Tried to make blinking eyes animations for horses, but it doesn't work. There seems to be an issue with animating horse skins ...
btw. "egg.shell.Horse" and "egg.spots.Horse" in color.properties doesn't work too. Is this not yet implemented or am I doing something wrong?
Yep! Mentioned this earlier about not being able to animate horse mob textures, and also the 'pumpkinblur.png':
I know you are snowed under with many requests for new things and fixes. However there are two things I would dearly like to be able to animate, but currently can't. First is the 'pumpkinblur.png' and second are the new 'skeleton.png' and 'undead.png' horses. I have quadruple checked my '.properties' files and 'anim' strips by using them on other .png files, but whenever I try to animate pumpkinblur.png and specifically the undead.png horse...nothing happens.
I'm guessing the fact that the horse is layered by horse patterns and equipment by MC, makes it somewhat different than other mob files.
If it's not possible, then no probs, but if it's not a huge task to enable animation on those files, I'd be very grateful, many thanks, kahr.
As ever, all you do with MC Patcher is very much appreciated, but all too often just taken for granted.
I hope both can be implemented at some stage, but understand there are a lot of other pressures on kahr and there may be other reasons the 'pumpkinblur.png' graphic can't be animated.
Tried to make blinking eyes animations for horses, but it doesn't work. There seems to be an issue with animating horse skins ...
I looked into this and it's not pretty. The game combines the base horse skin with the spots into a single texture and uses that instead. This is the only place this happens, and there's even a special texture subclass used exactly once just for doing this. They managed to break both animations and Random Mobs this way. The only solution I see is to rip out the entire horse rendering code and replace it with a two-pass method.
pumpkinblur, etc., are likely a different problem, which I'll have to look into. Try it with or without the %blur% prefix and see if it makes any difference.
I guessed, from my very primitive understanding of these things, that the horses with their markings must have been done in a completely different way this time around and I was wondering how randommobs would work with all the complexities of patterning and size difference of donkey, etc. I only wanted to animate the undead zombie and skeleton horses.
Hope you can sort something, but in the meantime I'll have another go at the pumpkinblur texture. Thanks again.
...pumpkinblur, etc., are likely a different problem, which I'll have to look into. Try it with or without the %blur% prefix and see if it makes any difference.
Tried with and without the %blur% prefix in both the .properties file and in the naming of the HUD texture and no joy. No effect changing the .properties 'to' address and just a return to the vanilla MC HUD after renaming my 'pumpkinblur.png' to 'pumpkin.png', which is what I would have expected I suppose.
So hope the pumpkin HUD can be animated at some stage.
I have a question: Can ctm be applied to paintings? I think it may be possible to do apply it in a similar fashion to animations, but I am not sure how to configure it in the .properties file. I would really appreciate an answer.
I have a question: Can ctm be applied to paintings? I think it may be possible to do apply it in a similar fashion to animations, but I am not sure how to configure it in the .properties file. I would really appreciate an answer.
No, unfortunately not. Painting are entities; more akin to mobs than to blocks. This means that CTM won't work with them at all.
Please help...
I don't understand how to run a version of MCPatcher 13w23b! Specify the folder Roaming, but pops up a message "This folder does not have Minecraft"... Help, i'm noob...
No, unfortunately not. Painting are entities; more akin to mobs than to blocks. This means that CTM won't work with them at all.
Sorry.
Thanks for answering. I probably would have spent hours trying to make it work if no-one had answered. I have one more question: Can an alternative rainy sky texture be applied with betterskies?
I've seen this for a while now: MCPatcher's spacing for custom fonts is off by one (just for the space character). In a 64x font, the space should be 4, but the default MCPatcher is 3.
Tried with and without the %blur% prefix in both the .properties file and in the naming of the HUD texture and no joy. No effect changing the .properties 'to' address and just a return to the vanilla MC HUD after renaming my 'pumpkinblur.png' to 'pumpkin.png', which is what I would have expected I suppose.
So hope the pumpkin HUD can be animated at some stage.
Re-patched snapshot 13w23b and somehow lost all my older snapshot versions in the process, although they still exist intact in the 'versions' folder, but the crazy thing is, I'm now able to animate the 'pumpkinblur.png' HUD texture! Heehee! Thanks, kahr...whatever it is you did in-between snapshots made my day!
Now does anyone know how to get the new launcher to find my previous snapshot versions?
...
Now does anyone know how to get the new launcher to find my previous snapshot versions?
It looks like the versions.json file in the .minecraft\versions folder keeps track of the ones you've downloaded.
I reckon if you delete everything in the versions folder you will be able to download them again.
It looks like the versions.json file in the .minecraft\versions folder keeps track of the ones you've downloaded.
I reckon if you delete everything in the versions folder you will be able to download them again.
On second thought, wait until I do some testing.
Apologies. I've had a couple of beers
My testing results do not support my theory
My launcher also seems to have forgotten what's in the versions folder.
Ah!? This is perhaps a secret update by Mojang again that might have garbled the .jsons file. I wonder if this is a universal experience for users of the new launcher?
Mine occurred way past my bedtime and yours happened after a few beers, I think I see a pattern evolving! Thanks for checking though, ozBillo. I was just glad to see it was possible to animate the HUD, which I probably would never have noticed if I hadn't saved my last session whilst still wearing a pumpkin. Dangerous things those pumpkins!
Ah!? This is perhaps a secret update by Mojang again that might have garbled the .jsons file. I wonder if this is a universal experience for users of the new launcher?
Mine occurred way past my bedtime and yours happened after a few beers, I think I see a pattern evolving! Thanks for checking though, ozBillo. I was just glad to see it was possible to animate the HUD, which I probably would never have noticed if I hadn't saved my last session whilst still wearing a pumpkin. Dangerous things those pumpkins!
Quickly wondering if it is possible to use animated/CTM textures for items with certain metadata (I think that's what it's called) ex. 1:1. I saw how the Conquest texture pack made lots of blocks have different textures through metadata and he made a plugin for it so you can change it. I wanted to use this same sort of style to turn ONLY a potion of invisibility into a different texture.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumYep! Mentioned this earlier about not being able to animate horse mob textures, and also the 'pumpkinblur.png':
I hope both can be implemented at some stage, but understand there are a lot of other pressures on kahr and there may be other reasons the 'pumpkinblur.png' graphic can't be animated.
I looked into this and it's not pretty. The game combines the base horse skin with the spots into a single texture and uses that instead. This is the only place this happens, and there's even a special texture subclass used exactly once just for doing this. They managed to break both animations and Random Mobs this way. The only solution I see is to rip out the entire horse rendering code and replace it with a two-pass method.
pumpkinblur, etc., are likely a different problem, which I'll have to look into. Try it with or without the %blur% prefix and see if it makes any difference.
This one I can help with. Use:
Score one more for Mojang's lack of consistency.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumI guessed, from my very primitive understanding of these things, that the horses with their markings must have been done in a completely different way this time around and I was wondering how randommobs would work with all the complexities of patterning and size difference of donkey, etc. I only wanted to animate the undead zombie and skeleton horses.
Hope you can sort something, but in the meantime I'll have another go at the pumpkinblur texture. Thanks again.
-
View User Profile
-
View Posts
-
Send Message
Retired Staff-
View User Profile
-
View Posts
-
Send Message
Curse PremiumTried with and without the %blur% prefix in both the .properties file and in the naming of the HUD texture and no joy. No effect changing the .properties 'to' address and just a return to the vanilla MC HUD after renaming my 'pumpkinblur.png' to 'pumpkin.png', which is what I would have expected I suppose.
So hope the pumpkin HUD can be animated at some stage.
-
View User Profile
-
View Posts
-
Send Message
ModeratorSorry.
I don't understand how to run a version of MCPatcher 13w23b! Specify the folder Roaming, but pops up a message "This folder does not have Minecraft"... Help, i'm noob...
Thanks for answering. I probably would have spent hours trying to make it work if no-one had answered. I have one more question: Can an alternative rainy sky texture be applied with betterskies?
Putting the CENDENT back in transcendent!
sssooooooo yeah I hope you answer me
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumRe-patched snapshot 13w23b and somehow lost all my older snapshot versions in the process, although they still exist intact in the 'versions' folder, but the crazy thing is, I'm now able to animate the 'pumpkinblur.png' HUD texture! Heehee! Thanks, kahr...whatever it is you did in-between snapshots made my day!
Now does anyone know how to get the new launcher to find my previous snapshot versions?
It looks like the versions.json file in the .minecraft\versions folder keeps track of the ones you've downloaded.
I reckon if you delete everything in the versions folder you will be able to download them again.
On second thought, wait until I do some testing.
Apologies. I've had a couple of beers
My testing results do not support my theory
My launcher also seems to have forgotten what's in the versions folder.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumAh!? This is perhaps a secret update by Mojang again that might have garbled the .jsons file. I wonder if this is a universal experience for users of the new launcher?
Mine occurred way past my bedtime and yours happened after a few beers, I think I see a pattern evolving!
kahr will know what's happened, I bet.
I concur