Yeah you must have a text file, but it can be blank to make minecraft use the default animation speed. You only need to add anything if you wish to edit said speed, or edit the frames order/animation.
I want to make a 512 texture pack with custom water/lava otherwise it would just look silly but can you explain me how the .txt works for HD packs? Thanks in advance.
Taiine's correct. The .txt files depend on the number of frames, not their size. You just have to remember that for a 512 pack, the frames will be 1024x1024 in size for flowing water and lava, but only 512x512 in size for still liquids. That's it.
I don't think there is a real limit to how many frames you can have, though at a certain point the texture will start causing a lot of lag (though it would be difficult to reach that point).
You said about frames hanging, and how its not desirable, but i just realised a AMAZING use for that (if your not gonna use the 0*1,1*1 ext.) have afew on the end, and itll have lets say gaps in sand blowing the wind, or sudden ripples in the water, or a worm sticking out the dirt >
By 'hanging' I meant "the animation stops for no apparent reason". Of course if you're going to actually use extra frames then it's a good thing to include them. I do this on a few animations to add a extra movement every few cycles without needing a load of extra frames. The point is that you can have more frames than you use, but not use more frames than you have.
Yep. Just like with my blaze rods.
0*80
1*1
2*1
3*1
4*1
5*1
6*1
5*1
4*1
3*1
2*1
1*1
I have frame 0 'hang' for a while.. so the cycle has a long pause to it. Theres no real need to add extras of the same frame to make the 'hang' last longer when you just have to boost the time it 'hangs'.
btw, how would you animate more than once block? so instead of just having just one block animated, can u make it so that if you place 4 of the same blocks together then they animate?
It's not possible in the vanilla game, though this same basic formula works for Connected Textures Mod. Since that mod now has sheets broken into separate tiles, you'd need to animate all of the tiles, in the manner described here, to achieve the effect you desire.
There are other threads about that mod. I'm not going to explain that part of it here.
Will you do one of these for the new .mcmeta format for 1.6?
I'm planning to once 1.6 comes out and I get some experience with that format. I've already started, but in the last version I had time to test some of the features were broken. As such, I'm still not totally sure what works and what doesn't in regards to how things are going to work in the final product.
I think I read that they fixed these problems in one of the newer snapshots, but I haven't had the time to really dig into it.
I'll try to get it done as soon as possible after the official release.
Inside of this .txt file, you must give Minecraft instructions as to how you want your animation to play out. There are three components to this:
This implies that you have to do this, even though it works fine without it.
Will really help me get used to this weird format.
Incredibly well done tutorial just fantastic in all aspects and the sample download files......... I take my hat off sir
Thank you.
Taiine's correct. The .txt files depend on the number of frames, not their size. You just have to remember that for a 512 pack, the frames will be 1024x1024 in size for flowing water and lava, but only 512x512 in size for still liquids. That's it.
Otherwise, yea, same process as any other size.
don't expect me to be on much.
I don't think there is a real limit to how many frames you can have, though at a certain point the texture will start causing a lot of lag (though it would be difficult to reach that point).
0*80
1*1
2*1
3*1
4*1
5*1
6*1
5*1
4*1
3*1
2*1
1*1
I have frame 0 'hang' for a while.. so the cycle has a long pause to it. Theres no real need to add extras of the same frame to make the 'hang' last longer when you just have to boost the time it 'hangs'.
It's not possible in the vanilla game, though this same basic formula works for Connected Textures Mod. Since that mod now has sheets broken into separate tiles, you'd need to animate all of the tiles, in the manner described here, to achieve the effect you desire.
There are other threads about that mod. I'm not going to explain that part of it here.
Not if you use these.
[/shameless self advertisement]
Will you do one of these for the new .mcmeta format for 1.6?
Putting the CENDENT back in transcendent!
I think I read that they fixed these problems in one of the newer snapshots, but I haven't had the time to really dig into it.
I'll try to get it done as soon as possible after the official release.