The Meaning of Life, the Universe, and Everything.
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JeffersonCalaway
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Basically I would like a few pointers on how the absolutely huge custom lava/water images function so I don't jump into this blind. Should I assume the 16x1024/1536 images can be broken up into 16x16 images that the custom lava progresses through? Are some section for diagonal flow? Does descending horizontal flow differ from straight vertical flow?
And just in case this already exists what I want to make is a custom still lava texture that appears as mostly black (obsidian-esque?) with a webbing of molten lava (you know, a bit more like real lava), and if possible have the flowing texture be more molten lava with a few dark bits in it. I have no problem making this but I feel like it'll take me sometime to experiment my way through figuring out how these two images work. Any help would be greatly appreciated (like if I have posted in the wrong section).
I hear ya...and know what you mean when you seem boggled like I was (still am)
Find a resolution you want to go for (I have seen different versions for 32x and so on). Then experiment with the ones already made like John Smith's or higher rez. Find out how many blocks per rez in use (if it's for a 32x pack, how many fit in the file vertically. You can add text or pics in each equal square and get a feel for how it will animate. I added a creeper pic in the water version and it looked like an old black and white TV show.
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"This may hurt a little, but it's something you'll get used to...."
The Meaning of Life, the Universe, and Everything.
Location:
Austin, TX
Join Date:
1/18/2011
Posts:
43
Location:
Austin, TX
Minecraft:
JeffersonCalaway
Member Details
Quote from Wulf_Oman »
The lava/water will only change ingame if you use mcpatcher.
I learned that from experience
Thanks but I actually already knew that. I figured by directly referring to the sizes of cusotm water and lava animation pngs I would make it clear I was already well familiar with the patcher.
Quote from Gestankfaust »
Find a resolution you want to go for (I have seen different versions for 32x and so on). Then experiment with the ones already made like John Smith's or higher rez. Find out how many blocks per rez in use (if it's for a 32x pack, how many fit in the file vertically. You can add text or pics in each equal square and get a feel for how it will animate. I added a creeper pic in the water version and it looked like an old black and white TV show.
Thank you too but again things I had a feel for. I'm doing a straight 16x16 texture pack and as I said strongly assumed I had to cut it into 16x16 sections that it would progress through. I was sort of hoping someone might just know more on it like "Top third is horizontal straight flow, middle third is horizontal/diagonal flow, bottom third is vertical flow." or however it actually works.
Thank you too but again things I had a feel for. I'm doing a straight 16x16 texture pack and as I said strongly assumed I had to cut it into 16x16 sections that it would progress through. I was sort of hoping someone might just know more on it like "Top third is horizontal straight flow, middle third is horizontal/diagonal flow, bottom third is vertical flow." or however it actually works.
each tile is a frame in the animation sequence. therefore, your animation can be in any direction (simply by shifting the frame content). the only real way to learn is to experiment. just start trying things (ps: my animation files arent actually that long- more like 16*512)
Thank you too but again things I had a feel for. I'm doing a straight 16x16 texture pack and as I said strongly assumed I had to cut it into 16x16 sections that it would progress through. I was sort of hoping someone might just know more on it like "Top third is horizontal straight flow, middle third is horizontal/diagonal flow, bottom third is vertical flow." or however it actually works.
each tile is a frame in the animation sequence. therefore, your animation can be in any direction (simply by shifting the frame content). the only real way to learn is to experiment. just start trying things (ps: my animation files arent actually that long- more like 16*512)
Yeah...kinda what I said too...
Experimentation = the way to find out...srsly
Rollback Post to RevisionRollBack
"This may hurt a little, but it's something you'll get used to...."
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And just in case this already exists what I want to make is a custom still lava texture that appears as mostly black (obsidian-esque?) with a webbing of molten lava (you know, a bit more like real lava), and if possible have the flowing texture be more molten lava with a few dark bits in it. I have no problem making this but I feel like it'll take me sometime to experiment my way through figuring out how these two images work. Any help would be greatly appreciated (like if I have posted in the wrong section).
I learned that from experience
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Retired StaffFind a resolution you want to go for (I have seen different versions for 32x and so on). Then experiment with the ones already made like John Smith's or higher rez. Find out how many blocks per rez in use (if it's for a 32x pack, how many fit in the file vertically. You can add text or pics in each equal square and get a feel for how it will animate. I added a creeper pic in the water version and it looked like an old black and white TV show.
"This may hurt a little, but it's something you'll get used to...."
Thanks but I actually already knew that. I figured by directly referring to the sizes of cusotm water and lava animation pngs I would make it clear I was already well familiar with the patcher.
Thank you too but again things I had a feel for. I'm doing a straight 16x16 texture pack and as I said strongly assumed I had to cut it into 16x16 sections that it would progress through. I was sort of hoping someone might just know more on it like "Top third is horizontal straight flow, middle third is horizontal/diagonal flow, bottom third is vertical flow." or however it actually works.
each tile is a frame in the animation sequence. therefore, your animation can be in any direction (simply by shifting the frame content). the only real way to learn is to experiment. just start trying things (ps: my animation files arent actually that long- more like 16*512)
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Retired StaffYeah...kinda what I said too...
Experimentation = the way to find out...srsly
"This may hurt a little, but it's something you'll get used to...."