I can be found on Freenode IRC channels #pocketmine, #ModPEScripts, #LegendOfMCPE, #pmplugins or #BeaconMine.
I am a PocketMine-MP plugin developer. I hate it when people think that I love stupid admin positions. Being an admin is nothing compared to being a plugin developer.
I am also a main developer of BlockServer, a work-in-progress MCPE server software. You are welcome to download it, but it so far onlly spawns you in the upther (above the world). You can chat, though.
I do not own this server but I just love to put this banner here:
From a casual examination of the .meta files, it appears that there are two routes you can go with creating new texture sets.
I've experimented with this in Mercator. This is a very good explanation.
Nice note on the texture size observation. In Mercator, I decided to not touch the order of the images: I would rather unstitch the terrain.png, and then restitch it into a terrain-atlas with items in correct order.
I have found some unusual bugs in BlockLauncher 1.6...
1. You have to get out of popup dialogs, for a GUI's function to take effect.
2. Getting an entity's co-ordinates doesn't seem to be working.
3. function entityRemovedHook(entity) MAY not be working properly.
4. Riding a mob acts like a minecart. The "tap the jump button to get out of minecart" message pops up.
I don't know if these bugs/function failures are already known, but these bugs never occurred in previous BlockLauncher versions.
1. For example, I implemented a button into a popup dialog which takes a number input that sets the time. If it is daytime currently and I type in 14000 (night) it will remain daytime until I exit the popup dialog. Actually, now that I think about it popup dialogs temporarily freeze the game. I am pretty sure this didn't occurr in 1.5.5.
2. I was referring to the elemental arrows mod (I personally made a GUI version). The script didn't work, but entityRemovedHook was also in the script, so that was probably the problem.
I don't really understand now... how does that code specify an image? Is "stick" a reference to an image file? If so, where does it go? And when did it change from X-Y co-ords?
Also, is there plans to have defineBlock working again?
From a casual examination of the .meta files, it appears that there are two routes you can go with creating new texture sets. Each "uv" property in the file has a data set with six parameters: [A, B, C, D, E, F]. The last two, E and F, are always the dimensions of the referenced file, so for a 16x terrain set, this would be '512, 256' if you were replicating the standard layout. A and B are the horizontal and vertical offsets from the upper-left corner of the image for the upper-left corner of the texture, expressed as a decimal fraction of the image, and C and D are the horizontal and vertical offsets from the upper-left corner of the image for the lower-right corner of the texture. Some block labels have multiple blocks under the one general category -- 'sandstone', for example, has five different individual textures -- and these have the 'additonal_textures' property populated with the coordinate set for each additional block in the group; 'sandstone', for example, has the initial texture, and the 'additonal_textures' property has the other four, separated by commas.
The first is to keep the layout of the items and terrain files the same as in the default files; in this case, you only need to fiddle with the .meta files if you're making a larger texture set (i.e., 32x textures would require a 1024x512 'terrain-atlas.tga' file, and you would change the string '512,256' everywhere it occurs in the terrain.meta file to '1024,512'.
I did it and it didn't work: 2048,1024 for 64x and used the same .meta files for a 16x TP and it didn't work either...
The second -- and without testing my theory, I don't know whether this will work -- is to convert the terrain.png file from a pre-0.8.0 texture pack to a Targa .tga file, and then go through the terrain.meta file and change all of the 'uv' coordinates to map where that particular texture appears in the file. So, for example, using a 1024x1024 terrain.png file as the source, the 'uv' coordinates for the diamond ore texture would be changed from '[0.125,0.125,0.1562,0.1875,512,256]' to '[0.1563,0.1875,0.1875,0.2188,1024,1024]' to point at the position of the diamond ore texture in its position as the third texture in the fourth row of the terrain.tga file. This is very tedious; whether it's more tedious than copying textures, one by one, into their correct places in the new layout will have to be up to the individual texture pack creator. However, once this mapping to the old terrain.png layout is done, the resulting terrain.meta file could be used for any terrain file using the old format.
The problem is that in the old TPs there are no more space for new blocks i.e. quartz blocks were placed over jungle wood and redstone lamps and so...
One of the things that I won't know until I part my own texture pack to the new format -- but which appears to fall out of the use of the .meta files is that it appears to allow for one texture to overlap, and possibly to have different sizes -- with a 16x texture pack, to have one or more textures defined in the .meta file as being, say, double the standard width and height. One of the cautions with either route is that, for textures with multiple textures -- the different sandstones, for example -- the order of the textures is inherent; for example, in the items image file, all of the tool/weapon items appear in the same order -- wood, stone, iron, gold, and diamond for each implement. If you get the 'additonal_textures' sets out of order, you'll get the wrong appearance for a tool. The advantage of the new system is that a new texture can simply be dropped into the appropriate file and the .meta filed edited to set the values that MCPE will use to locate the texture on the image.
For all people which want to make a texture pack for 0.8.0 for android:
It's really difficult to make texture packs now. The 0.8.0 uses absoluetly new files, so that no 0.7.x Texture Pack is compatible.
For all those people:
There are 5 new folders in the assets:
First, the app folder.
In this folder you can only find icons and pictures for iOS, I don't know why this is there, but this folder isn't nesassary for porting a texture pack.
Then, the fonts folder. This only contains the minecraft.ttf, so it isn't nesassary until you don't want to change the fonts
And now, the most nesassary folder: The images-folder.
If you look in this, you can see this:
First, we beginn here with the armor-/art-folder. In this folder, there is no change, you can copy the data from 0.7.x
Second, there is the entity-folder. In this folder, you can find the "skin" of the minecart (minecart.png). You could change it, but I myself like the official minecart.
Third, there is the environment-folder. This contains the sun, the clouds and the moon texture.
Fourth, there is the font-folder. There is also no change, you can copy the data from 0.7.x.
Fifth, there is the gui-folder. There are some new files:
~cursor.png (Don't know what this file does :D)
~pititle.png (Isn't nesassary until you don't want to make the texture also for mcpi)
~the logo-folder, contains something with raknet (Why is this in a game like minecraft pe?)
With exception of these new files, there aren't any changes, coping from 0.7.x is easy.
Sixth, there is the item folder, you can copy this from 0.7.x
Seventh, the mob folder with all skins. Here is are new skins added, but the other skins you could add from 0.7.x. The new skins are:
This are only new skins for colored sheeps. But you need to port it.
Eighth, the first really important new files: compass.png and fireatlas.png
compass.png: The name says everything. This is the texture for compass.
fireatlas.png: This file is the texture of fire and the texture when a mob burns.
Ninth, the items.meta: Really important file, as there is all about how the item has to look like and other stuff. This is not a picture, this is a text. Open it with any text editor.
The tenth: The new items.png. Now this is named "items-opaque.png". You need to made it from the ground up new. There is a new order (I thing the old order is really better :D), you can see it at the end of the page, where I will post the /assets-folder (THIS IS LEGAL BECAUSE FROM THIS YOU COULDN'T MADE THE APK AS YOU NEED TO HAVE ALL THE OTHER FILES FROM THE APK :P).
The eleventh: participes.png. This file is not changed, you could copy it from your old (0.7.x) texture pack.
The twelfth: terrain.meta. The same as item.meta, but now for all blocks.
The thirteenth, the most important file(s) of the texture pack: The new terrain.png. I think that Mojang wants to make the porting of texture packs as difficult as possible. Now, there are 5 (!) new new files that are responable for the texture in 5 resolutions. Also, the game now uses .tga-files, a very exotic file format, don't understand why they don't use .png any longer. And, if you could open the file, you will see that all blocks are in new order. It is really difficult now to add a new block texture, which is the main part of every texture pack.
The fourteenth and last file in the folder: The "watch-atlas.png". This is the texture of the clock or watch.
You see, the folder images is the most important.
But now, let's look for the last two folders.
lang-folder: You will find in it the en_US.lang, also a text file. In this you find ALL texts which have to been shown by the game.
sound-folder: Yes! Now its possible to change all the sounds with a texture pack. YEY!
You have only to replace the old sounds.
Finally, after i have written 1h on this, I only want to say: SORRY FOR MY BAD ENGLISH, BECAUSE I'M GERMAN
I managed to port manually my TP for 0.8 MCPE...I installed it using BL pro 1.6
Now this is kinda buggy ,and it happens not only for sand but also for dirt(not covered by grass)..
What kind of problem this is..?
Mojang decided to rotate textures to make graphics look better. I've made a patch to disable this - check my other thread.
Mojang decided to rotate textures to make graphics look better. I've made a patch to disable this - check my other thread.
Not touching Minecraft built-in text, sorry.
.mod can change this.
Rollback Post to RevisionRollBack
I can be found on Freenode IRC channels #pocketmine, #ModPEScripts, #LegendOfMCPE, #pmplugins or #BeaconMine.
I am a PocketMine-MP plugin developer. I hate it when people think that I love stupid admin positions. Being an admin is nothing compared to being a plugin developer.
I am also a main developer of BlockServer, a work-in-progress MCPE server software. You are welcome to download it, but it so far onlly spawns you in the upther (above the world). You can chat, though.
I do not own this server but I just love to put this banner here:
I see texture packs can change translations, would it be possible to do it this way, if not, could someone make a .mod? I only make javascript mods, not the old ptpatches
EDIT: I meant newWorld() hook.
I've experimented with this in Mercator. This is a very good explanation.
Nice note on the texture size observation. In Mercator, I decided to not touch the order of the images: I would rather unstitch the terrain.png, and then restitch it into a terrain-atlas with items in correct order.
1. You have to get out of popup dialogs, for a GUI's function to take effect.
2. Getting an entity's co-ordinates doesn't seem to be working.
3. function entityRemovedHook(entity) MAY not be working properly.
4. Riding a mob acts like a minecart. The "tap the jump button to get out of minecart" message pops up.
I don't know if these bugs/function failures are already known, but these bugs never occurred in previous BlockLauncher versions.
Want GUI Templates? Done!
https://github.com/BeATz-UnKNoWN/ModPE_Scripts/wiki/ModPE-Script-Templates
P.S. Feel free to follow me so you know when I post "awesome" content and make the MCForums a brighter place (totally).
If you need to contact me you can either shoot a Kik message to beatz_unknown or send an email to [email protected]
Please give an example?
Will investigate. Can you please show an example for this as well?
This was disabled because it was crashing. I will add it back in.
Not a bug: this is how it's supposed to work.
Thanks for the report!
2. I was referring to the elemental arrows mod (I personally made a GUI version). The script didn't work, but entityRemovedHook was also in the script, so that was probably the problem.
Want GUI Templates? Done!
https://github.com/BeATz-UnKNoWN/ModPE_Scripts/wiki/ModPE-Script-Templates
P.S. Feel free to follow me so you know when I post "awesome" content and make the MCForums a brighter place (totally).
If you need to contact me you can either shoot a Kik message to beatz_unknown or send an email to [email protected]
@adriann3rrz11 on twitter
I don't really understand now... how does that code specify an image? Is "stick" a reference to an image file? If so, where does it go? And when did it change from X-Y co-ords?
Also, is there plans to have defineBlock working again?
Thanks in advance!
http://www.minecraftforum.net/forums/minecraft-pocket-edition/mcpe-mods-tools/2610428-0-13-emeraldcraft-metalurgic-gems-alchemy
Change the text from "Tap the jump button to get out of minecart"
To "Tap the jump button to dismount"
Mojang decided to rotate textures to make graphics look better. I've made a patch to disable this - check my other thread.
Not touching Minecraft built-in text, sorry.
+1 Me If I Helped You!
Follow Me On Twitter: @shadowdude246
I think in the assets folder
yet! Link: http://www.minecraft...in-at-any-time/
How do you set the image for a new item? I don't see a reference to any image file in that code.
Sorry, am I missing something?
http://www.minecraftforum.net/forums/minecraft-pocket-edition/mcpe-mods-tools/2610428-0-13-emeraldcraft-metalurgic-gems-alchemy
Each texture in the new 0.8.0 system has a name: check items.meta for the built-in texture names.
+1 Me If I Helped You!
Follow Me On Twitter: @shadowdude246
Hmm... how 'bout that!
Thank you!!!
Also, when do you think defineBlock will work again?
http://www.minecraftforum.net/forums/minecraft-pocket-edition/mcpe-mods-tools/2610428-0-13-emeraldcraft-metalurgic-gems-alchemy