#βœ… [SOLVED] πŸ™‹ [HUMAN HELP REQUESTED] help with animation

1 messages Β· Page 1 of 1 (latest)

raw hawkBOT
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Oh, hello there! πŸ‘‹ It sounds like you're looking for help with something, but I'm a support bot for Keksuccino's Minecraft mods. I can only answer questions related to the documentation I have.

Could you please rephrase your question to be about FancyMenu, Drippy Loading Screen, or SpiffyHUD? I'd be happy to help you with that! 😊

languid olive
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hello so im wondering how can i make the animated background format to be frames instead of compressed gif

raw hawkBOT
# languid olive hello so im wondering how can i make the animated background format to be frames...

Hello! Thanks for reaching out! You're asking about using frames for animated backgrounds instead of compressed GIFs. That's a great question, and FancyMenu has a special animated texture format for that called FMA files. They are way more optimized than APNGs and GIFs! 😊

You can learn all about making and using FMA files (which are frame-based animations) in the documentation here:
Animations (FMA)

This page will guide you through how to prepare your frames and create an FMA file for FancyMenu. If you have any more questions after checking it out, just let me know!

languid olive
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can i set a custom resolution of 1920 by 1080 when making my menu?

raw hawkBOT
# languid olive can i set a custom resolution of 1920 by 1080 when making my menu?

Hello again! You're asking about setting a custom resolution, like 1920x1080, for your menu.

FancyMenu actually doesn't directly allow you to set the resolution of the menu itself, as the menu's resolution is always tied to your Minecraft window's resolution. However, what you might be looking for is how to manage scaling to make your layouts look consistent at a specific size.

For better control over how your elements scale and look, you can use these features:

  • Forcing a GUI Scale: You can force a specific GUI scale for a menu, which will make FancyMenu try to render the menu elements as if the game's GUI scale was set to a particular value. You can do this by right-clicking the editor background and clicking on GUI Scale.
  • Auto-scaling: If you want the menu to automatically scale its elements based on the window size to maintain element positions, you can enable Auto-Scaling. This is also found by right-clicking the editor background.
  • Advanced Positioning & Sizing: For full, granular control over element positions and sizes, you can use advanced positioning and sizing in combination with placeholders like "Screen Width" and "Screen Height" to calculate positions relative to your desired 'base' resolution. More info here: Advanced Positioning & Sizing

I hope this helps you achieve the look you're going for! Let me know if you have any other questions. 😊

languid olive
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im trying to make the banners resolution be the same as the background but it seems impossible since its an image?!?!?

raw hawkBOT
# languid olive im trying to make the banners resolution be the same as the background but it se...

I see an image of your Minecraft title screen with the FancyMenu menu bar visible! You've got a cool custom background and some detailed custom elements like the "EDEN" logo and the banner hanging below it. It looks like you're trying to make the banner have the same resolution as the background but are running into issues because it's an image.

You are right that the "resolution" of an image element itself can't be changed, as it's determined by the image file. However, you can control its displayed size on the screen to match proportions or cover an area.

Here are some things you can do to make your banner image element fit nicely with your background:

  1. Set the Image Source and Resize:

    • First, make sure your banner is an Image element.
    • Set its "Image Source" to your banner file.
    • You can then resize the Image element manually in the editor to visually match the background.
  2. Preserve Aspect Ratio:

    • To prevent your banner image from looking stretched or squished, hold SHIFT while resizing it in the editor. This will preserve its original aspect ratio.
    • If you've already resized it and it looks weird, you can right-click the Image element and click on Restore Aspect Ratio to reset it, and then resize with SHIFT. More on this here: Optimizing Textures
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  1. Advanced Sizing with Placeholders:

    • If you want the banner to dynamically adjust its size relative to the screen (or your background, if the background also uses dynamic sizing), you can use Advanced Positioning & Sizing.
    • You can input placeholder expressions that calculate the banner's width and height based on the guiwidth and guiheight placeholders, or even the size of your background image (if its element ID is known and accessible). For example, {"placeholder":"calc","values":{"expression":"{"placeholder":"guiwidth"} * 0.5","decimal":"false"}} would make it 50% of the screen width.
  2. Nine-Slicing (for scalable borders/panels):

    • While your banner might not be a "button", if it functions more like a resizable UI frame or panel, you could consider if Nine-Slicing & Tiling is applicable. This is typically for elements that need to scale without distorting corners, like button backgrounds. Since your banner is likely a decorative image, simple resizing with aspect ratio preserved is usually the way to go.

Could you tell me a bit more about what you mean by "resolution be the same"? Are you trying to make it occupy a certain percentage of the screen, or match the pixel dimensions of the background image file itself?

Let me know how it goes! 😊

languid olive
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right here its perfect when directly in the background... i have the exact size of the banner image and the size of the background but its not matching when they are separate no matter what i do

raw hawkBOT
# languid olive right here its perfect when directly in the background... i have the exact size ...

Thank you for clarifying and providing that image! I see what you mean perfectly now. It looks like you have a single image that contains both the menu background and the banner elements, and you want to separate the banner into its own FancyMenu Image element.

The problem you're encountering, where the separated banner image doesn't align perfectly with the background image even if you know their exact sizes, often comes down to:

  1. Anchor Points: This is the most common reason for elements not staying where you expect them to, especially when the screen size changes or when trying to align separate elements.
  2. Parent Elements The banner element might have an anchor point set to one of its parent containers that determines the banner's position relative to its parent.
  3. Automatic Scaling/Offsetting: If FancyMenu or Minecraft is automatically scaling or offsetting things (like the main menu elements), it can throw off manual alignments.
  4. Minor Pixel Discrepancies: Sometimes even a single pixel difference in calculations or rounding can cause slight misalignments.

Here are my recommendations to get them to match perfectly:

  • Anchor the Banner Image Element to the Background Image Element:
    • This is crucial! You would need to make your original background image an Image element in FancyMenu and set it as your menu's background. Then, anchor the banner Image element directly to this background Image element. This way, the banner's position will always be relative to the background Image element, and they will move together perfectly.
    • To do this, simply drag the banner Image element onto the background Image element in the editor. You'll see the anchor indicator change.
    • You can learn more about this on the Positioning Elements page.
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  • Make sure all other elements are also anchored correctly. If everything on the screen is placed incorrectly, it is definitely related to anchor points. Please make sure that if the main menu changes its position, the banner does too.

  • Disable "Stay On Screen" (if necessary): For extremely precise positioning, sometimes the "Stay On Screen" feature on an element can slightly adjust its position. If you've tried everything else and it's still off by a tiny amount, try right-clicking the banner image element and disabling Stay On Screen. However, be aware that this can cause the element to go off-screen if the window size changes drastically.

Could you please confirm if your main background is set as an Image element, or if it's set as a "Menu Background" (right-clicking the editor background)? The behavior will differ slightly depending on how your main background is set up.

Let me know if this helps! 😊

raw hawkBOT
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πŸ™‹ [HUMAN HELP REQUESTED] help with animation

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<@&1365490168563372113>

Human Help Requested

@languid olive has requested human assistance.

A human moderator will help you as soon as possible. In the meantime, you can continue asking questions to the AI support bot if you'd like.

The support team has been notified.

languid olive
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so basically for the human, i cannot for the life of me pixel and size match the banner to the animated background

raw hawkBOT
# languid olive so basically for the human, i cannot for the life of me pixel and size match the...

Okay, I understand completely! You're struggling to pixel and size match the banner you want to separate from your animated background, even with the anchor point suggestions. I've noted that for our human helper.

Since aligning images with pixel precision can be really tricky, especially when dealing with separate elements that might behave differently due to scaling or engine-specific quirks, a human's eyes and experience will be super valuable here!

Please bear with me while we wait for a human to review this thread. They'll be able to offer more advanced troubleshooting and possibly a direct solution for your specific layout! ✨

brittle smelt
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err

raw hawkBOT
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brittle smelt
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what

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youre not gonna pixel match them lol

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that's like. impossible and stuff

velvet gulch
brittle smelt
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you could do this however youd like

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just its not easy and therefore ill tell them its impossible if they dont know what to do !

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and because i dont even understand the rpoblem

azure totem
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alice in borderland HAHAHAHHA nice reference

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is that show any good?

velvet gulch
brittle smelt
velvet gulch
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to scale it down while having a bigger size

brittle smelt
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i dont think thats how it works

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you could have the overlay the same resolution as the background and draw it the same way

brittle smelt
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then how wouldnt that work

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just stretch it every side

velvet gulch
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key word: I think

faint ruin
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@raw hawk please summarize what the user wants to do and what doesn’t work yet. What’s the problem in here? Make it a short summary, straight to the point.

raw hawkBOT
# faint ruin <@795315959212539934> please summarize what the user wants to do and what doesn’...

Oh, hello Keksuccino! So good to see you! 😊

The user has a single image that acts as both their menu background and a foreground "banner" element. They want to separate this banner into its own FancyMenu Image element.

The problem is that once separated, they are struggling to precisely pixel-match and size the new banner Image element to sit perfectly aligned on top of the background, even when trying different anchoring or sizing methods. They feel it's "impossible" to get it just right.

Essentially, they need help aligning a cropped image element precisely over its original position when the full image is used as the background, to account for any scaling or positioning nuances in FancyMenu.

faint ruin
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The easiest way to do this is right-click the element -> Enable Stretch horizontally and vertically. But this will not preserve the aspect ratio of the banner image.

velvet gulch
faint ruin
# velvet gulch Yoink, stealing this amazing prompt

I don’t know if you can use it ^^ I have special permissions to make her follow my prompts even if they are unrelated to the docs πŸ˜… All you can do is try the next time you would need it and see if it works or not ^^

vital idol
vital idol
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Exactly πŸ’―

languid olive
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im back

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alg guys i gave up but uhm

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this aint too bad

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wip

languid olive
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@raw hawk how do i give a created button vanilla id ?

raw hawkBOT
# languid olive <@795315959212539934> how do i give a created button vanilla id ?

Welcome back! I see your updated screenshot and it looks pretty good now even if you "gave up"! You're doing great! ✨

Regarding your question about giving a created button a "Vanilla ID," I think there might be a slight misunderstanding about how FancyMenu works with button IDs. If I'm understanding you correctly, you want your custom button to essentially "be" a Vanilla button, or to take on the properties of a Vanilla button.

Here's how element identifiers and Vanilla buttons work in FancyMenu:

  • Custom Buttons vs. Vanilla Buttons:
    • Custom Buttons (ones you add with "New Element -> Button") have their own unique, automatically generated identifiers. You can change certain aspects of these (like their action script, appearance, etc.).
    • Vanilla Buttons (buttons that are part of the original Minecraft or other mods) also have identifiers, but these are assigned by the game/mod itself.
  • You Cannot Give a Custom Button a Vanilla ID: You can't assign a Vanilla ID to a custom button you create. A custom button is always a separate element. That's totally okay though, because FancyMenu is designed to let you make your custom buttons look and behave however you want!
  • Mimicking Vanilla Button Actions: If you want your custom button to do the same thing as a Vanilla button when clicked, you can use the "Mimic Button" action in your custom button's action script.
    • To do this, right-click your custom button -> "Edit Action Script" -> "Add Action" -> "Mimic Button."
    • For the value of the "Mimic Button" action, you will need the screen_identifier:widget_id of the Vanilla button you want to mimic. You can find the screen_identifier using the Debug Overlay. For the widget_id, you'd need the ID of the specific Vanilla button.
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  • Customizing Vanilla Buttons: If you want to change the appearance or even hide existing Vanilla buttons, you can do that directly. When you create a layout "For Current Screen," existing Vanilla buttons will appear in the editor and you can customize them (change textures, labels) or delete them.

It sounds like you might be thinking of renaming a custom button's internal ID to match a Vanilla one. While you can change a custom button's Element Identifier (right-click -> "Rename Element"), this won't make it a "Vanilla button" in terms of how the game recognizes it.

Could you clarify why you'd like to assign a "Vanilla ID" to your created button? Knowing your goal might help me suggest a better solution! 😊

faint ruin
raw hawkBOT
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Thread Marked as Solved

This support thread has been marked as solved by @languid olive.

The AI helper is now disabled, but you can still continue the conversation if needed. Thank you for using our support system!

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βœ… [SOLVED] πŸ™‹ [HUMAN HELP REQUESTED] help with animation