#head indicators
1 messages · Page 1 of 1 (latest)
ok so i have everything down
im on the last part
i already got the skin, and got all the colors of the pixels, i just need to somehow display unicode character squares in a grid and then assign each one a color
in tellraw i would do this
/tellraw @s [{"text":"\uE001"},{"translate":"space.-5"},{"text":"\uE001"}]
but i am not sure how to do it with plugins
Okay so
You need to display unicode character squares in a grid
Are you creating like a custom character in the chat?
Or what are you doing with this feature
@hybrid grove
yes
i am making a grid of squares
And i need to color each one
Okay in plugins you could just send a message like
Oh I see
Are you asking about the "translate"?
Yes
Where'd you get your negative space from?
Are you referring to this?
Yes
Ooh ew It does use languages for that
yeah
I'll tell you a simpler method that won't require you having a large negative space pack in there that you don't need
Ok
Wait
This
Ok ill check it out
Once you've set that up
Instead of "translate"
You can use it just like you use the other textures
Using a unicode you specify in the "chars" section
After that it's very simple, you just put the unicodes through any Java string
Ok
And they'll get converted to the actual unicode character
Can i change the height of them this way too
Ping me or dm if you need any more help
Alright
If you want a negative space that is for example -5 pixels
You can create another provider like this
But change the char and change the height
-3 = 1 pixel to the left
-4 = 2 pixels to the left
etc.
So for 5 pixels to the left, like you had here
You'd need a height of -7
wdym
If you're making a grid like this
☑️☑️☑️☑️
☑️☑️☑️☑️
☑️☑️☑️☑️
☑️☑️☑️☑️
Then you will only need one texture
Of this box
And define it four times in default.json
And change their ascent
OOOh wait
I get it
☑️ ☑️ ☑️ ☑️ ☑️ ☑️ ☑️ ☑️
☑️ ☑️ ☑️ ☑️ ☑️ ☑️ ☑️ ☑️
☑️ ☑️ ☑️ ☑️ ☑️ ☑️ ☑️ ☑️
☑️ ☑️ ☑️ ☑️ ☑️ ☑️ ☑️ ☑️
☑️ ☑️ ☑️ ☑️ ☑️ ☑️ ☑️ ☑️
☑️ ☑️ ☑️ ☑️ ☑️ ☑️ ☑️ ☑️
☑️ ☑️ ☑️ ☑️ ☑️ ☑️ ☑️ ☑️
☑️ ☑️ ☑️ ☑️ ☑️ ☑️ ☑️ ☑️
You're thinking if you can use the negative space vertically
yes
The only way you can use them, unfortunately, is horizontally
The only way to move textures vertically, is using ascent
The higher it is - the higher the texture
same with lower?
i cant pass the height though right
yeah ik
The height is different, the height should be the same as the height in pixels of your texture
yeah but if i am using negative space then you told me to adjust the height right
or do i have this all worng
Yeah, adjusting the height of the negative space symbol increases how inverted it is, which in turn increases by how much it can shift your text to the left
So if you want to move it by 5 pixels to the left
You set the height of the negative space symbol to -7
Don't modify the negative space symbols ascent
It should be the weird big number
when i set it to that it just turns into this []
You tested?
yes
Okay so you added the negative space just like in the guide, correct?
my ascent was not that but yeah
Is it now and does it still not work?
it is that now and it just doesnt show up
its not what i am trying to do though
You must use it like so:
A -> negative space
B -> the texture you want to offset
AAB
?
;D
Yeah
ohhhhhhhhhhhh
It is in the Ambers pack as well
yeah but that uses lang
Just that they've made tons of use cases
and a lot of different offsets
But you may not need all of the huge ones like -8096 pixels
So you can just yoink that one negative space image for yourself
and define your own chars
ok but the negative space now just doesnt do anything
like it doesnt push anything back
Can you show how you define it in default.json please?
"providers": [
{
"type": "bitmap",
"file": "minecraft:custom/fire7.png",
"ascent": -32768,
"height": -7,
"chars": ["\uE000"]
},
{
"type": "bitmap",
"file": "minecraft:custom/fire.png",
"ascent": 9,
"height": 9,
"chars": ["\uE001"]
}
]
}```
You named your negative space fire7.png?
Are you sure it is the correct texture
?
ah
Try it with that
works now
Is "fire" your grid cube?
ye
Alright
Then you'll need to define the same texture four times
Because you need it at four different vertical heights
nah i need it at 7
r
Where are you wanting to display that?
scoreboard bossbar text anywhere
they are
So what you'll wanna do
i need like a list
Is define it 7 times:
{
"type": "bitmap",
"file": "minecraft:custom/fire.png",
"ascent": 9,
"height": 9,
"chars": ["\uE001"]
},
{
"type": "bitmap",
"file": "minecraft:custom/fire.png",
"ascent": 18,
"height": 9,
"chars": ["\uE002"]
},
etc...
Every time changing the ascent to be higher
and the char to be different
You'll have to play around with the ascent values
To see how high apart you want them to be
same with negative space?
No you just keep the same negative space
alright
Although depending
You may want to change how much pixels your negative space offsets
Like if its a pixel off
You may want to tweak it to for example be -6 pixels yk
So how it'll work is
(On a smaller example)
A B C D - are all cubes with different ascents
A A A A
B B B B
C C C C
D D D D
So basically towers that are on the same line
You'll first want to use negative space to create a single tower
A
B
C
D
Which you can do by typing them all out one by one and adding the negative space
AXBXCXD
So that they're always getting pushed back to the same spot of a single character
Like this
(character is typed)
->
(negative space pushes it back)
<-
Yeah but dont you want to push it down?
Push what down
The bcd
Because they're different ascents, they're already on different levels
all you have to do is just move them on top of eachother with the negative space
right
You best just implement this in the game and see it for yourself
You may even actually use chars like A B C D ... while you're developing the pakc
And change them later
Okay that may be a problem
do i need to make new images for each
Looks like you have aseprite so you're already better off than hundres of ppl that i've helped
No not really
The problem is most likely in the restriction
yeah i just built the source code
That ascent can only be as high as the texture is
ah
So what you do to overcome that
Is uhh sec
I'll show with an example
MCC Island has their inventory titles like this:
Having transparent pixels underneath
Oh
how did u get the texture pack for what it is
Do you want the pack?
YES
Joined the server and decompiled
There you go, let me know if you get any questions on the design choices or if you wanna find something
do you know how origin realms does its custom blocks
Yeah it's described a little in my Notion page, there are a few resources attached
and github pages with source code to plugins that do custom blocks
is it like the item frame method or is it actually like
Item frames are used only for the props like furniture etc.
so im gonna assume they used block states
There was one dude
Who recorded Origin Realms without the resource packs
Half way through the vid
You can see its all note blocks & item frames with barriers
how many blocks can you mmake with this
Once again ^ ;D
wait but arent instruments decided by whats under them
Yeah, that's why block updates are blocked
And overridden
There are a few downsides, like slight flickering
Which ccannot be fixed, but these downsides are small for ppl to notice
Ikr
?
Well if you need more than 800
You can use mushroom blocks
i mean like stone and wood and stuff
Yeah you can override their sounds
i mean cant you only place them in 3 directions
the stems or the block
Uhh
The block
So how you can figure out that is
how do they block block updates
dang
Then times three, because there are three different mushroom block types
wiw
Or two, I know note blocks better 😅
woah
Yeah it's pretty straightforward once you figure it out
how would u change the tool used to break it and stuff though
Except for the breaking
Oraxen for example handles all that
you just opened so many doors for me that i never knew existed
;D
That's what I want to do
Looks like you're already in the MC commands discord
So you kinda knew what those datapackers can do in the #projects channel 😅
I was only in there for shader questions though lol
All that can be more efficiently, and much better recreated with plugins
Ahh
Well, shaders too are op
I haven't learned them yet
Too smol brain
Thats why I wanted the mcc island pack
u know when u jump down the pits to join the games
or do /hub
and there is the fade out
I think thats shaders
Oh no
The fade out is a large black texture in a title
You know how the titles can fade in and out
u can adjust opacity with that stuff
That's how
I think the shaders they use are for the highlight of players, but I may be wrong
do you know how i would find how they did the head things for mcc
no there is a way with teams to apply glowing
no like the head indicator ones i was trying to replicate
Do you have a screenshot?
If some fellow finds this thread while looking for resource pack stuff and didn't find an answer, hit me up to get answers to all yer questions.