Is there any way i could make so that it randomly picks a frame for each animation?
say I have 6 frames, it would randomly pick 0-5 per frame, so its not always in the same order each time?
No, not as such, but there is a way to simulate the same effect.
If you look in the examples pack that I have linked in the front post, you'll see an example of a "random" animation. What it is is actually just a really long string of randomly chosen frames. The idea is that if it's long enough, the average person won't be able to see the pattern and will assume that it's genuinely random. About four or five dozen frames is usually enough to get people to believe that it's random.
In my example, I only use nine actually frames of animation, put have them called in a random order over and over, multiple times, to simulate a longer animation strip. You can probably do it with six frames of real animation, drawn out to dozens of frames in the .mcmeta file, but more is better since it makes it harder for people to pick out a pattern over a long animation.
That isn't quite the effect I was going for. I was trying to have it so that the first frame that played in the animation was different each time, then have a frame delay of something like 100000000000 then you basically get the one block having two or more different textures. I think this would look great as a stone texture to have some variety in caves and such.
That isn't quite the effect I was going for. I was trying to have it so that the first frame that played in the animation was different each time, then have a frame delay of something like 100000000000 then you basically get the one block having two or more different textures. I think this would look great as a stone texture to have some variety in caves and such.
Yea, no. What you want to do isn't possible in vanilla. Even if you could randomize the animation, every block would still display the exact same frame. For what you want to do, you need to look into the Connected Textures Mod, which is part of MCPatcher.
I've followed the tutorial but for some reason the end portal frame wont animate and just appears as the checkered boxes? Am I doing something wrong or can you just not animate that certain type of block?
The code Im using:
{
"animation": {
"frametime": 8
} }
And the textures and just the ender portal side in a strip but not touching.
If anyone could help that would be great
-H
Can you post your animation strip? Also, what is your .mcmeta file named? Are you certain that you removed the hidden .txt file extension from the end of it?
The information you posted appears correct, so there must be another cause.
Just started making resource packs, and my mom wanted one that flashes. So thank you a ton for this tutorial. I will hopefully not have any questions, but if I do I will ask ypu!
I think I need some clarification on the "frametime" text. How long is 4 frametime?
Every point in frametime is 1 tick, which equals 1/20 of a second. A frametime of four equals 4 ticks, which in turn is equal to 4/20 of a second, which according to maths is also 1/4 of a second.... or 0.25 seconds if you prefer to say it that way.
I am not sure if someone asked this already but, if is it possible to animate armor?
Edit: i ask this instead of test for myself because the armor file has tons of pixels
It has indeed been asked. Several times.
The answer is no, you cannot animate armor in vanilla Minecraft. To do that, you need to have MCPatcher installed and use it's method which is different from the vanilla method outlined in this tutorial. I suggest checking MCPatcher's thread for details on how to do that.
PSN:
PSN, I'm assuming, stands for Psychic Super Narwhal.
Member Details
A'ight, let's see if you can help me. This is actually from a mod, but it should follow the same process from what I know.
{"animation":{}}
[20:08:54] [Client thread/ERROR]: Unable to parse metadata from snowtech:textures/items/mendragorSword.png
java.lang.RuntimeException: broken aspect ratio and not an animation
at net.minecraft.client.renderer.texture.TextureAtlasSprite.loadSprite(TextureAtlasSprite.java:245) ~[TextureAtlasSprite.class:?]
at net.minecraft.client.renderer.texture.TextureMap.loadTextureAtlas(TextureMap.java:170) [TextureMap.class:?]
at net.minecraft.client.renderer.texture.TextureMap.loadTexture(TextureMap.java:91) [TextureMap.class:?]
at net.minecraft.client.renderer.texture.TextureManager.loadTexture(TextureManager.java:89) [TextureManager.class:?]
at net.minecraft.client.renderer.texture.TextureManager.loadTickableTexture(TextureManager.java:71) [TextureManager.class:?]
at net.minecraft.client.renderer.texture.TextureManager.loadTextureMap(TextureManager.java:58) [TextureManager.class:?]
at net.minecraft.client.Minecraft.startGame(Minecraft.java:593) [Minecraft.class:?]
at net.minecraft.client.Minecraft.run(Minecraft.java:941) [Minecraft.class:?]
at net.minecraft.client.main.Main.main(Main.java:164) [Main.class:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_55]
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) ~[?:1.7.0_55]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.7.0_55]
at java.lang.reflect.Method.invoke(Method.java:606) ~[?:1.7.0_55]
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134) [launchwrapper-1.9.jar:?]
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.9.jar:?]
[20:08:54] [Client thread/INFO]: Created: 256x256 textures/items-atlas
I've double-triple checked that the file names are indeed matched and plaintext. Any help I could get would be appreciated.
A'ight, let's see if you can help me. This is actually from a mod, but it should follow the same process from what I know.
I've double-triple checked that the file names are indeed matched and plaintext. Any help I could get would be appreciated.
Google tells me that I am forbidden from viewing your image, and therefore am not sure what the problem is. The error you posted says that your aspect ratio is wrong, so that might be an important thing to see.
Also, are you certain there isn't a hidden .txt extension on the end of the .mcmeta file? Did you double check to make sure that the .mcmeta file is in ANSI format? Sorry, but those are really the only obvious questions you didn't answer.
Google tells me that I am forbidden from viewing your image, and therefore am not sure what the problem is. The error you posted says that your aspect ratio is wrong, so that might be an important thing to see.
Also, are you certain there isn't a hidden .txt extension on the end of the .mcmeta file? Did you double check to make sure that the .mcmeta file is in ANSI format? Sorry, but those are really the only obvious questions you didn't answer.
May I ask which mod you're texturing for?
My own mod in fact. I can guarantee that it's in the correct aspect ratio, as it's 16 wide by 256 tall. I didn't see the bit about ANSI though, I'll double-check that.
EDIT: ANSI didn't fix the issue, here's the image: http://imgur.com/pcqtA1i
My own mod in fact. I can guarantee that it's in the correct aspect ratio, as it's 16 wide by 256 tall. I didn't see the bit about ANSI though, I'll double-check that.
EDIT: ANSI didn't fix the issue, here's the image: http://imgur.com/pcqtA1i
It works perfectly for me. Again, make sure that the .mcmeta file does not have a .txt extension tagged on at the end.
My own mod in fact. I can guarantee that it's in the correct aspect ratio, as it's 16 wide by 256 tall. I didn't see the bit about ANSI though, I'll double-check that.
EDIT: ANSI didn't fix the issue, here's the image: http://imgur.com/pcqtA1i
There's nothing wrong with either your image or .mcmeta file as far as I can see.
Hey I still don't know what to do. Do u have skype maybe u could help me out thatnks
I don't give out my Skype to anyone. If you have a question that's not covered in the tutorial, please post it. Otherwise, re-read the tutorial carefully.
If you're having trouble with a specific animation, post your animation strip and .mcmeta file and I'll take a look at it. I suggest using Imgur for the texture, and pasting the contents of the .mcmeta file in between spoiler tags.
Well, there's nothing wrong with your .mcmeta as far as I can tell.
Make sure the file name is diamond_sword.png.mcmeta and that the file format is ANSI. Also make sure there's not a hidden .txt extension at the end of the file name (instructions for that are in the OP). You can also make everything into a single line, which seems to help sometimes. Finally, make sure that the height of your animation strip is evenly divisible by it's width.
If you've done all of that and it still doesn't work, consider posting the things I asked for rather than a screenshot.
If you look in the examples pack that I have linked in the front post, you'll see an example of a "random" animation. What it is is actually just a really long string of randomly chosen frames. The idea is that if it's long enough, the average person won't be able to see the pattern and will assume that it's genuinely random. About four or five dozen frames is usually enough to get people to believe that it's random.
In my example, I only use nine actually frames of animation, put have them called in a random order over and over, multiple times, to simulate a longer animation strip. You can probably do it with six frames of real animation, drawn out to dozens of frames in the .mcmeta file, but more is better since it makes it harder for people to pick out a pattern over a long animation.
The information you posted appears correct, so there must be another cause.
Every point in frametime is 1 tick, which equals 1/20 of a second. A frametime of four equals 4 ticks, which in turn is equal to 4/20 of a second, which according to maths is also 1/4 of a second.... or 0.25 seconds if you prefer to say it that way.
This is explained in the tutorial, mind you.
Edit: i ask this instead of test for myself because the armor file has tons of pixels
It has indeed been asked. Several times.
The answer is no, you cannot animate armor in vanilla Minecraft. To do that, you need to have MCPatcher installed and use it's method which is different from the vanilla method outlined in this tutorial. I suggest checking MCPatcher's thread for details on how to do that.
Also i would like to suggest this website to anyone who is reading up to here and needs a picture editor.
http://www.getpaint.net/download.html
Really helped me.
I've double-triple checked that the file names are indeed matched and plaintext. Any help I could get would be appreciated.
Google tells me that I am forbidden from viewing your image, and therefore am not sure what the problem is. The error you posted says that your aspect ratio is wrong, so that might be an important thing to see.
Also, are you certain there isn't a hidden .txt extension on the end of the .mcmeta file? Did you double check to make sure that the .mcmeta file is in ANSI format? Sorry, but those are really the only obvious questions you didn't answer.
May I ask which mod you're texturing for?
great ressource and comes very handy just at the right time
My own mod in fact. I can guarantee that it's in the correct aspect ratio, as it's 16 wide by 256 tall. I didn't see the bit about ANSI though, I'll double-check that.
EDIT: ANSI didn't fix the issue, here's the image: http://imgur.com/pcqtA1i
It works perfectly for me. Again, make sure that the .mcmeta file does not have a .txt extension tagged on at the end.
Putting the CENDENT back in transcendent!
There's nothing wrong with either your image or .mcmeta file as far as I can see.
This is good advice. If you don't know how to show hidden file extensions, there's a tutorial linked from the OP.
Beyond that, try using it in a proper pack to replace a vanilla item. If it works, then it's a problem with your mod.
If it doesn't work as a vanilla item, you can upload the .mcmeta file somewhere (Dropbox or Mediafire) and I can take a look at it directly.
Thanks so much alvo! Yeah I'll do that and get back to you.
I don't give out my Skype to anyone. If you have a question that's not covered in the tutorial, please post it. Otherwise, re-read the tutorial carefully.
If you're having trouble with a specific animation, post your animation strip and .mcmeta file and I'll take a look at it. I suggest using Imgur for the texture, and pasting the contents of the .mcmeta file in between spoiler tags.
Well, there's nothing wrong with your .mcmeta as far as I can tell.
Make sure the file name is diamond_sword.png.mcmeta and that the file format is ANSI. Also make sure there's not a hidden .txt extension at the end of the file name (instructions for that are in the OP). You can also make everything into a single line, which seems to help sometimes. Finally, make sure that the height of your animation strip is evenly divisible by it's width.
If you've done all of that and it still doesn't work, consider posting the things I asked for rather than a screenshot.