Before I start the thread, know that I put this thread in the Mods section because this can only be achieved through modding.
I've been thinking about custom animated textures as well as a fix for HD textures in MC: PE. Neither seems too difficult but I'm in no way shape or form an expert when it comes to C++, Objective C, or Assembly. This is why only the more advanced modders of MC: PE should pay any attention to this.
Custom Animated Textures
First off, know that when I'm talking about animated textures, I ONLY mean the fire, water, and lava textures.
It's a known fact that you can't add custom animated textures to MC: PE via a texture pack. If you look through the minecraftpe.app folder (iOS), you won't find any of the images needed for that. After a bit of thought, I concluded that the images in question are actually packaged into the minecraftpe file. Now my question is; Is it possible to include some sort of custom script into MC: PE that tells it to use a different image for the water/lava/fire animations rather than the one that's packaged? Considering Treebl was able to add a new, functioning, item to the game (Redstone), it sounds possible to me but again, I don't know anything about this type of code.
Fix for HD Textures
For those people who use HD texture packs in MC: PE, they've noticed that some of the textures are a little messed up. Take 32x textures for example. In Faithful 32x, if you place Netherrack or Brick blocks down, you get this:
It appears as if the animated textures are positioned onto terrain.png relative to the top and left sides of it. That works fine on 16x textures but when you go higher, this happens. However, if we were to change it to position the animated textures relative to the bottom and right sides of terrain.png, this problem would go away. With that, all HD texture packs would work perfectly fine.
So, is any of this possible?
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Hmm, this just made me think of adding actual custom textures (ie. giving an animation to an item that is normally not animated).
I'm still not an expert on libstubhook, but if you found where images were actually loaded into memory, and then manually overwrote them with other data at regular intervals, it would appear animated when rendering. I'm not entirely sure if this would be possible (or very easy, overwriting image data :P), but it would allow even for things like custom compasses (determining which image to write depending on the rotation of the player).
You realize that with HD textures you lose the animations anyways right?
Yeah I know. I don't mind losing lava and water, but I can't stand losing fire, especially in some of my ported SG maps where I've pimped out some maps with fire. It's ugly having red "code-ish" blocks in the shape of fire used as decoration.
I see this thread is a few years old, but, from my personal findings earlier, it's because the animation pictures in the atlas strip are only 16x16, it's the block that is 32x32, hence the fire animation only showing up on 1/4 of the block. The animation atlas of the block and fire needs to be enlarged to match the block image size in blocks folder. This will fix that issue, I have had success in enlarging most of the blocks/atlas/items to make a 128 to 256x resource pack myself.
Good luck if you're still searching, good luck to new comers to this topic.
Thank you!
-Z'Mombie
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I've been thinking about custom animated textures as well as a fix for HD textures in MC: PE. Neither seems too difficult but I'm in no way shape or form an expert when it comes to C++, Objective C, or Assembly. This is why only the more advanced modders of MC: PE should pay any attention to this.
Custom Animated Textures
First off, know that when I'm talking about animated textures, I ONLY mean the fire, water, and lava textures.
It's a known fact that you can't add custom animated textures to MC: PE via a texture pack. If you look through the minecraftpe.app folder (iOS), you won't find any of the images needed for that. After a bit of thought, I concluded that the images in question are actually packaged into the minecraftpe file. Now my question is; Is it possible to include some sort of custom script into MC: PE that tells it to use a different image for the water/lava/fire animations rather than the one that's packaged? Considering Treebl was able to add a new, functioning, item to the game (Redstone), it sounds possible to me but again, I don't know anything about this type of code.
Fix for HD Textures
For those people who use HD texture packs in MC: PE, they've noticed that some of the textures are a little messed up. Take 32x textures for example. In Faithful 32x, if you place Netherrack or Brick blocks down, you get this:
It appears as if the animated textures are positioned onto terrain.png relative to the top and left sides of it. That works fine on 16x textures but when you go higher, this happens. However, if we were to change it to position the animated textures relative to the bottom and right sides of terrain.png, this problem would go away. With that, all HD texture packs would work perfectly fine.
So, is any of this possible?
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Retired StaffThanks for posting that. I did not know where to find it before.
But we have to sacrifice the pretty animations of water, lava and fire with the sucky iPod-touch-4 graphics (before like in 0.5.0)
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Retired StaffI'm still not an expert on libstubhook, but if you found where images were actually loaded into memory, and then manually overwrote them with other data at regular intervals, it would appear animated when rendering. I'm not entirely sure if this would be possible (or very easy, overwriting image data :P), but it would allow even for things like custom compasses (determining which image to write depending on the rotation of the player).
My Pocket Edition Mods:
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Yeah I know. I don't mind losing lava and water, but I can't stand losing fire, especially in some of my ported SG maps where I've pimped out some maps with fire. It's ugly having red "code-ish" blocks in the shape of fire used as decoration.
I see this thread is a few years old, but, from my personal findings earlier, it's because the animation pictures in the atlas strip are only 16x16, it's the block that is 32x32, hence the fire animation only showing up on 1/4 of the block. The animation atlas of the block and fire needs to be enlarged to match the block image size in blocks folder. This will fix that issue, I have had success in enlarging most of the blocks/atlas/items to make a 128 to 256x resource pack myself.
Good luck if you're still searching, good luck to new comers to this topic.
Thank you!
-Z'Mombie