I already had the default ones, but thanks anyway.
I had suspected that that was how to get to the Mod ones, but wanted to check before I started poking about, which is stupid. Had I done it I would've found it immediately.
I can't figure out why either, so I guess we are in the same boat.
If you want though, you can post more details about the problem (eg, a link to download your texture pack), then we might be able to figure it out.
1) What version are you using the pack in?
2) Are you using the correct pack version for the version that you are trying to use it in?
3) Does your pack have the same layout as the Minecraft version that you are using it in?
A download link could help with the problem. Also telling what version the pack is being used for.
A question is do you have the .zip have a folder for your pack in it, or does the .zip file has all of the features in it?
The Meaning of Life, the Universe, and Everything.
Join Date:
7/25/2012
Posts:
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Minecraft:
stapleshotz
Member Details
Helloo there! I've got a quick question for anyone who might know the answer.
First, is it possible to add a .mcmeta file for the explosion.png? If yes, then is it possible to change the blend mode to normal instead of overlay or whatever it is by default?
The desired end result here is that my explosion texture would appear solid instead of see-through.
Additionally, if this question was already answered and I somehow missed it, please let me know.
Helloo there! I've got a quick question for anyone who might know the answer.
First, is it possible to add a .mcmeta file for the explosion.png? If yes, then is it possible to change the blend mode to normal instead of overlay or whatever it is by default?
The desired end result here is that my explosion texture would appear solid instead of see-through.
Additionally, if this question was already answered and I somehow missed it, please let me know.
Thanks in advance!
Yes, you can use a .mcmeta file for explosions. As an example, you can add a blur.
No, as far as I am aware blending mode is not something changeable anywhere in default.
What do you mean? Your explosion SHOULD appear solid, unless maybe your texture is partially transparent? If it's clipping in blocks that's because the explosion animation is a particle, facing the player's view at all times, meaning in many places it will clip through blocks because it is so large. Otherwise if the issue is only with other partially transparent things (water, clouds, portals etc.) this may be a bug. If not, please show a screenshot because your explosion animation should be opaque.
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
Helloo there! I've got a quick question for anyone who might know the answer.
First, is it possible to add a .mcmeta file for the explosion.png? If yes, then is it possible to change the blend mode to normal instead of overlay or whatever it is by default?
The desired end result here is that my explosion texture would appear solid instead of see-through.
Additionally, if this question was already answered and I somehow missed it, please let me know.
Yes, you can use a .mcmeta file for explosions. As an example, you can add a blur.
No, as far as I am aware blending mode is not something changeable anywhere in default.
What do you mean? Your explosion SHOULD appear solid, unless maybe your texture is partially transparent? If it's clipping in blocks that's because the explosion animation is a particle, facing the player's view at all times, meaning in many places it will clip through blocks because it is so large. Otherwise if the issue is only with other partially transparent things (water, clouds, portals etc.) this may be a bug. If not, please show a screenshot because your explosion animation should be opaque.
Blending modes are not changeable. Also the particles are not overlay but default blending mode, which can handle transparency. I never really looked at the particles when I play Minecraft, but it should be default blend mode. I'm 90% sure that it's default (the other 10% is if Minecraft is rendering the particles wrong for me).
As with ALL particles, like insomanic_lemon said, particles are always in the perspective of the player. No matter where the player is looking it will always render the texture the exact same as what is the particles.png file.
NOW when you see the particles are less transparent behind things like water, clouds, portals etc.), that is because it is a bug & Mojang did confirm it. Unless they now made it a thing or the OpenGL engine is stopping them from doing this.
Blending modes are not changeable. Also the particles are not overlay but default blending mode, which can handle transparency. I never really looked at the particles when I play Minecraft, but it should be default blend mode. I'm 90% sure that it's default (the other 10% is if Minecraft is rendering the particles wrong for me).
As with ALL particles, like insomanic_lemon said, particles are always in the perspective of the player. No matter where the player is looking it will always render the texture the exact same as what is the particles.png file.
NOW when you see the particles are less transparent behind things like water, clouds, portals etc.), that is because it is a bug & Mojang did confirm it. Unless they now made it a thing or the OpenGL engine is stopping them from doing this.
Yes, you can use a .mcmeta file for explosions. As an example, you can add a blur.
No, as far as I am aware blending mode is not something changeable anywhere in default.
What do you mean? Your explosion SHOULD appear solid, unless maybe your texture is partially transparent? If it's clipping in blocks that's because the explosion animation is a particle, facing the player's view at all times, meaning in many places it will clip through blocks because it is so large. Otherwise if the issue is only with other partially transparent things (water, clouds, portals etc.) this may be a bug. If not, please show a screenshot because your explosion animation should be opaque.
HAH! So I feel a little silly, but at least your answers are what helped me figure this out so it wasn't a total waste of everybody's time.
I was using the shader mod and had it set to internal to conserve frame rate so I forgot. The shader mod makes explosion particles look weird. So, I guess forget everything I said and also thanks for your help!
HAH! So I feel a little silly, but at least your answers are what helped me figure this out so it wasn't a total waste of everybody's time.
I was using the shader mod and had it set to internal to conserve frame rate so I forgot. The shader mod makes explosion particles look weird. So, I guess forget everything I said and also thanks for your help!
Don't feel silly. It's totally fine. I understand how hard it is to understand how certain things in a resource work. Like I don't know a lot about the Block Model system, BUT insomnaic_lemon does. So it is kinda hard for me to learn it, but I can learn it. (Insomanic_lemon actually made a Tutorial about it & I have linked it on the guide.)
TL:DR So don't worry, it's totally fine. You didn't waste my time. I love helping people
I'm not sure if you've tried it out yet (or even if you're in need of it), but maybe my clock/compass might be something good to add to the guide? Unless maybe you're waiting for 1.9 to actually come out for that sort of info....
Hey guys, don't want to take the painstaking task of converting 1.8 clock/compass animations to the ok-I-get-it-cool-for-models-though-I-could-do-that-with-the-animations-before-so-a-bit-too-complex-for-regular-items-1.9 format?
There IS a better way now, introducing this thing I've been making for the past few days, a python-fu script for GIMP:
Open desired 1.8 clock and/or compass animations (the RIGHT-most file seems to be the one that uses the filter)
Go to filters>Python-Fu>console
Paste the script's content
???
If everything runs smoothly, no red text will appear and comments will show up with info
(if you opened clock AND compass, close the one it just did, clear the console and hit enter, and then paste the script again.... if any issues occur, try doing each image individually and then closing GIMP before you run it again)
Tell me what you think! This is probably the most 'real' coding I've done, first time working with Python, it wasn't too bad (although I'd prefer semicolons to whitespace in most cases) so those of you with more coding experience should get some other converters finished, hehe...
Also, it was quite easy to do the clock.... but the compass? Gah. Instead of using it like the clock does, it's offset to start in the middle and then loop back.... BUT that's just the model order, the image numbers are used the same as clocks. That took me considerably longer than other parts.
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'm not sure if you've tried it out yet (or even if you're in need of it), but maybe my clock/compass might be something good to add to the guide? Unless maybe you're waiting for 1.9 to actually come out for that sort of info....
I'll add anything to the guide that will either:
1) Help people learn to make resource packs on their own whether that be a full pack or certain part of a resource pack (Like help create/updating a certain section of the guide)
2) Have a guide already out there that explains a cer (I will link to it, like I did for your block model tutorial page)
3) It's a (full & trusted) program that will actually help with making a certain part of a pack (like opl's modeling program or BDcraft Cubik) (I will link to that)
Your script doesn't match any those requirements & you can technically use the script to give viruses & malware, BUT I do trust you & know you as a person, that you wouldn't do that. So when I have time to edit the guide (which I need to edit quite a few things) I will add it to the guide.
NOW what I would love is if you can do the same thing for Photoshop. I don't know how hard that would be, BUT I still want to learn about the coding features in Photoshop
3) It's a (full & trusted) program that will actually help with making a certain part of a pack (like opl's modeling program or BDcraft Cubik) (I will link to that)
Your script doesn't match any those requirements & you can technically use the script to give viruses & malware, BUT I do trust you & know you as a person, that you wouldn't do that. So when I have time to edit the guide (which I need to edit quite a few things) I will add it to the guide.
NOW what I would love is if you can do the same thing for Photoshop. I don't know how hard that would be, BUT I still want to learn about the coding features in Photoshop
There's multiple reasons I distributed it as an unbundled script rather than a bundled one you must install.
It's easier than installing it, most people will only run it twice
Distributing it through github FORCES people to look at what it does.... if it was a download, nobody would ever have to look at it
Github is a coding community... if it was harmful, the people can easily report it and it would be taken down
So that should put your mind at ease, my script is actually SAFER than programs like Cubik because you can review the code without decompiling/unobfuscating (plus it's simpler code) and see it doesn't contain any downloads to anything (also, fun fact, Sphax doesn't actually have a clean record because there was that whole fiasco with malware on the BDcraft installer on his website)
I don't think the same thing is possible to do with photoshop, but I know the splitting up of images certainly is. I started with Photoshop, so I can point you in the right direction: Photoshop has a thing called "actions" where you basically hit a record button, do stuff in photoshop (these become the 'steps'), then stop it. The steps can then be repeated on any image, or on a batch of images. I'm not sure how it would work with different resolutions and tile sizes like mine does, though. I'm not aware of it having any coding ability or even creating basic text files so I think this feature is more for the "make a picture frame around the image" type things.
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 do know that your script isn't harmful. I was just saying it COULD be. That's one of the reasons why I usually won't add scripts.
BUT I do know that your script is not harmful. I also know what GitHub does & how it works.
I never was saying to make the script a bundled one, I was saying that I will usually link to full programs. I will also link to a place that can help explain the program.
I do know that you are only creating stuff helpful for the community, & that they are safe. I will add it, not to worry.
(Also, now I need to check for the BDcraft website malware)
I don't think the same thing is possible to do with photoshop, but I know the splitting up of images certainly is. I started with Photoshop, so I can point you in the right direction: Photoshop has a thing called "actions" where you basically hit a record button, do stuff in photoshop (these become the 'steps'), then stop it. The steps can then be repeated on any image, or on a batch of images. I'm not sure how it would work with different resolutions and tile sizes like mine does, though. I'm not aware of it having any coding ability or even creating basic text files so I think this feature is more for the "make a picture frame around the image" type things.
So I learned about the "actions" in Photoshop today (always saw those, but never messed with them).
I do know that your script isn't harmful. I was just saying it COULD be. That's one of the reasons why I usually won't add scripts.
BUT I do know that your script is not harmful. I also know what GitHub does & how it works.
I never was saying to make the script a bundled one, I was saying that I will usually link to full programs. I will also link to a place that can help explain the program.
I do know that you are only creating stuff helpful for the community, & that they are safe. I will add it, not to worry.
(Also, now I need to check for the BDcraft website malware)
I saw that you said you would add it, my point was that just because it's a full program doesn't mean it's automatically safe just like just because it's a script doesn't mean it's dangerous. But at least you can LOOK at it with your own eyes (Python is quite simple, too, I had never used it before this script)... so please forgive me, I know it's a bit of nitpicking...
Also, what I'm talking about is quite old, I think Sphax quit having the installer at all because of people having issues (apparently it would install the spammy stuff even if it wasn't checked, plus be hard to uninstall... that's why people say malware. I've had experience with Wajam and it definitely is malware, was still there even after uninstalling), so it's probably not an issue anymore. Link about someone talking about it here: http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/resource-pack-discussion/1255922-p
I don't see an installer anywhere on the page mentioned on that thread.
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 saw that you said you would add it, my point was that just because it's a full program doesn't mean it's automatically safe just like just because it's a script doesn't mean it's dangerous. But at least you can LOOK at it with your own eyes (Python is quite simple, too, I had never used it before this script)... so please forgive me, I know it's a bit of nitpicking...
Somehow I cannot find the pack.mcmeta file. I have easy access to my ".minecraft" folder, and the "assets" folder is in there, too. But I don't see anything like a "virtual" folder in there, nor in its subfolders.
So what am I going to do now? Or could someone upload the general mcmeta file somewhere?
You need to locate the file "version.json" in the "indexes" folder in "assets". Search that file for the entry "pack.mcmeta" and copy the string after the tag "hash". Search for that string in the "objects" folder from inside "assets" (using your computers search function works best) and copy the file with that name. Rename the file to "pack.mcmeta" and you have what you are looking for, though it is worth noting that you really only need the last part of the file, the "pack" table.
Updating this thread (or any thread) that is so big, long & lengthy like this thread is a bit tedious process. But I do it because I love helping the community with informing them about how Resource Pack work & made. Loading time are a bit long, but not too long.
EDIT: I edited the guide to the 1.9 snapshots. Hope this helps resource pack authors with informing them about the textures & which ones are new, edited, or removed.
You are welcome
I'm having a problem. Minecraft is not recognizing my texture pack. It doesn't show up in my list and i can't figure out why
I can't figure out why either, so I guess we are in the same boat.
If you want though, you can post more details about the problem (eg, a link to download your texture pack), then we might be able to figure it out.
1) What version are you using the pack in?
2) Are you using the correct pack version for the version that you are trying to use it in?
3) Does your pack have the same layout as the Minecraft version that you are using it in?
A download link could help with the problem. Also telling what version the pack is being used for.
A question is do you have the .zip have a folder for your pack in it, or does the .zip file has all of the features in it?
Helloo there! I've got a quick question for anyone who might know the answer.
First, is it possible to add a .mcmeta file for the explosion.png? If yes, then is it possible to change the blend mode to normal instead of overlay or whatever it is by default?
The desired end result here is that my explosion texture would appear solid instead of see-through.
Additionally, if this question was already answered and I somehow missed it, please let me know.
Thanks in advance!
Yes, you can use a .mcmeta file for explosions. As an example, you can add a blur.
No, as far as I am aware blending mode is not something changeable anywhere in default.
What do you mean? Your explosion SHOULD appear solid, unless maybe your texture is partially transparent? If it's clipping in blocks that's because the explosion animation is a particle, facing the player's view at all times, meaning in many places it will clip through blocks because it is so large. Otherwise if the issue is only with other partially transparent things (water, clouds, portals etc.) this may be a bug. If not, please show a screenshot because your explosion animation should be opaque.
"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
Blending modes are not changeable. Also the particles are not overlay but default blending mode, which can handle transparency. I never really looked at the particles when I play Minecraft, but it should be default blend mode. I'm 90% sure that it's default (the other 10% is if Minecraft is rendering the particles wrong for me).
As with ALL particles, like insomanic_lemon said, particles are always in the perspective of the player. No matter where the player is looking it will always render the texture the exact same as what is the particles.png file.
NOW when you see the particles are less transparent behind things like water, clouds, portals etc.), that is because it is a bug & Mojang did confirm it. Unless they now made it a thing or the OpenGL engine is stopping them from doing this.
HAH! So I feel a little silly, but at least your answers are what helped me figure this out so it wasn't a total waste of everybody's time.
I was using the shader mod and had it set to internal to conserve frame rate so I forgot. The shader mod makes explosion particles look weird. So, I guess forget everything I said and also thanks for your help!
Don't feel silly. It's totally fine. I understand how hard it is to understand how certain things in a resource work. Like I don't know a lot about the Block Model system, BUT insomnaic_lemon does. So it is kinda hard for me to learn it, but I can learn it. (Insomanic_lemon actually made a Tutorial about it & I have linked it on the guide.)
TL:DR So don't worry, it's totally fine. You didn't waste my time. I love helping people
I'm not sure if you've tried it out yet (or even if you're in need of it), but maybe my clock/compass might be something good to add to the guide? Unless maybe you're waiting for 1.9 to actually come out for that sort of info....
"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'll add anything to the guide that will either:
1) Help people learn to make resource packs on their own whether that be a full pack or certain part of a resource pack (Like help create/updating a certain section of the guide)
2) Have a guide already out there that explains a cer (I will link to it, like I did for your block model tutorial page)
3) It's a (full & trusted) program that will actually help with making a certain part of a pack (like opl's modeling program or BDcraft Cubik) (I will link to that)
Your script doesn't match any those requirements & you can technically use the script to give viruses & malware, BUT I do trust you & know you as a person, that you wouldn't do that. So when I have time to edit the guide (which I need to edit quite a few things) I will add it to the guide.
NOW what I would love is if you can do the same thing for Photoshop. I don't know how hard that would be, BUT I still want to learn about the coding features in Photoshop
There's multiple reasons I distributed it as an unbundled script rather than a bundled one you must install.
So that should put your mind at ease, my script is actually SAFER than programs like Cubik because you can review the code without decompiling/unobfuscating (plus it's simpler code) and see it doesn't contain any downloads to anything (also, fun fact, Sphax doesn't actually have a clean record because there was that whole fiasco with malware on the BDcraft installer on his website)
I don't think the same thing is possible to do with photoshop, but I know the splitting up of images certainly is. I started with Photoshop, so I can point you in the right direction: Photoshop has a thing called "actions" where you basically hit a record button, do stuff in photoshop (these become the 'steps'), then stop it. The steps can then be repeated on any image, or on a batch of images. I'm not sure how it would work with different resolutions and tile sizes like mine does, though. I'm not aware of it having any coding ability or even creating basic text files so I think this feature is more for the "make a picture frame around the image" type things.
"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 do know that your script isn't harmful. I was just saying it COULD be. That's one of the reasons why I usually won't add scripts.
BUT I do know that your script is not harmful. I also know what GitHub does & how it works.
I never was saying to make the script a bundled one, I was saying that I will usually link to full programs. I will also link to a place that can help explain the program.
I do know that you are only creating stuff helpful for the community, & that they are safe. I will add it, not to worry.
(Also, now I need to check for the BDcraft website malware)
So I learned about the "actions" in Photoshop today (always saw those, but never messed with them).
THE MORE YOU KNOW!!!
I saw that you said you would add it, my point was that just because it's a full program doesn't mean it's automatically safe just like just because it's a script doesn't mean it's dangerous. But at least you can LOOK at it with your own eyes (Python is quite simple, too, I had never used it before this script)... so please forgive me, I know it's a bit of nitpicking...
Also, what I'm talking about is quite old, I think Sphax quit having the installer at all because of people having issues (apparently it would install the spammy stuff even if it wasn't checked, plus be hard to uninstall... that's why people say malware. I've had experience with Wajam and it definitely is malware, was still there even after uninstalling), so it's probably not an issue anymore. Link about someone talking about it here:
http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/resource-pack-discussion/1255922-p
I don't see an installer anywhere on the page mentioned on that thread.
"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
Oh trust me, I know.
You need to locate the file "version.json" in the "indexes" folder in "assets". Search that file for the entry "pack.mcmeta" and copy the string after the tag "hash". Search for that string in the "objects" folder from inside "assets" (using your computers search function works best) and copy the file with that name. Rename the file to "pack.mcmeta" and you have what you are looking for, though it is worth noting that you really only need the last part of the file, the "pack" table.
Updating this thread (or any thread) that is so big, long & lengthy like this thread is a bit tedious process. But I do it because I love helping the community with informing them about how Resource Pack work & made. Loading time are a bit long, but not too long.
EDIT: I edited the guide to the 1.9 snapshots. Hope this helps resource pack authors with informing them about the textures & which ones are new, edited, or removed.
I have a placeholder block and I was wondering if I could make it look like a chest? I just want a fake chest looking block Thanks
The second option.