i can enable spectator mode toggle lmao
use actual size for panel on left side idk e.g. 50,50 and then add second panel on right side with simply size: [100% - 50, 100% - 50]
just don't modify what mojang is intended way, that could cause some crashes or unintentional stuff
if you still learning thats better idea instead of this clip that I sent
is making a popup dialogue like that hard?
not really if you know that you write
it seems easier to populate with content but idk how it works so
idek where i would start tbh
2 buttons with indexes, when button with index 0 (button inside modal) is selected dialog is invisible but when you click on visible button (index 1) (in this example on screen, lets say changelog) it changes index and makes dialog visible where again you can click NOW on visible button index 0 to hide etc
kinda complicated but its just index where default value is 0 or your custom one
yeah that too, did that twice before.
unfortunately it doesn't work with animations I've created to designed to run once it's pressed 
It only works in one way or another.
can't reset itself without breaking anim as whole
this is all very confusing, for now i will stick to the seperate screen. Whats the best way to about adding a list? just a label and the \n ?
if there is a better more effective way i would like to do that
same issues but almost works
clip from probably more than 6 months ago
the issue is where sometimes the button doesn't play it's anim when pressing for several times without resetting the screen
secondly, controller breaks it entirely since it can interact it.
so I have no idea but to scrap this entirely.
why is the labels hanging off the left side?
the font_scale_factor? i thought that was just a number?
i can put percentages in that?
It is value numbers
but font_scale_factor expecting much larger numbers rather than small.
? why is the left one showing the background image but the right one isnt?
There are three main reasons a block may have a shadow.
The first thing to add to prevent a shadow is the minecraft:material_instances component with face dimming and ambient occlusion turned off:
"material_instances": {
"*": {
...,
"face_dimming": false,
"ambient_occlusion": false
}
}
The second is to set the minecraft:light_dampening component to allow all light to pass through:
"minecraft:light_dampening": 0
The last thing to doโif at this point there is still somehow a shadowโis to ensure your block geometry does not clip into the ground, if you are using one. No element should go below y=0.
nvmd bro i missed the smallest detail
smh
i gotta add a back button somewhere. so mobile and console users can get back to title screen
you cant really "fix" this, you need reset event I guess? But whole issue is in this property and button that triggers it, you can trigger it as much as you want before end of this animation
there is already a reset event.
and no, even waiting it to finish it's anims, the issue still occurs.
yeah, there's nothing I could do. besides I've already asked the same question about 6 months ago. so it is what it is.
It's more like "you're not supposed to do that" kind of things.
rather we (mojang) werent ready for things like this :DD
con one of you guys give me a like example dialogue popup?
because i dont have nearly as much as i thought i would and am not going to be able to populate this screen fully.
i think a scrolling popup is what i want idc if its more difficult to create than a seperate screen
how do bindings work?
do i need variables and bindings on both buttons (open and exit)?
Can anyone help me with json ui
Only if you actually ask the question!
when creating a popup dialogue, do i need bindings and variables on both the open and close button? Or do i just need bindings?
i dont understand bindings or variables but depending on what i need for a popup box i can figure it out
yes
i feel the content i need to fit would be better suited in a popup panel rather than an entirely different screen
but ive only ever changed vanilla code and dont really have an understanding of how to implement a custom dialogue like that
linkvertise is so ass bro
why do ppl use it
i wish i could understand anyone elses project.
i download packs to try and learn the code but idk how to actually navigate the files properly
Can you teach me json ui?
I see, I'ma try to make one I suppose
?json-ui
You can learn more and get started with JSON UI here: https://wiki.bedrock.dev/json-ui/json-ui-intro.html.
I already read everything
then you are genius at json ui and dont need to be taught.
No!
Not a good way to talk to someone who wants to teach you. Of you keep up with that attitude you can forget being helped.
Mane is the truth! If I'm asking someone to teach me, it's because I don't know, then the guy comes and says I know everything will be chipped
Is there any way to edit tooltips?
I want to add some text that changes on account of some condition
nobody is going to teach you. You can use the docs to figure it out and ask questions as you learn. Nobody wants to do JSON UI let alone teach it. There is not much in terms of docs, mojang has terrible code, even if someone did teach it to you, it would still take a while to learn it. In terms of my last few messages, you said you had read the JSON UI documentation. If you read it and understood it then you shouldn't need a teacher. If you read it and didnt understand it, then you didnt read it. I suggest you just start messing with stuff and experimenting. JSON UI is a hard language to learn, teach, or use. I wish you luck.
I want it to change based on some condition
How did I read and not learn? Did I not read?
Bro, yesterday I spent a long time testing it, almost arriving at what I want, 5 things are missing that I don't know
Which is like changing the texture of the background and the button, placing the button text on the side of the button and not inside, and leaving button 5 and 6 next to each other
And how to put the ui to be placed only in a certain form and not in others
Changing button and background textures are easy there is video for that bc its basic texture pack creation. Idk how to move the button text or if its even possible. Idk what buttons 5 and 6 are so i cant out my thoughts there. For the ui being placed in a specific place youd need bindings or to edit whole screens. And im not trying to be mean when i say โif you read it and understood it, you dont need to be taught. If you didnโt understand it then you didnt read itโ im just stating the fact that if you did read all of the docs and retained the information then a teacher isnt needed. But if you read it and didnโt understand it then you should keep reading it until you do. I can link some videos for UI customizing but there is not much in terms of the code.
@small badger ^^
https://youtu.be/K7UyzmmML-g
https://youtu.be/qTdfI7nnwVU
https://youtu.be/wIgcN1EgPpY
Today, I introduce you to the wild world of Minecraft: Bedrock Edition's JSON UI. Enjoy!
Timestamps:
0:00 - Intro
1:10 - UI Files
1:32 - Namespace
1:52 - Elements
2:32 - The Element Hierarchy
3:36 - Phrases
4:25 - "Controls" Property
5:12 - @ Copying
5:54 - Example File
7:24 - "Type" Property
9:08 - Outro
Playlist: https://www.youtube.com/play...
Hello Everyone
Welcome back to another Episode of texture pack tutorial โจ๐
Today I'm going to teach you how to customize GUI ๐จ
this tutorial is PERFECT for beginners who have no idea
with "newgui" folder.๐คทโโ๏ธ?๐คทโโ๏ธ?
so Sit Down, relax, and enjoy the video. ๐บ
Also, I'm Going to Upload Video Every 1 Week.
so don't miss the next video ๐
Subscrib...
I know that there isn't ANY documentation on how to actually utilize this in your addons. If you have any questions feel free to message me on discord or ask in the comments.
Download the project here:
https://drive.google.com/drive/folders/1LfQxJwwPxt-ScasqxsF2SLKnlI6tcAo5?usp=sharing
Here are some links from the video:
Bridge: https://editor...
those are what i watched first before jumping into it so i knew what to expect. Through asking questions, getting community input, and a little time i had a finished project. So while nobody will teach you JSON UI you can learn alot by asking the right questions.
I didn't understand almost anything you wrote.
These videos didn't help me
can we flip the hunger bar?
probably if you can isolate the UI element in the hud_screen.json
then you could do whatever you wanted to it
Yes I can but its an renderer in a panel
so idk if we can flip it
yeah i dont think so then, because its created in the source code. You may be able to move it but i dont think you can flip it.
the panel type for it is custom so the renderer isnt available to use, if you created a behavior pack with it you might be able to do something with ScriptAPI
Script api?
Why I just want to make it RTL
what is RTL?
oh you meant like mirror it, idk if you can without editing the base code or rewriting the renderer yourself
How can I rewrite it? Is there a binding for hunger bar
im honestly not sure im not the best at this, @hexed briar or @broken trail might know
Allright
nope, hunger bar, health, bubble and etc are custom element based.
you can only use what vanilla has offered.
๐ฆ
Hey guys. I was reading through this server and I just want to confirm that resource packs can't use ore-ui yet.
probably the part of image
using titleraw would it be possible to have 2 different lines and it adjusts them to be next to each other with an image behind like the image above?
its just a quick mockup i made
it is indeed possible, i have done that before
just complicated because json ui is stupid
well unless you want to use 2 of title/subtitle/actionbar/scoreboard
its pretty easy if you are on a server that isnt vanilla and you can send different scoreboard sidebar packets to each individual player
Nope
And it probably won't change in the near future
No.
Tooltips aren't grids, e.g text able to stack each others when another text is loaded. instead they're single text bindings that are hardcoded.
Therefore, it is not possible.
Although you can change it with ridiculous hard way, a c++ operator thing and stuff I suppose.
or better is do not give that items an enchanted info's and you should able to detect the text and change it's conditional rendering
Possible with stack panel with horizontal, although using title/subtitle is not recommend due to it can cause the command itself won't properly running, thus subtitle does not have it's factory and therefore you're forced to modify it's element inside vanilla element.
otherwise, it won't work even with bindings, because subtitle does not have factory and therefore can't reload itself.
yeah you basically have to run both the title command and the subtitle command every tick
which is bad
and don't even think that subtitle will always 100% work, since I've always facing subtitle not loading when doing that command for every tick.
mine always does, title always load but subtitle always not.
hm
even with rawtext also.
i do it through the scripting api, maybe it doesnt work with commands?
odd
back then we do classic command way, not gametest and stuff yet.
lol i also used to do everything through commands but the scripting api is just better
i recommend checking it out
it's pretty easy to learn
yeah I've already done script-api stuff before.
actually in really early stage of gametest which before being renamed to script-api.
although I don't make maps and stuff anymore so, yeah. I stopped indefinitely.
ah alr
In the chat UI screen why does a new button I added not change at all even when nothing has been added the the icon
"test_image": {
"type": "image",
"size": [ 14, 14 ],
"texture|default": "textures/ui/help.png"
},
"[email protected]_button": {
"$button_content": "test_image",
"$pressed_button_name": "example button name!",
"$focus_id": "my.ExampleButtonId",
//"$focus_override_up": "",
//"$button_tts_header": ""
},
Yes I did add it to the buttons and this is added to the ui
But the button acts like the chat settings
texture is not a variable.
you can't just add |default in property/non-variable.
and secondly, you don't have to add a image format in there. It'll work with regardless.
Does that mess anything up?
For standard textures, nope. but for button/dynamic related textures, yeah it will.
Did not quite understand
Like I take an image of me there if I put it can there be a problem?
since button/dynamic related texture has 2 exact same file name with different file format, one are .png and one are .json
if high resolution, obviously.
Mine doesn't have any "botao" file
?
I understood
I have understand absolute nothing to your questions at all.
What would I have to do to fix this? Increase image size?
I understood a lot of what you explained
"did not quite understand" "I understood a a lot of what you explained"
ok.
anyways you wanna remove that border?
put that "$border_visible": false in your button elements.
should hide the border entirely.
I'll try
He was
Now all that's missing is the bottom and removing that gray thing
First, did you add the button to a panel somewhere in its "screen content"?
Second, "texture|default" is invalid, maybe should use "texture": "$texture", "$texture|default": "<path>",
Third, actually this code block has json syntax error
I believe you are talking about the extra comma?
Yes
Has the code been corrected?
"test_image": {
"type": "image",
"size": [ 14, 14 ],
"texture": "textures/ui/help.png"
},
"[email protected]_button": {
"$button_content": "test_image",
"$pressed_button_name": "example button name!",
"$focus_id": "my.ExampleButtonId"
//"$focus_override_up": "",
//"$button_tts_header": ""
},
Can anyone tell me how to change the background texture for an image?
I believe you are talking about the background colour of a div like element?
I don't want to change the color
I want to change the background texture
like that blue one
how did you go about doing it?
did you just slice the text and move one up or
?
uhh i would kinda like to keep that to myself lol, it took me quite a bit to figure out
kk
np
i did it ๐
Someone help there please only these 2 things are missing
nice
What's the max value for setting the size to fit the screen?:
"size": [
2100,
2100
],
"100%"
it's fuck
Currently, no. Devs have stated on twitter that they want ORE-UI to be customizable.
explain the process of a popup dialogue to me. Idk if i need Bindings and Variables to make it show up and dissapear.
OR how can i create a hyperlink button to take users to like my youtube channel for example
you can't
but the feedback button takes you to a link? why can i just use the hyperlink button in common_buttons and set the link to my own?
why not?
You cant use custom hyperlinks
well then the dialogue thing is my best bet for what i want to do but idk how to do that. Any help?
hyperlinks are hardcoded
I ended up changing the image so it was transparent how do I fix it?
Or how to change the background without changing the Mine's own texture, it would be much better
Someone help me ๐ฆ
"alpha": 0.5 <- 50% Transparency
^^
if you clarified your qeustion and issue a bit better i may be able to help more.
Nothing has changed
the property should work on image types so idk why it wouldnt work.
the images base element. So where you called the "texture": "<path>"
so how do you call the texture?
Where is this base element of the image?
I changed it in the game
which texture did you change?
control.png
Where should I put "texture":?
where is control used? do you know what menu screen its nested in?
Not only was I testing one by one until I saw which one changed the background of the form
It took a long time until I found
Yes
.
gimme a few to find it
?
i cant find the control.png image or where it calls it. so im not sure
she is not called
Do not ask me why
Would it be here? Or is it in the other element?
but if you can find the panel its all contained in you can find the image of the background, it would look similar to this
"control_image_example": {
"type": "image",
"size": [ 100, 100 ],
"layer": 3,
"texture": "textures/ui/control.png
}```
Ignore my .json mania
i checked the server form idk where it is
Mine doesn't have that
i know
you may have to comb through other forms maybe settings common or something to find it but that is an example element of what the texture would look like in the code
But how would I put a background texture bro? By form_server.json
youd have to overwrite the panel containing all the elements and set your own up using the example i gave
basic stuff
the panel that holds the elements of your screen. so everything inside the pink box is apart of a panel somewhere... find that, and you can trace all the elements back and change them to fit your needs.
then do some tracing and find each element. The background image should be somewhere in those 2 panels. If not in the panel explicitly then you can trace to find it.
How am I going to track
bro
is not helping
im not explaining the basics of reading JSON UI. Its easy to trace elements back. Its like impossible to explain how to comb through the code.
notepad editor
notepad editor
Mano example there in the second photo
yo @hexed briar shine some of your godly light on this man
"long_form_panel":
he needs jesus and your here in the flesh
my apologies I unfortunately can't, suffering from fever and vomit at the moment
What is it homi
Improvements
So it gets worse ๐
mans alergic to it
@worn oasis That's it man
Oh I do not know
Ha I don't know
welcome to JSON UI; Where you never know.
But you know more than me
barely
I doubt
ive repurposed vanilla code while trying to learn it
This is what I'm doing I think
Bro help just put the background there my menu is 95% ready
i cant help you. You have to go through the code and find the fix yourself.
not every issue can be fixed by an external source
Man I won't find
a hint: the background is dialog texture and located in common dialog elements.
other than that, I can't help any further just for my health sakes.
Dude I don't even know what you're talking about
Same thing happened when I was in the dark looking for a needle
that is only what can I help.
So I believe it's here in one of these two
But I don't know where
Because from what I saw there is no more with "common dialog"
ui_template_dialogs.json?
Always check the element referencer and the file location where it was referred. It was just common json-ui standards
even I learned about that since day one.
I'm going to rest.
english > portuguese
?
that was common dialogs file in ui folder from vanilla resource pack template.
what "him"
I will need to put this file in the ui folder as well
take it easy Arc, get well soon.
Or
I understand nothing
Does anyone out there know that can help?
ahhh sweet sweet relaxation https://www.planetminecraft.com/texture-pack/crxzy-ui-v1-0-0-stable-release/
go do stuff so i can get to lvl 20 and use my adfoc.us link
Help kk

I didn't understand almost anything you sent bro
You said a file name there I found the name of the image "Control" I tried to change the "Alpha": 0.0 it was not
The background image of the menu
Six did not say how to change the background image of the menu
Six say something there, it just confuses me, it doesn't help me bro
who is "six"?
are you good??
I don't understand absolutely nothing what you've said and meant for. one, all you have to do is to keep finding the referencer where that image was originally located. two, that was the simplest thing ever since I've read the whole wiki, able to do what it said in one day
seriously can't you just, find it yourself even I give you a hint? like, it's not gonna help anything and making you even more desperate at asking people about how to do that thing etc. that right there is really simple. even someone here managed to find and use advantage of it in 2-4 days.
dialog element isn't not really THAT hard to modify. It just like walking into public park after you done couple of basic elements.
^^
this IS the main reason why I don't wanna answer very common and over asked questions, since you could just scroll down abit more in the #1067869374410657962 forum and you should able to find the answer you wanted.
I already found it, in that file you mentioned
Bro, you gave the tip but I changed it there, nothing changed, it remained transparent
It's not despair I just want to finish soon
I gave you a tip about how to find the dialog element.
not the WHOLE finding background image thing. also about using referencing element aswell so you can find that
And I found I think
"control"
You said there, but I didn't understand, I just found the element
Am I to blame?
So whenever I ask it will be the person's fault for not understanding the question?
Not even helping is helping, it's fuck to understand
do you even read.
like, how many time I said
and you just being "hey uh I don't understand" for every answers I said?
and you wanna blame me for not being helpful enough?
fr ^^
if that so, you should actually go to any minecraft addon's server that based in your language.
my english is literally very understandable even a person who doesn't know english that much knows what am I saying.
and I don't even know what in the hell why do you able to write english but can't understand them
I don't have to know
well like I said, not my fault. rather than yours.
if you can't understand, that's on your.
There already exaggerated
Google translator is not very good so I can't understand
Skill issue. 
Not everyone has the privilege of being fluent in English
But instead of helping so confusing
well that what was this discord server for, globally for english which you should know that every servers is based in english. if you don't know how to speak proper english, I suppose you should find another addons server that is the same as your native language.
Mano, there are some guys here from DC on this server who know how to explain and I can understand now, you're fucked if I don't understand, I basically screwed up
Comply?
you just said "you're f----- if I don't understand, I basically screwed up" and "guys here DC on this server who know how to explain and I can understand now"
Bro, I just want to change the background of the form so I won't ask anything
Then the translation is wrong
You said you find it in ui_template_dialogs.json
I tried to change the "Alpha"
I told you how to
- find that file
- use the element referencer so you can find that background element
Dude that was your tip
you didn't mention about referencer.
And another tip that wasn't said
- it is COMMON AND BASIC json-ui stuff, not even THAT hard to modify that dialog element
for you it's bro
For me, it is not difficult to understand that we are not the same
WDYM I SAID LIKE MANY TIMES
I'll say the final time, if you don't understand it you're on your own. this one is even more BASIC.
main_panel_no_buttons > dialog_background_hollow_3
find it in dialog template file.
it literally directed to THAT dialog texture element.
Isn't Dialog Background Hollow 3 another texture other than the background of the menu?
it was dialog texture that was used in forms.
This texture is the edge bro
that is the texture
Truely a hero
Actually I told him it was basic JSON UI when asked me how he was supposed to trace the referencer back to the image.
I told him that im not explaining how to read basic json
I'm pretty much getting recovered very seriously from doctor, so yeah I may be active for quite sometime and go help out people here.
is it possible to use live_player_renderer for an input panel, or no bc there isnt the right properties/bindings do i have to use paper_doll_renderer?

alr, I've been looking around here for a while, and I think it's time that I started learning how to do this, I was just wondering how exactly people get like custom Action Forms etc, I saw something a little while ago about having like some $ namespace in the action form's title? I'm not exactly sure
is ti something to do with like testing if the action form's title is a certain string, then if it is, the ui uses a modified version?
Well. the $ next to name are identified as variables.
the same goes to #, which for bindings.
you can use and fetch what your forms title has with variables or bindings. and use them to conditional rendering and you should get the custom forms.
the same method everyone still using to this day.
Some people call it "flag" rather than conditional rendering, I suppose it's help better understanding. but I'd rather go to conditional rendering.
ah ok. thanks. Imma try make something then
for the server forms, is it the "custom_form@common_dialogs.main_panel_no_buttons" one that is used for like ActionForms etc?
messageform and modalform uses customform, actionform uses longform
Ah thanks
well, I don't know anything about server forms since I've never make any server gui related things.
heh ok
although I do know npc screen well, forms seems pretty much easier to do so
npc screen is absolutely hell. don't mess with it
lmao ok, I won't
fr
what can I say for npc screen is it's ridden with pretty much unnecessary stuff that barely works after attempting to modify one element.
you modify that button? another element broke.
So with the custom forms, I can do like as the title maybe: $custom.1 (then the actual title), and then inside of the json ui I can like remove the $custom.1 part right? and then just set the forms display title as the "title" - $custom.1
idk if that was explained right lol
you'll need to fetch that variables or bindings first by looking at forms title element.
Like the preserved text thing in the wiki
yeh
preserved text is whole different than conditional rendering.
oh, you can hide text if you want.
cause it only does it if the title contains the like right string
then it removes that string from the whole title so that it's only like the uh part that you want to display
idk
you can do that if you get the correct operator.
i.e (#my_text - textthatishidden) something like that
(#preserved_text - $update_string)
yeah
alr imma try make something (probably gonna fail horribly)
'' is required if you want to make them show.
wdym?
normally in json-ui, to paste text correctly you'll need '' around them. ('hello there')
but this one without '' is essentially uh, abusing json-ui thinking that it is some sort of property that does not exist
so just a string?
wut I'm confused lmao
there was only json-ui snippets by "LeGend".
other like, showing proper UI and stuff. that does not exist anymore
people actually attempted to create proper json-ui stuff like that, eventually it got canned. if I remember correctly, there was 2 projects.
probably changes every update. since mojang does not provide any changelog related to json-ui and therefore people (include myself) have to find bugs or anything that changes.
so probably why those projects are canned.
well there is a wiki introduction about json-ui.
and some video that does the same thing but more understandable for beginners.
mojang never give us any documentation about how json-ui works whatsoever. everything from wiki is just people digging json-ui file and stuff
yeah
wait so if I want to make a custom form type, do I just copy the one that's already there, and then like add onto it?
"long_form@common_dialogs.main_panel_no_buttons": {
"$title_panel": "common_dialogs.standard_title_label",
"$title_size": [ "100% - 14px", 10 ],
"size": [225, 200],
"$text_name": "#title_text",
"$title_text_binding_type": "none",
"$child_control": "server_form.long_form_panel",
"layer": 2
},```
Pretty sure this is the main part for the ActionForms
though I'm not sure what I'm supposed to do now
nope, you can only modify the existing ones.
can't add a new UI in json-ui, only modify.
ah so do I have to add like bindings in there
yeah
man this is gonna be confusing
that's json-ui for you everyone.
heh
holdup so binding_name gets the value, and then binding_name_override sets the value to whatever you get from binding_name?
or the other way around
these docs are confusingly written
ah wait I'm supposed to be using a control right?
or wait
idk
huh
binding_name gets the source of binding functions, binding_name_override "probably" override what above from, binding_type is element type that bindings can modify to, source_property_name is operator modifier or strings, binding functions can be used in here too. target_property_name is where the string should be located or toggle the binding functions I.e hiding the element etc
mostly conditional rendering thing, binding_name, binding_type, source_property_name and target_property_name is required.
so... I use source_property_name to edit the title string, then use target_property_name to set it?
yeah, if your source_property_name doesn't have operator, it should display just fine. although not toggle and stuff, just string.
although if you've using operator for that, that thing will check whenever it is correct condition or not. if it was, it should show you the element/hide the element ( depends on what you want of course )
wait so can I like remove parts of strings and then set the title to the new one? so if I pass in like "custom Title Test", could I test if the title contains the custom part, and if it does, remove it from the string, then use the custom form with the title as just "Title Test"
or something
yeah you can.
this example to be exact
ah this is pretty helpful https://www.youtube.com/watch?v=pVRmjbLyCC0&ab_channel=BedrockAddons
Hello Everyone again. Hope you all are doing great! Enjoy my voice reveal! Maybe
Song Credits:
Music:
Vexento - Particles
https://youtu.be/4BBZ2VHUitk
https://www.youtube.com/c/Vexento/featured
Vexento - Touch
https://youtu.be/TOG0mCgzsMY
https://www.youtube.com/c/Vexento/featured
Vexento - Capurganรก
https://youtu.be/oZNlbt8jWTI
https://www....
#form_text was the default form text
ok, I seem to have made something
when you have an actionform with oc_games_form as the title, it makes it invisible
fun
yo this is actually cool
oop
I just crashed my game
oof
lmao
it looks so shitty
well I mean at least I made something

Does anyone know what's the ui element that shows this green button when selected + hovered?
pressed.
setting buttons uses toggle instead of button and acting like "button", essentially I guess fake button. It has 4 states. ( Idle, idle hover, pressed, pressed hover )
although the assets still using as default button textures.
If you're looking for that button texture, textures/ui/button_borderless_lightpressed I suppose.
thank you.
Mano, it might even have worked, but that catches on all forms/menus, this is bad
Where and what is the file for the uncategorised buttons on the top?:
Hmm anyone know how grids work
Iโm trying make a like button grid for an action form
And Iโve got all the grid settings, but then when I try add the button factory and collection stuff it just crashes my game
ok well I got the grid to kind of work
but the grid_dimensions don't seem to be working right
i have it set to 2,2 but it shows a row of 6 buttons, and theres few buttons missing
it's for an actionform tho so I kind of need it for the buttons
unless theres a different way
I also wanna make a custom button but idk how to do that
maybe a stack panel instead?
I really want a grid, cause I want square icons
just change icons size to a fixed value
I'll send a screenshot of what it looks like right now
Ik, but then they won't be layed out in a grid shape
wdym?
and change "grid_item_template" size to something like [ "50%", 20 ]
i have grid_rescaling_type set to none
the icons are behind the buttons
for this, just simply change icon layer
higher (but before texts)
Ik, I want to make it so the button is invisbble until you hover over it
that's why I wanted to make a custom button
but idk
ah
rn it's just the grid
focusing on that first
"custom_dynamic_buttons_grid_panel": {
"type": "grid",
"size": [
"100% - 4px",
"100%c"
],
"offset": [
0,
0
],
"grid_fill_direction": "horizontal",
"grid_dimensions": [
2,
2
],
"grid_rescaling_type": "none",
"anchor_from": "top_middle",
"anchor_to": "top_middle",
"grid_item_template": "server_form.custom_dynamic_button",
"factory": {
"name": "buttons",
"control_name": "server_form.custom_dynamic_button"
},
"collection_name": "form_buttons",
"bindings": [
{
"binding_name": "#form_button_length",
"binding_name_override": "#maximum_grid_items"
}
]
},```
it's weird cause I have grid_dimensions set to 2,2
shouldn't that make it only have two rows and columns
but it's showing 6 columns
or something idk
and when I set the grid_fill_direction to vertical, it just stacks all the buttons on top of each other in one grid slot
I probably have it set up wrong idk
is "grid_fill_direction": "horizontal", ok?
it like fills it right, but it doesn't follow the grid_dimensions
i don't think "factory" inside "grid" elements are valid
so I get a row of 6 instead of 2
I've seen other people use it so I'm not sure
maybe the collection is wrong?
maybe the content log gui might help you
"collection_name" is needed
ok..
your idea is almost identical to this (from store_item_list_screen.json):
{
"store_offer_grid": {
"type": "grid",
"size": [ "100% + 2px", "100%c + 4px" ],
"grid_rescaling_type": "horizontal",
"grid_item_template": "store_item_list.store_offer_grid_item",
"clip_state_change_event": "$store_factory_clipping_event",
"$store_offer_grid_prefix|default": "list",
"$store_offer_grid_collection_name|default": "list_collection",
"collection_name": "$store_offer_grid_collection_name",
"$store_offer_grid_bindings|default": [
{
"binding_type": "$store_factory_collection_details",
"binding_collection_name": "$store_factory_collection_name",
"binding_collection_prefix": "$store_factory_collection_prefix"
},
{
"binding_type": "$store_factory_binding_type",
"binding_collection_name": "$store_factory_collection_name",
"binding_name": "#max_grid_offers",
"binding_name_override": "#maximum_grid_items"
}
],
"bindings": "$store_offer_grid_bindings"
}
}
ignore clip_state_change_event, it's not for server form screens
from there you can dynamically change maximum_grid_items instead of grid_dimensions, which is worse
eh
wait what does grid_rescaling_type do?
is that like the size of the grid slots ot like the amount of slots
or whatever
it's like "grid fill direction"
always from top and from left
but like what does it do
no, you need to set grid item size manually in grid_item_template control
wait so should the grid_item_template be different from the button
cause I have them both the same
or
if you change it to "vertical", it will make a grid vertically (quite hard for me to explain)
here:
"custom_dynamic_button": {
"type": "panel",
"size": [
96,
96
],
"bindings": [
{
"binding_type": "view",
"source_control_name": "image",
"resolve_sibling_scope": true,
"source_property_name": "(not (#texture = ''))",
"target_property_name": "#visible"
}
],
"controls": [
{
"button": {
"type": "button",
"default_control": "button_hidden",
"hover_control": "button_hover",
"pressed_control": "button_pressed",
"locked_control": "button_locked"
}
}
]
}```
k
i removed some stuff so I could send it
but that's the button
do I need to add stuff for the grid in there
i am still thinking... where is the "image" element
oh
ye
it would be better to change "size" to percentages
this is the full button
example: [ "50%", "100%x" ] to make a grid with 2 columns
yes, apply this to your grid_item_template
it should be square
100%x is 100% size of the x value
should I make seperate things for the grid_item_template
no but I mean
rn I have the grid_item_template as the button
should it be like a different thing
seperate from the button that I'm putting in afterwards
no
so what ur saying I change the size from 96,96 to 50%, 100%x on the button?
this stuff is confusing
yes, just try it
alr
or you can change the x value to something smaller in percentages, like:
33% for 3 columns grid
25% for 4 columns grid
why would changing the button fix the grid tho?
now I just have two massive buttons
96 is too small in this screen
this is what 96 looked like
ok ig
those 2 massive buttons are intended, except if you want to have the "y" value smaller
yeah but the grid still isn't working
I have it set to 2 rows and 2 columns
so why are there 5 columns
is it like stacking all of the buttons in one column or somethin?
pain
if you want to have only 2 columns, you need to override y value
(it means you can't get square buttons)
except if you limit grid panel size
so try: [ "50%", 40 ]
what the
well then what is the point of grid_dimensions
doesn't that have the rows and columns?
why doesn't it do anything
it's for "fixed" grid
while "maximum_grid_items" does not like "grid_dimensions"
"maximum_grid_items" make grids dynamic
What's the button is for:
"namespace": "realmsPlus_landing",
button.realmsPlus_landing?
probably
how those 2 work are completely different
it's to open the realms plus tab (the 1st tab) content in realms plus screen
This doesn't open the screen, Have I made an error?:
"$pressed_button_name": "button.realmsPlus_landing",
wait, that button id is unavailable
Could you add the nessasery content to this button so is to hide when another UI is overlapped? Also add any button I'd:
"button@common_buttons.light_text_button": {
"$pressed_button_name": "button.main_menu_button",
"$button_text": "Example",
"anchor_from": "center",
"anchor_to": "center",
"size": [
100,
100
],
"offset": [
0,
0
]
},
the game should automatically "un-render" previous screen ui
It does not
if screen changes while "force_render_below" is set to false
"hud_screen": {
"always_accepts_input": true,
"render_only_when_topmost": false,
"$use_loading_bars": false,
"$screen_animations": [],
"force_render_below" : false
}
The button is still on screen when these properties are here:
"hud_screen": {
"always_accepts_input": true,
"render_only_when_topmost": true,
"$use_loading_bars": false,
"$screen_animations": [],
"force_render_below" : false
}
Text on screen and an image hides but not the button
i just see nothing wrong...
is force_render_below inside pause_screen or any other similar screens?
no
Hi can get selected item name in json ui?
light_text_button is not glyph and therefore does not contains $button_content components.
Is this better?:
"button@common_buttons.light_text_button": {
"$pressed_button_name": "button.main_menu_button",
"$button_text": "Example",
"anchor_from": "top_center",
"anchor_to": "top_center",
"size": [
16,
16
],
"offset": [
0,
0
],
"button_mappings": [
{
"to_button_id": "$pressed_button_name",
"mapping_type": "pressed"
}
]
},
The button doesn't quite redirect to another UI id
How can I also make my own button redirect to a new UI?
simple, you can't.
you can only modify the screen, not to create them.
you can modify screens and make them look new and just it.
just look at screen that has one of those.
and I don't think you can change realms screen, likewise you'll break something that mojang doesn't want you to do.
nice
hey guys, what is the element name and the texture path of the background?
They're dialog 3.
The same dialog that was used in server forms.
the texture are ui/dialog_background_hollow_3
is it possible to change the offset of the hotbar slots? like i want the 1st slot in the middle or something like that, is it possible and how?
How to make the sound with loop?
"custom.sounddd": {
"category": "player",
"sounds": [
"sounds/mob/player/customsound"
]
}
well what exactly are u using it for?
you could POSSIBLY make it possible
by using gametest
you would just have to ask, basically get the length of the sound, convert to ticks ( length * 20 ) then make a function that repeats the sound every length of ticks
could prob just ask in #1067535382285135923 and youd get an answer
like an auto music player basically?
Every image has to have something like this. (If you want to expand it from it's normal size)
