The Meaning of Life, the Universe, and Everything.
Join Date:
5/30/2012
Posts:
57
Minecraft:
Clockwork
Member Details
So, after poking around some scripts, i found that someone has found a way to store sounds within variables, after noting some stuff, I got to thinking. "Why can't I do the same with textures?"
Is this possible? If so, how would I go about making the textures usable?
var outWrite = new java.io.OutputStreamWriter(new java.io.FileOutputStream(newFile));
outWrite.append(content);
outWrite.close();
} catch(err) {
clientMessage(err);
}
}
var path=android.os.Environment.getExternalStorageDirectory().getAbsolutePath()+"/download/";
var img = new android.graphics.BitmapFactory.decodeFile(path + "name.png");
save(path, "picture.txt", img);
This saves the picture name.png from the download folder in the .txt-file picture. The picture can only be small, and so I recommend using the picture directly from a .png-file.
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So, after poking around some scripts, i found that someone has found a way to store sounds within variables, after noting some stuff, I got to thinking. "Why can't I do the same with textures?"
Is this possible? If so, how would I go about making the textures usable?
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Curse Premiumfunction save(path, filename, content) {
try {
java.io.File(path).mkdirs();
var newFile = new java.io.File(path, filename);
newFile.createNewFile();
var outWrite = new java.io.OutputStreamWriter(new java.io.FileOutputStream(newFile));
outWrite.append(content);
outWrite.close();
} catch(err) {
clientMessage(err);
}
}
var path=android.os.Environment.getExternalStorageDirectory().getAbsolutePath()+"/download/";
var img = new android.graphics.BitmapFactory.decodeFile(path + "name.png");
save(path, "picture.txt", img);
This saves the picture name.png from the download folder in the .txt-file picture. The picture can only be small, and so I recommend using the picture directly from a .png-file.