~snip~
For any texture, to find the resolution it should be, take the resolution of your pack, divide it by 16, and multiply that number by the dimensions of the default texture.
I tried that and it turned out I did have the right resolution, I even tried copying and pasting the names of the default textures to mine. The armor actually doesn't look weird, and a couple of the horse textures look fine and HD. I'm not sure what it is that I am doing wrong.
So can anyone help me with this? My Texture pack has quite a few animated textures and I always get these pink and black checker patterns instead of the animation, I have compared it to other working packs and nothing seems to be wrong, but if I am missing anything could someone help? Here's a download if you want to look for yourself.
So can anyone help me with this? My Texture pack has quite a few animated textures and I always get these pink and black checker patterns instead of the animation, I have compared it to other working packs and nothing seems to be wrong, but if I am missing anything could someone help? Here's a download if you want to look for yourself.
When you run Minecraft, look at the devlopment console:
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/obsidian.png: invalid frameindex 11
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/emerald_ore.png: invalid frameindex 25
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/pumpkin_face_on.png: invalid frameindex 50
Client> OpenAL initialized.
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/end_stone.png: invalid frameindex 284
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/hardened_clay_stained_light_blue.png: invalid frameindex 27
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/diamond_ore.png: invalid frameindex 21
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/redstone_ore.png: invalid frameindex 44
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/hardened_clay_stained_lime.png: invalid frameindex 80
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/lapis_ore.png: invalid frameindex 26
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/lava_still.png: invalid frameindex 8
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/repeater_on.png: invalid frameindex 16
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/fire_layer_0.png: invalid frameindex 42
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/fire_layer_1.png: invalid frameindex 42
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/portal.png: invalid frameindex 16
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/cocoa_stage_2.png: invalid frameindex 20
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/hardened_clay_stained_blue.png: invalid frameindex 71
I checked it out, and you have TWO issues.
You have too many frames listed. Remember that the first frame is 0 not 1.
Check the resolutions of all of your image strips. Your animation for obsidian is 2 pixels short vertically, causing the game to think it ends at frame 10 instead of 11.
EDIT: Ninja'd....
And I looked through it, obsidian seemed to be the only short image. Not sure how I just seemed to find that. I could have missed one, so if you fix the frame numbering and it still throws and error, that's probably it.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
I managed to fix it by removing the numbering completely. And are you sure obsidian is off? It's always worked fine until right before I fixed it.
Why? In most cases, you can remove the last frame you put without removing numbering completely.
And yeah I'm sure, the resolution is 32x382, and 382 isn't evenly divisible by 32 (384 is...). It probably worked before because the system did not play the last frame (instead, a pause), or you accidentally cropped the image somehow recently.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Why? In most cases, you can remove the last frame you put without removing numbering completely.
And yeah I'm sure, the resolution is 32x382, and 382 isn't evenly divisible by 32 (384 is...). It probably worked before because the system did not play the last frame (instead, a pause), or you accidentally cropped the image somehow recently.
Right, I'll get to work on fixing that, but the animations are no different than before and look just fine, if Mojang breaks it again in the future I'll remember what you've told me. Thanks for your help and spotting that thing with obsidian!
Another question, because I'm such a noob, is there a way to convert 1.6 back to 1.5? Thinking about modpack support.
There's the renaming and moving a bunch of files by hand way.
If somebody made a tool that did the reverse of Dinnerbone's Texture-Ender, i think that would be pretty cool. 1.6 is my main focus, and that's where i'll work, but i'd occasionally backport my pack to 1.5 if there was an easy way to do it.
Hardly. This thread, in Texture Discussion, is a discussion about how it impacts Texture Packs and Texture Artists. It's a similar topic, but it's hardly redundant.
If there is an issue with redundancy and these threads 'copying' one another, we could just remove both. They are similar, but one doesn't make the other any more redundant than it already is following the forum structure change. I don't see reason for needing the thread, isn't really necessary, as it is now bridging the sound pack discussion and texture pack discussion while being in texture discussion. A small bridge that only reaches half way across. Despite gravity (the thread's redundancy), the bridge floats (the thread remains) because people still walk the bridge (people still post on this thread) even though it only leads to a cliff (the likely end of this thread soon). That's the best analogy I can give you.
People were saying that a lot before the 1.5 update, but it turned out not to be true. Once you know what you're doing, it won't take any more time than it did before. --snip--
I'm inclined to agree. The most laborious part of the conversion was renaming all our source files to match. Once that's done it's clear sailing, and it's not much work to retroactively implement new artwork for older texture packs.
I have the splashes edited to contain only one line of text: "Thank you for using samohtj's Fancy Shmancy!" That's the only option, and it seems to load every time.
For any texture, to find the resolution it should be, take the resolution of your pack, divide it by 16, and multiply that number by the dimensions of the default texture.
How odd! I was wondering if that worked - we haven't had the same result. I wonder if MC is going to treat a single line as the only one and display it in the manner you described. Thanks for the feedback - I'll try it out.
Oh, and your method sounds too much like math. We still aren't talking after that tiff in eighth grade. ^^;
I don't know if anyone have this problem too but I've made an Texture Pack with animated brewing stand (Changing colours) with every frame after frame. Only one frame is disorted and everything works fine in 1.5. But the problem is now in 1.6 with Resource Packs, this appears in the log when I load it:
Client> 2013-07-09 21:42:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/brewing_stand.png: invalid frameindex 17 (Copied from log)
Please can someone at least help me fix this? Animation and animation data:
I don't know if anyone have this problem too but I've made an Texture Pack with animated brewing stand (Changing colours) with every frame after frame. Only one frame is disorted and everything works fine in 1.5. But the problem is now in 1.6 with Resource Packs, this appears in the log when I load it:
Client> 2013-07-09 21:42:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/brewing_stand.png: invalid frameindex 17 (Copied from log)
Please can someone at least help me fix this? Animation and animation data:
Can you post that somewhere else please? Imgur.com for the image and just post the .mcmeta in the forum if possible. When I go to those pages, it tries to download .exe files to my computer which screams malware to me.
I found that what I probably did wrong, was get a name wrong, or I had a single pixel off, ect.
Anyway I found that the faithful 32x32 had the perfect horse textures. LOL!
That's all I can say to that.
I tried that and it turned out I did have the right resolution, I even tried copying and pasting the names of the default textures to mine. The armor actually doesn't look weird, and a couple of the horse textures look fine and HD. I'm not sure what it is that I am doing wrong.
When you run Minecraft, look at the devlopment console:
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/obsidian.png: invalid frameindex 11
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/emerald_ore.png: invalid frameindex 25
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/pumpkin_face_on.png: invalid frameindex 50
Client> OpenAL initialized.
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/end_stone.png: invalid frameindex 284
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/hardened_clay_stained_light_blue.png: invalid frameindex 27
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/diamond_ore.png: invalid frameindex 21
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/redstone_ore.png: invalid frameindex 44
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/hardened_clay_stained_lime.png: invalid frameindex 80
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/lapis_ore.png: invalid frameindex 26
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/lava_still.png: invalid frameindex 8
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/repeater_on.png: invalid frameindex 16
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/fire_layer_0.png: invalid frameindex 42
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/fire_layer_1.png: invalid frameindex 42
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/portal.png: invalid frameindex 16
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/cocoa_stage_2.png: invalid frameindex 20
Client> 2013-06-30 09:54:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/hardened_clay_stained_blue.png: invalid frameindex 71
I checked it out, and you have TWO issues.
You have too many frames listed. Remember that the first frame is 0 not 1.
Check the resolutions of all of your image strips. Your animation for obsidian is 2 pixels short vertically, causing the game to think it ends at frame 10 instead of 11.
EDIT: Ninja'd....
And I looked through it, obsidian seemed to be the only short image. Not sure how I just seemed to find that. I could have missed one, so if you fix the frame numbering and it still throws and error, that's probably it.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Why? In most cases, you can remove the last frame you put without removing numbering completely.
And yeah I'm sure, the resolution is 32x382, and 382 isn't evenly divisible by 32 (384 is...). It probably worked before because the system did not play the last frame (instead, a pause), or you accidentally cropped the image somehow recently.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Right, I'll get to work on fixing that, but the animations are no different than before and look just fine, if Mojang breaks it again in the future I'll remember what you've told me. Thanks for your help and spotting that thing with obsidian!
There's the renaming and moving a bunch of files by hand way.
If somebody made a tool that did the reverse of Dinnerbone's Texture-Ender, i think that would be pretty cool. 1.6 is my main focus, and that's where i'll work, but i'd occasionally backport my pack to 1.5 if there was an easy way to do it.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
http://www.minecraftforum.net/topic/1820478-resource-packs/
Enderdragon Roar in the Overworld
Rollercoaster
If there is an issue with redundancy and these threads 'copying' one another, we could just remove both. They are similar, but one doesn't make the other any more redundant than it already is following the forum structure change. I don't see reason for needing the thread, isn't really necessary, as it is now bridging the sound pack discussion and texture pack discussion while being in texture discussion. A small bridge that only reaches half way across. Despite gravity (the thread's redundancy), the bridge floats (the thread remains) because people still walk the bridge (people still post on this thread) even though it only leads to a cliff (the likely end of this thread soon). That's the best analogy I can give you.
"And with that, POW! I'm gone." ---Lord Crump
Here's a quick reference table for horse textures and the corresponding resource pack resolution:
128px - 8x (Minecraft native)
256px - 16x
512px - 32x
1024px - 64x
2048px - 128x
4096px - 256x
8192 - 512x
I'm inclined to agree. The most laborious part of the conversion was renaming all our source files to match. Once that's done it's clear sailing, and it's not much work to retroactively implement new artwork for older texture packs.
How odd! I was wondering if that worked - we haven't had the same result. I wonder if MC is going to treat a single line as the only one and display it in the manner you described. Thanks for the feedback - I'll try it out.
Oh, and your method sounds too much like math. We still aren't talking after that tiff in eighth grade. ^^;
Client> 2013-07-09 21:42:09 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/brewing_stand.png: invalid frameindex 17 (Copied from log)
Please can someone at least help me fix this? Animation and animation data:
PNG: http://uploading.com/e58d21bf/brewing_stand-png
MCMETA: http://uploading.com/6977cea9/brewing_stand-png-mcmeta
Also, please check out my animation tutorial: Animation in Resource Packs - a Minecraft 1.6 Tutorial. That may help you.
I found that what I probably did wrong, was get a name wrong, or I had a single pixel off, ect.
Anyway I found that the faithful 32x32 had the perfect horse textures. LOL!
That's all I can say to that.