Life experience, mostly. I've found that it's generally more useful and productive to be up-front and honest with people. The trick is to be tactful while doing so, otherwise you just come off as a jerk. There's the chance of that anyway when you're being forthright, but most people still appreciate an honest jerk over a patronizing one.
I could wax poetic all day about the noble, manly skill of sincerity; but that's really off-topic so I won't. Sufficed to say, I feel that it's a good thing for anyone to learn and master.
The size of the PNG file for the single frame calender is 640 wide by 320 high.
I've ran an animated GIF file through another program, and pulled 18 frames out as separate images, if I could I'd like to just animate the image part which is an area 120 wide by 200 high, starting at an X=20, and a Y=20. Optifine use to be able to do that, but I can not get any help from that page, so I have no idea if it still can do that or not.
Can anyone let me know what I am doing wrong here? I am trying to animate the calender, from a mod, but all I get is this weird image.
If you need more information, just ask and I'll try to find it.
Please excuse any bad grammar mistakes and run=on sentences, I practically FAILED all my high school English classes. And by FAILED, I mean just barely squeaking by with a pass. (Got to love rounding up... 51%'s!)
Using the vanilla animation method, you never specify the width and height. Even if it was accepted syntax, it would be pointless because Minecraft calculates the number of frames by dividing the actual image height by the actual image width.
The size of the PNG file for the single frame calender is 640 wide by 320 high.
No, no it isn't. Frames made using this method must always be a square. This is not something that can be changed, even if you'd like it to be. You're going to need to go back through an change the height of each frame in order to get it to work with this animation method.
I've ran an animated GIF file through another program, and pulled 18 frames out as separate images, if I could I'd like to just animate the image part which is an area 120 wide by 200 high, starting at an X=20, and a Y=20. Optifine use to be able to do that, but I can not get any help from that page, so I have no idea if it still can do that or not.
Can anyone let me know what I am doing wrong here? I am trying to animate the calender, from a mod, but all I get is this weird image.
This method only works for blocks and items. If the calender is a block, this should work for it. If it's not a block (for example, if it's actually an entity) then this method won't work at all. Being that it's from a mod, I have no way of knowing for certain without examining the mod's files.
Using the vanilla animation method, you never specify the width and height. Even if it was accepted syntax, it would be pointless because Minecraft calculates the number of frames by dividing the actual image height by the actual image width.
Use the basic setup instead:
{ "animation": { } }
That should work.
No, no it isn't. Frames made using this method must always be a square. This is not something that can be changed, even if you'd like it to be. You're going to need to go back through an change the height of each frame in order to get it to work with this animation method.
This method only works for blocks and items. If the calender is a block, this should work for it. If it's not a block (for example, if it's actually an entity) then this method won't work at all. Being that it's from a mod, I have no way of knowing for certain without examining the mod's files.
I checked the files in the calendar mod, and it seems like it is an entity... now a new question is there anyway to animate the texture of an entity?
BTW, thanks for answering my question... even if it wasn't really the answer I was looking for.
I checked the files in the calendar mod, and it seems like it is an entity... now a new question is there anyway to animate the texture of an entity?
Yes, you can use MCPathcer's animation method, but that's off-topic for this thread since this is just about the vanilla method. If you need help with that, please ask on the MCPatcher thread.
Naturally, this will only work if you have MCPatcher's Extended HD mod installed.
Hello, I'm starting to make texture packs and am wondering about one thing. Is there any "spaces" required in it? If so how many and where?
Nope, whitespace in JSON does not matter. What matters are the bracket placement, and usage of commas (commas are used ONLY when there is another item in the same "container", as you can see from examples in this thread, so you don't use commas on single or last items).
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
What do "width" and "height" represent in "animation": {}?
There are no "width" and "height" attributes in the animation files. All of your frames must be perfectly square and will be mapped to the block or item the same regardless of what attributes you use.
Great tutorial Alvoria (although I've not fully understand the matter of water tiling, but certainly because I haven't try it yet and because I'm not that good in english ^^).
Thanks! The flowing liquid thing will make more sense when you try it and see how it looks in-game if you get it wrong.
I'm about to make the fire animation and I wonder if I can do less frame in its animation ? Would it be smooth enough, in your opinion ? What would be the minimum of frames if it's possible to reduce this quantity ?
That depends on your resolution and how smooth you really want it. The other thing to think about is having the animation have an obvious loop. With something as fluid as fire, you need to disguise that it repeats.
I'd say that the minimum for fire animation should be about 32 frames if you want to make it smooth and effectively disguise the looping of the animation.
Thanks for this tutorial Alvoria, really needed it to figure out the .mcmeta for animations. Now that I've found out that compass' and clock's animation can be relative to the size of the canvas rather than using the original framework, might have to rethink some of my works.
that and using 20 frames is easier to set up and make work with the tick rate so I might have fun with my flame work... been having a burning desire to fix that pixelated mess...
I have a question - I am trying to make a clock for minecraft, can i make the frametime like 16.66667 or something?
Frametime can't be set in the .mcmeta file for clocks since the entire animation always has to equal one full day-night cycle so...
A day in Minecraft is 20 minutes real time. At a rate of 20 ticks per second, that's 24,000 ticks. With a frametime of 16.66667 ticks, that means your animation will need 1439.999712000058 frames. Since you can't have 0.999712000058 of a frame, the closest you can get is a frametime of 16.6666666666666... ticks which means 1,440 frames to your animation.
Hi,
whilst working on my resource pack I have encountered a problem with redstone which I don't know how to fix.
-snip-
Any help you can give will be appreciated.
Thanks.
Everything looks to be correct.
The main thing that comes to mind is that you've accidentally left the .txt extension on your .mcmeta file and that's causing Minecraft not to read it.
If that's not the problem, please consider sending your pack to me via PM. This may be one of those cases where it's just easier for me to see what you've done than to play "guess my mistake" over the forum.
In addendum to what Alvoria said, you might want to set your launcher to stay open and then look at the dev console. It should tell you WHY it's not working such as "missing animation definition" "incorrect number of frames"...... something to that effect.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
I could wax poetic all day about the noble, manly skill of sincerity; but that's really off-topic so I won't. Sufficed to say, I feel that it's a good thing for anyone to learn and master.
Here's a copy of my .mcmeta file:
{"animation":{"height": 320,"width: 640}}
The size of the PNG file for the single frame calender is 640 wide by 320 high.
I've ran an animated GIF file through another program, and pulled 18 frames out as separate images, if I could I'd like to just animate the image part which is an area 120 wide by 200 high, starting at an X=20, and a Y=20. Optifine use to be able to do that, but I can not get any help from that page, so I have no idea if it still can do that or not.
Can anyone let me know what I am doing wrong here? I am trying to animate the calender, from a mod, but all I get is this weird image.
If you need more information, just ask and I'll try to find it.
Please excuse any bad grammar mistakes and run=on sentences, I practically FAILED all my high school English classes. And by FAILED, I mean just barely squeaking by with a pass. (Got to love rounding up... 51%'s!)
I used to have a life... then I found Minecraft.
Use the basic setup instead:
That should work.
No, no it isn't. Frames made using this method must always be a square. This is not something that can be changed, even if you'd like it to be. You're going to need to go back through an change the height of each frame in order to get it to work with this animation method.
This method only works for blocks and items. If the calender is a block, this should work for it. If it's not a block (for example, if it's actually an entity) then this method won't work at all. Being that it's from a mod, I have no way of knowing for certain without examining the mod's files.
I checked the files in the calendar mod, and it seems like it is an entity... now a new question is there anyway to animate the texture of an entity?
BTW, thanks for answering my question... even if it wasn't really the answer I was looking for.
I used to have a life... then I found Minecraft.
Naturally, this will only work if you have MCPatcher's Extended HD mod installed.
Happy I could be of assistance.
I took the default texture (64x32) and made it 256x128. I made a 3-part texture, top to bottom, no spaces: open eyes, half-open eyes, closed eyes. The texture is 256x384 (three 256x128 textures tall).
The mcmeta file is named "cow.png.mcmeta" (I selected "all files"), just as the picture is labeled "cow.png".
Here is what the mcmeta file says:
{ "animation": { "frames": [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ] } }
I know I have the texture in the right folder, because this is what the cow looks like.
You're going to need to use MCPatcher's animation method instead. Please post on the MCPatcher thread for help with that. Thanks.
It'll help me more if you post your animation strip and .mcmeta file instead of an unusable .gif file.
Your code implies 5 frames (0-4), but you only have 4. The highest number in the code should be 3.
Nope, whitespace in JSON does not matter. What matters are the bracket placement, and usage of commas (commas are used ONLY when there is another item in the same "container", as you can see from examples in this thread, so you don't use commas on single or last items).
EDIT:
This is my glowstone.png.mcmeta file:
Exactly like that, and it works. I did it like that so the file takes up a bit less data (because no line breaks).
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
There are no "width" and "height" attributes in the animation files. All of your frames must be perfectly square and will be mapped to the block or item the same regardless of what attributes you use.Edit: Apparently I'm wrong. I should probably add that to the tutorial.
That depends on your resolution and how smooth you really want it. The other thing to think about is having the animation have an obvious loop. With something as fluid as fire, you need to disguise that it repeats.
I'd say that the minimum for fire animation should be about 32 frames if you want to make it smooth and effectively disguise the looping of the animation.
that and using 20 frames is easier to set up and make work with the tick rate so I might have fun with my flame work... been having a burning desire to fix that pixelated mess...
A day in Minecraft is 20 minutes real time. At a rate of 20 ticks per second, that's 24,000 ticks. With a frametime of 16.66667 ticks, that means your animation will need 1439.999712000058 frames. Since you can't have 0.999712000058 of a frame, the closest you can get is a frametime of 16.6666666666666... ticks which means 1,440 frames to your animation.
I hope that helps you.
The main thing that comes to mind is that you've accidentally left the .txt extension on your .mcmeta file and that's causing Minecraft not to read it.
If that's not the problem, please consider sending your pack to me via PM. This may be one of those cases where it's just easier for me to see what you've done than to play "guess my mistake" over the forum.
In addendum to what Alvoria said, you might want to set your launcher to stay open and then look at the dev console. It should tell you WHY it's not working such as "missing animation definition" "incorrect number of frames"...... something to that effect.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin