I don't see anything wrong with the text itself, is the file named properly? If that is for oak leaves, the mcmeta file should be named leaves_oak.png.mcmeta (notice the full file name is in the mcmeta name, including the png extension just before the .mcmeta extension). If the option is available, make sure you're saving as UTF-8 without BOM.
If those aren't the issue, please set the launcher to stay open, and then look in the game output and find the errors with leaves and that should tell you what the issue is.
Alright, thanks so much! I haven't tested it just yet, but my version was oak_leaves.mcmeta so I'll take a look and give you an edit in a minute!
EDIT: Alright, tested it and it works great! There is one problem... The birch and spruce leaves are still green, being overlayed in the code. Could someone tell me what I need to do with the leaf textures in order to counteract that?
EDIT 2.0: My picture size is 64x256, but there is a line of weird, different color on the ends of all the leaf textures. Could someone tell me how to redo the textures in order for it to fit the block correctly?
Hello, recently I went around trying to construct my own mix [resource] pack, and I was trying to seriously implement simplysarc's seasons into it, but I've run into some problems with the .mcmeta animation file. Let me show you what I mean.
Recently I became interested in making modpacks, and while piling on all my favorite mods, I came across a problem. CoFHCore, when installed, gives me a message that's says I need at least forge 10.13.3.1448. I can't find any downloads for such a version, and if there is one could someone get me a link? If you need anything related to my modpack to tell me what's wrong, just request it in a comment.
P.S. I'm also having a lot of trouble with TConstruct and quantum flux, if anyone could help me with that.
I recently got into making my own resource pack, and I turned on optifine, and connected textures, but my 64x glass textures did not change when placed next to each other, so I tested it with other texture packs. Durzo's did not work, but conquest did. Could someone send me a link to a video or explain how to fix this?
Everyone is talking about the 1.9 snapshots, but all I can possibly care about right now is the levitation potions effect and what happens when they are given *254 and *253. So, I watched dragnoz's video on player gravity, and I thought it was great, except for one thing: the jump boost brought you up in the air faster than you could come down. So, my idea was that we could use stat.jump and another dummy objective, so that when you jumped into the air, you would immediately receive levitation 1, as well as allowing the dummy objectives to add up. When that objective reaches, let's say, 60, the objectives is set to 0, and your current levitation effect is cleared and you are given levitation * 254, which is the invert of *1. Upon hitting the ground, however, the jump objective would be set to 0, and a command would constantly give you levitation *254, allowing there to still be player gravity when falling, and not just when jumping.
I have been recently working on a map, and I was wanting to spawn in Invisible Guardians on top of Zombies, to create a laser-zombie. Of course, when you kill the zombie the invisible guardian just flops around and trolls you. I would like to know of a data tag of a mob that is not riding on top of anything.
EXAMPLE: /scoreboard players set @e[type=Guardian,name=Laser] notRiding 1 {Riding:{id:}}
I have not actually experimented with this, so I may have just unwittingly typed the answer to my problem.
0
Alright, thanks so much! I haven't tested it just yet, but my version was oak_leaves.mcmeta so I'll take a look and give you an edit in a minute!
EDIT: Alright, tested it and it works great! There is one problem... The birch and spruce leaves are still green, being overlayed in the code. Could someone tell me what I need to do with the leaf textures in order to counteract that?
EDIT 2.0: My picture size is 64x256, but there is a line of weird, different color on the ends of all the leaf textures. Could someone tell me how to redo the textures in order for it to fit the block correctly?
0
Hello, recently I went around trying to construct my own mix [resource] pack, and I was trying to seriously implement simplysarc's seasons into it, but I've run into some problems with the .mcmeta animation file. Let me show you what I mean.
Here is the .mcmeta file: Click
And here is the actual texture for oak leaves, 64x256: Click
And finally, the result: Click
I cannot figure it out, please help.
Thanks in advance,
Sharp
note: I made the colormap completely white, grass and foliage.
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(bump) Please Help!
Thanks
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Hello Everyone!
Recently I became interested in making modpacks, and while piling on all my favorite mods, I came across a problem. CoFHCore, when installed, gives me a message that's says I need at least forge 10.13.3.1448. I can't find any downloads for such a version, and if there is one could someone get me a link? If you need anything related to my modpack to tell me what's wrong, just request it in a comment.
P.S. I'm also having a lot of trouble with TConstruct and quantum flux, if anyone could help me with that.
Thanks!
0
I recently got into making my own resource pack, and I turned on optifine, and connected textures, but my 64x glass textures did not change when placed next to each other, so I tested it with other texture packs. Durzo's did not work, but conquest did. Could someone send me a link to a video or explain how to fix this?
-thanks.
0
Hey guys!
Everyone is talking about the 1.9 snapshots, but all I can possibly care about right now is the levitation potions effect and what happens when they are given *254 and *253. So, I watched dragnoz's video on player gravity, and I thought it was great, except for one thing: the jump boost brought you up in the air faster than you could come down. So, my idea was that we could use stat.jump and another dummy objective, so that when you jumped into the air, you would immediately receive levitation 1, as well as allowing the dummy objectives to add up. When that objective reaches, let's say, 60, the objectives is set to 0, and your current levitation effect is cleared and you are given levitation * 254, which is the invert of *1. Upon hitting the ground, however, the jump objective would be set to 0, and a command would constantly give you levitation *254, allowing there to still be player gravity when falling, and not just when jumping.
comment and tell me what you think
thanks.
ps. I will test this soon.
0
Thanks! I see how you did that, I feel stupid now, I have seen people do that before too XD.
0
Hello, I have a question for you guys:
I have been recently working on a map, and I was wanting to spawn in Invisible Guardians on top of Zombies, to create a laser-zombie. Of course, when you kill the zombie the invisible guardian just flops around and trolls you. I would like to know of a data tag of a mob that is not riding on top of anything.
EXAMPLE: /scoreboard players set @e[type=Guardian,name=Laser] notRiding 1 {Riding:{id:}}
I have not actually experimented with this, so I may have just unwittingly typed the answer to my problem.
Thanks in advance.
0
Thanks!
0
Hello!
I have watched a good amount of dragnoz's videos and he has refered to the count parameter in two different ways:
Youngest/oldest entity
nearest/furthest entity
Could someone please clarify which one it is?
thanks.
0
I'm on windows. I honestly don't see how retry ping the commands can fix anything. If that was the case, it in itself should be reported as a bug.
0
I have encountered a major bug in minecraft 1.8.4
when you set the score of a player using parameters, it automatically creates a fake player. For example:
/scoreboard players set @a[ry=0,rym=0] Score 1
and then setting it to display on the sidebar, it appears like this:
Score
@a[ry=0,rym=0] 1
but this does not happen when not using parameters.
if your wondering why I did not post this to mojang, it is simply because I am having some difficulties with their website.
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Ahhhh.... I feel incredibly stupid. Thanks anyway!
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Hello!
I have recently been working on a command block project, and I discovered something interesting about the F3 Debug Screen.
Many, many of the features have been removed, including x and y player rotation, coordinates, and cardinal directions (North, South, East, West)
All I can see that is ever-so-slightly-possibly useful is chunk-relative and FPS.
Is this something in 1.8.3, something with forge (I noticed it directly after running Forge) or something else altogether?
Thanks in advance.
0
You can use the @r selector (literally selects a random entity)
/execute @r[type=Skeleton] ~ ~ ~ /summon Skeleton ~ ~ ~ {CustomName:Boss}
I just finished making a more advanced version of Wampacrafts and I will probably edit this later to include a schematic/world download.
i actually was thinking the same thing with SMPs because vanilla sometimes just isn't real enough, ya know?