First off, yes, I know this is a relatively old topic. But the idea behind it, a lot of people have supported it. I don't know how to code, so I honestly don't know how easy/difficult it would be to put together. I do want to discuss some of the options I have seen before.
1 - DAMAGE Very rarely, I have seen textures in texture packs where the mob using it has a specific reaction to damage, aside simply turning red for half a second. I don't know how those got put together, but it seems pretty complicated to me.
2 - TIME OF DAY One particular example of an animated skin I saw was related to the time of day. With the sun up, you have Steve. But as the sun sets, the skin changes to a werewolf. Not at an instant, but gradually, pixel by pixel. "Real" werewolves are not an instantaneous thing.
3 - SIMPLE GIFS This is the particular idea I'm suggesting for something like this. GIFs are relatively easy to make. Pretty much anyone can create one, Minecraft players or not. A GIF skin can be either as simple as blinking eyes, or as complex as a waving flag on a shirt. The GIF skins I've made aren't even 1/2MB big, so I know size isn't an issue.
Even if this does go through, I see one small problem: servers. As far as I remember, BL turns off ALL installed mods before letting you enter one. So even if you made a really cool animated skin, first no one would see it, and second your skin may (or may not) become corrupted somehow. I have seen a small amount of character-based mods for PC that only are visible to those who have the same mod installed as you. So if we could find a way around this, I have no doubt players will want to use it. It's an idea that people seem to like.
I haven't tried this yet (I don't think I am going to either) but just remember that the PC version supports animated textures in resource packs and MCPE currently does not, however a mod may work but it would probably lag out the game and probably even crash because it would be constantly having to read different png files to change the skin every 15-60 times a second depending on the frame-rate you want the gif to be (also you would need each frame as a separate png file because you couldn't use a gif)
But...
As for the damage thing that could probably be done fairly easily
Time of day, if it were and instant transformation, yes, pixel by pixel.... well unless you want 10,000 frames..?
GIFs as a skin, nope
But I too do like the idea, hopefully someday it will be possible
BTW apps exist to let you turn animated things into separate frames, gifs could happen.
Pixel by pixel? When did Minecraft use 10,000 pixels to render the skins? Last I remember it, it was DEFINITELY not that much.
Maybe LAN server peeps would be able to see your skin, depending on how skins are rendered from the server to the device (device sends skin to server, server sends to devices? Server actively updates skin changes or only if the MCPE client requests it[relogging, can you skin change in game? If so, this seems slightly likelier], etc.)
^
| Any tech/code buffs, did I get something wrong?
Anyway for pixel by pixel I'm sure there would be some shortcut, if not in scripts, then in native mods(you know, the stuff that only a couple of people know and refuse to teach anybody, pretty rude to the development of MCPE modding if you ask me)
BTW apps exist to let you turn animated things into separate frames, gifs could happen.
Pixel by pixel? When did Minecraft use 10,000 pixels to render the skins? Last I remember it, it was DEFINITELY not that much.
Maybe LAN server peeps would be able to see your skin, depending on how skins are rendered from the server to the device (device sends skin to server, server sends to devices? Server actively updates skin changes or only if the MCPE client requests it[relogging, can you skin change in game? If so, this seems slightly likelier], etc.)
^
| Any tech/code buffs, did I get something wrong?
Anyway for pixel by pixel I'm sure there would be some shortcut, if not in scripts, then in native mods(you know, the stuff that only a couple of people know and refuse to teach anybody, pretty rude to the development of MCPE modding if you ask me)
Ok, 10,000 frames.. not pixels, but still it was an exaggeration but just remember that the default Steve skin contains 1,632 pixels, basically what I'm saying is it will probably crash
O.O really? That's a lot of pixels. Every time i look at the Steve skin it looks like only a hundred or so pixels... Still a lot but if your only changing one pixel it wouldn't take too much time (but still a large amount). Admittedly, changing it every couple of milliseconds would crash the game, but I thought it was for gradual changes?
O.O really? That's a lot of pixels. Every time i look at the Steve skin it looks like only a hundred or so pixels... Still a lot but if your only changing one pixel it wouldn't take too much time (but still a large amount). Admittedly, changing it every couple of milliseconds would crash the game, but I thought it was for gradual changes?
Even gradual changes could possibly crash it because you'd have to set up a counter in the modTick() so it is still running constantly, the clock won't crash the game but grabbing textures might
What I mean by clock is creating a loop that runs code every say 4 times in the modTick() so it runs once every 5 ticks (basicaly 4 fps)
/*2 ways to do this, either change the default skin, or if you wanted a different mob shape, I saw a tut online about custom modeling even tho it's hard. If changing the shape you would define them at the start of the script, then use Entity.setRender here.*/
}
This code is the stuff of legend, it completely breaks mc(almost all devices can handle fast rendering changes nowadays)
How would you even define a new render type? I thought humanoid was the only one, and the only reason i would use that would be if i wanted to change shape as well as texture. And modeling IS hard, even if you know what your doing
Really? I always found modeling super easy, Java was the hard part for me, and I don't mean you'd need a new rendertype, just use the humaniod one, but I'm sure there was a function for just setting the players skin (haven't made a mod in like a year but I'm starting a new one but shh cause it's a secret )
Android Java has REAL tutorials online (not anything against the lesson who made the modeling tut, but they are one person and one tut, one way to learn it, and I don't do well with measuring things in pixels). Java Android is explained easily online. Or use the guide that Oracle(I think it was then) had on all the functions if you can't find those. Personally, the hardest part was learning that there is such a thing as java Android in modpe. Who knows what other secret things are hiding that almost nobody knows?
Android Java has REAL tutorials online (not anything against the lesson who made the modeling tut, but they are one person and one tut, one way to learn it, and I don't do well with measuring things in pixels). Java Android is explained easily online. Or use the guide that Oracle(I think it was then) had on all the functions if you can't find those. Personally, the hardest part was learning that there is such a thing as java Android in modpe. Who knows what other secret things are hiding that almost nobody knows?
There are tuts...?
I started modding by trial and error xD and I'm still doing it now!
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First off, yes, I know this is a relatively old topic. But the idea behind it, a lot of people have supported it. I don't know how to code, so I honestly don't know how easy/difficult it would be to put together. I do want to discuss some of the options I have seen before.
1 - DAMAGE Very rarely, I have seen textures in texture packs where the mob using it has a specific reaction to damage, aside simply turning red for half a second. I don't know how those got put together, but it seems pretty complicated to me.
2 - TIME OF DAY One particular example of an animated skin I saw was related to the time of day. With the sun up, you have Steve. But as the sun sets, the skin changes to a werewolf. Not at an instant, but gradually, pixel by pixel. "Real" werewolves are not an instantaneous thing.
3 - SIMPLE GIFS This is the particular idea I'm suggesting for something like this. GIFs are relatively easy to make. Pretty much anyone can create one, Minecraft players or not. A GIF skin can be either as simple as blinking eyes, or as complex as a waving flag on a shirt. The GIF skins I've made aren't even 1/2MB big, so I know size isn't an issue.
Even if this does go through, I see one small problem: servers. As far as I remember, BL turns off ALL installed mods before letting you enter one. So even if you made a really cool animated skin, first no one would see it, and second your skin may (or may not) become corrupted somehow. I have seen a small amount of character-based mods for PC that only are visible to those who have the same mod installed as you. So if we could find a way around this, I have no doubt players will want to use it. It's an idea that people seem to like.
I haven't tried this yet (I don't think I am going to either) but just remember that the PC version supports animated textures in resource packs and MCPE currently does not, however a mod may work but it would probably lag out the game and probably even crash because it would be constantly having to read different png files to change the skin every 15-60 times a second depending on the frame-rate you want the gif to be (also you would need each frame as a separate png file because you couldn't use a gif)
But...
As for the damage thing that could probably be done fairly easily
Time of day, if it were and instant transformation, yes, pixel by pixel.... well unless you want 10,000 frames..?
GIFs as a skin, nope
But I too do like the idea, hopefully someday it will be possible
BTW apps exist to let you turn animated things into separate frames, gifs could happen.
Pixel by pixel? When did Minecraft use 10,000 pixels to render the skins? Last I remember it, it was DEFINITELY not that much.
Maybe LAN server peeps would be able to see your skin, depending on how skins are rendered from the server to the device (device sends skin to server, server sends to devices? Server actively updates skin changes or only if the MCPE client requests it[relogging, can you skin change in game? If so, this seems slightly likelier], etc.)
^
| Any tech/code buffs, did I get something wrong?
Anyway for pixel by pixel I'm sure there would be some shortcut, if not in scripts, then in native mods(you know, the stuff that only a couple of people know and refuse to teach anybody, pretty rude to the development of MCPE modding if you ask me)
I have nothing to say...
Ok, 10,000 frames.. not pixels, but still it was an exaggeration but just remember that the default Steve skin contains 1,632 pixels, basically what I'm saying is it will probably crash
O.O really? That's a lot of pixels. Every time i look at the Steve skin it looks like only a hundred or so pixels... Still a lot but if your only changing one pixel it wouldn't take too much time (but still a large amount). Admittedly, changing it every couple of milliseconds would crash the game, but I thought it was for gradual changes?
I have nothing to say...
Even gradual changes could possibly crash it because you'd have to set up a counter in the modTick() so it is still running constantly, the clock won't crash the game but grabbing textures might
What I mean by clock is creating a loop that runs code every say 4 times in the modTick() so it runs once every 5 ticks (basicaly 4 fps)
var tick;
var number;
function newLevel() {
tick=0;
number=0;
}
function modTick() {
if (tick%4==0 && tick!=0) {
number++;
grabAndTexture(number);
}
}
function grabAndTexture(number) {
/*2 ways to do this, either change the default skin, or if you wanted a different mob shape, I saw a tut online about custom modeling even tho it's hard. If changing the shape you would define them at the start of the script, then use Entity.setRender here.*/
}
This code is the stuff of legend, it completely breaks mc(almost all devices can handle fast rendering changes nowadays)
I have nothing to say...
No need to define a new render type just use the humanoid render
And modeling new mobs is easy if ya know what you're doing
How would you even define a new render type? I thought humanoid was the only one, and the only reason i would use that would be if i wanted to change shape as well as texture. And modeling IS hard, even if you know what your doing
I have nothing to say...
Really? I always found modeling super easy, Java was the hard part for me, and I don't mean you'd need a new rendertype, just use the humaniod one, but I'm sure there was a function for just setting the players skin (haven't made a mod in like a year but I'm starting a new one but shh cause it's a secret
)
Android Java has REAL tutorials online (not anything against the lesson who made the modeling tut, but they are one person and one tut, one way to learn it, and I don't do well with measuring things in pixels). Java Android is explained easily online. Or use the guide that Oracle(I think it was then) had on all the functions if you can't find those. Personally, the hardest part was learning that there is such a thing as java Android in modpe. Who knows what other secret things are hiding that almost nobody knows?
I have nothing to say...
There are tuts...?
I started modding by trial and error xD and I'm still doing it now!