#Label markdown doesnt work

1 messages · Page 1 of 1 (latest)

delicate portalBOT
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Ahh, that %#77fc03%…%#% trick only works inside Text elements’ Markdown editor. It’s not valid for button/sliders/labels, etc. Those other inputs still need Minecraft’s normal formatting codes (with & instead of %#…%).

If you’re working with a Text element, make sure you’re editing its full-text editor (with Markdown enabled). Otherwise swap to a Text element or use an &a style code for labels.

More info: Text Formatting.

main roost
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a label is a text element right?

delicate portalBOT
# main roost a label is a text element right?

A “label” here usually refers to button/slider labels (the small text that shows on buttons), not the big Text element. The special %#…% hex syntax only works inside Text elements’ Markdown (see the Text Formatting doc). Button/slider labels and other single-line text still need Minecraft’s normal formatting codes (with & instead of %#…%).

So if you want green text on a label, use something like &aThis is green. If you do want Markdown-style formatting, switch to a full Text element and edit its Markdown content.

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how do i do it with gray?

delicate portalBOT
# main roost how do i do it with gray?

For button/slider labels you still have to use Minecraft’s formatting codes, so gray is &7Your text here.
If you need hex colors, switch to a Text element and use the Markdown syntax (%#rrggbb%…%#%) described in the Text Formatting page.

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how to use vanilla elements in universal layout

delicate portalBOT
# main roost how to use vanilla elements in universal layout

Universal layouts only add your own elements (images, text, buttons, etc.) and can’t “grab” the vanilla widgets that belong to a specific screen, because those widgets only exist when you create a layout for that screen.

If you want to move/hide/customize a vanilla button, you need to make a layout for the current screen with customizations enabled (see the Universal Layouts page for how universal ones work and the Vanilla Elements page for the limitations).

So the short answer: you can’t directly use vanilla elements inside a universal layout. Make regular screen-specific layouts instead when you need to touch existing vanilla widgets.

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like why does the current screen change when i go options -> back to main menu. but if i go to multiplayer -> back to main menu, then the layout works. its the same main menu

delicate portalBOT
# main roost like why does the current screen change when i go options -> back to main menu. ...

When you say “same main menu”, the important bit is that FancyMenu tracks layouts per screen identifier and only applies them once customizations are enabled for that screen. Going to Options disables the current screen (tod main menu) and you might not have saved/enabled the Title screen layout for that identifier yet, so it doesn’t reload when you return via Options. Jumping back from Multiplayer counts as “leaving a screen that already had customizations enabled”, so the layout still shows.

To fix it, open the Title screen, press Ctrl+Alt+C → Customization, and make sure “Current Screen Customization” is set to Enabled for the Title screen, then create/save a layout “for the current screen” (see the Getting Started guide). Once that’s done, the layout will load every time the Title screen opens, regardless of whether you came from Options, Multiplayer, or any other screen.

If you want the same content everywhere without worrying about screen-specific toggles, consider using a universal layout instead (see the Universal Layouts page).

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how to convert gif to fma

delicate portalBOT
# main roost how to convert gif to fma

You can’t convert a GIF directly—FancyMenu only accepts FMA (zip-based) animations, so the process is:

  1. Extract PNG frames from your GIF using FFmpeg (see the Get Frames from Videos page). For example:
    ffmpeg -i your_animation.gif output_frames/%d.png
    
  2. Follow the FMA guide to build the animation:
    • Create the frames/ (and optional intro_frames/) folders with the PNGs named 0.png, 1.png, …
    • Use the metadata.json template shown on the Animations (FMA) page and adjust frame_time, loop_count, etc.
    • Zip everything (with frames, intro_frames, and metadata.json at the root) and rename the .zip to .fma.
  3. Place the .fma into /config/fancymenu/assets/ and reference it like any other animated texture.

Also keep in mind the recommended limits (max ~200 frames at 1080p) to avoid RAM issues.

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how to enable customization of screen for all screens

delicate portalBOT
# main roost how to enable customization of screen for all screens

There’s no “global” switch to enable customizations for every screen at once—FancyMenu requires you to opt into each screen individually. That’s by design, so you don’t accidentally break a screen that isn’t compatible.

To enable customization on a screen:

  1. Open the screen (e.g., Title Screen or Inventory).
  2. Press Ctrl+Alt+C to show the menu bar.
  3. Go to Customization → Current Screen Customization and toggle it to Enabled.
  4. Create/save a layout “for the current screen.”

If you need the same layout everywhere, consider using a universal layout instead; it can show up on every screen (or a custom whitelist/blacklist) without manually enabling each one. Check the Universal Layouts page for details.

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encoder : Lavc62.23.103 png [image2 @ 000001eb4b0f3d80] Could not open file : output_frames/1.png [vost#0:0/png @ 000001eb4b0f4500] Error submitting a packet to the muxer: No such file or directory Last message repeated 1 times [out#0/image2 @ 000001eb4b070a80] Error muxing a packet [out#0/image2 @ 000001eb4b070a80] Task finished with error code: -2 (No such file or directory) [out#0/image2 @ 000001eb4b070a80] Terminating thread with return code -2 (No such file or directory) [out#0/image2 @ 000001eb4b070a80] video:11KiB audio:0KiB subtitle:0KiB other streams:0KiB global headers:0KiB muxing overhead: unknown frame= 1 fps=0.0 q=-0.0 Lsize=N/A time=00:00:00.02 bitrate=N/A speed=0.249x elapsed=0:00:00.08 Conversion failed!

delicate portalBOT
# main roost encoder : Lavc62.23.103 png ...

FFmpeg is telling you output_frames/1.png can’t be written because output_frames/ doesn’t exist yet. You need to create that folder before running the command (e.g. mkdir output_frames on Windows/macOS/Linux), or point FFmpeg to an existing folder (like ./frames/%d.png).

Once you have your PNG frames, follow the FMA guide: put them into frames/ (named 0.png, 1.png, …), create the metadata.json, zip it all and rename to .fma, then drop it into /config/fancymenu/assets/.

Check the “Get Frames from Videos” and “Animations (FMA)” docs for the full workflow: Get Frames from Videos and Animations (FMA).

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frame time for 120fps

delicate portalBOT
# main roost frame time for 120fps

For 120 FPS you want each frame to show for ~8.33 milliseconds. In your FMA metadata.json, set frame_time (and frame_time_intro if you use intro frames) to that value, e.g.:

"frame_time": 8.333333333333334

You can also round to 8 or 9 depending on how strict you need the timing to be. Remember frame_time is in milliseconds—see the Animations (FMA) page for the full metadata reference.

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the fma file doesnt work. i have metadata.json with {
"loop_count": 0,
"frame_time": 8.333333333333334,
"frame_time_intro": 8.333333333333334,
"custom_frame_times": {
},
"custom_frame_times_intro": {
}
}

and frames with 1.png, 2.png, etc

delicate portalBOT
# main roost the fma file doesnt work. i have metadata.json with { "loop_count": 0, "fram...

FMA frames must start at 0.png (not 1.png) and continue without gaps (0.png, 1.png, 2.png, …). Also double-check that metadata.json plus the frames/ (and optional intro_frames/) folders are zipped with their contents at the root before renaming the ZIP to .fma.

If you still see issues, could you share:

  • The exact folder structure inside your ZIP before renaming?
  • Whether you included intro_frames even though it’s optional?
  • Any error messages in-game or in the log when loading the animation?

That info helps pinpoint why FancyMenu can’t load it.

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give me ffmpeg command for 0.png not 1.png

delicate portalBOT
# main roost give me ffmpeg command for 0.png not 1.png

Use FFmpeg’s -start_number 0 so the first frame is 0.png. Example:

mkdir -p output_frames
ffmpeg -i your_animation.gif -start_number 0 output_frames/%d.png

If you need zero padding (e.g., 000.png), use output_frames/%03d.png and keep -start_number 0. Make sure the output_frames folder exists before running the command.

Once you have the 0.png, 1.png, … frames, follow the steps on the FMA guide to build your .fma.

main roost
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still doesnt work

delicate portalBOT
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