Eh, Thanks for the help, but I did a lot of 'select layer in gif'
'coordinate the frame into the animation strip'
'make sure it's in place and past it'
'repeat'
But it looks REALLY good now
Thanks guys, I'll keep them in mind :3
*sigh
Well....going to painfully make a 128x128 20 frame gif into a massive image file.....good luck me. Would be nice if Minecraft supported other image file types....
Just asking, if you have a custom image for your model (See WeeHeeHee's super sexy sword model) and it has an animated texture (see his sword) do you need to use traditional minecraft animation format, or can you use a .gif?
trying to convert a 128x128 lightning texture is going to be hard...lol
Well, I know how to do it, but I haven't done it. So basically for the custom 3D items, you get the default model, then you create the CIT model and combine them, and then you make the CIT images one resolution higher (e.g 12x12-32x32) and done
NOTE TO EVERYONE WHO WISHES TO USE 3D MODELS WITH CIT
After using my CIT and 3D models at the same time, I noticed that the uv coordinates for the normal item are also used for the CIT.
I was confused at first, but now I realise that you can 'cheat' CIT and 3D models combined.
Step 1: Get Minecraft 1.8 (duh)
Step 2: Build your 3D model for your normal item. 'Can't I just skip this?' Answer is no.
Step 3: Build your 3D model for the CIT Item. For the 'texture' and 'particle' areas in the json, you can just use the default item's texture, e.g. diamond_sword
Step 4: Copy-paste all the PARTS that MAKE UP THE MODEL. The end curly brackets at the bottom, and the 'textures' , 'particle' and 'element' ARE NOT NEEDED as they are already in the .json for the normal item
Step 5: increase the resolution for BOTH/ALL YOUR TEXTURES. This is done to 'accommodate' the CIT images. So, if you have a 16x16 texture of a normal diamond sword, and a custom 32x32 CIT diamond sword, you would increase the 16x16 to 32x32, and the 32x32 to 64x64. Why? You move the normal texture TO THE LEFT HAND SIDE and the CIT texture to the right. This will make you have to re-map the uv though
Step 5: Clean up any errors that you may have done in the .json
Step 6: Load up Minecraft and enjoy.
(Note: I have not actually tested this, but it should work, IN THEORY)
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'coordinate the frame into the animation strip'
'make sure it's in place and past it'
'repeat'
But it looks REALLY good now
Thanks guys, I'll keep them in mind :3
0
Well....going to painfully make a 128x128 20 frame gif into a massive image file.....good luck me. Would be nice if Minecraft supported other image file types....
0
trying to convert a 128x128 lightning texture is going to be hard...lol
0
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We said we could.
Just make a compound model.
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Kahr has stated many times.
Do not use Optifine with MCPatcher as they are incompatible
Please avoid posting these crash threads.
Thank you
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The 1 Texture= The connected model image. More will be needed for more models you wish to use more Connected Textures
The 2 .properties= 1 for the connected textures, the other for the model
The .json= The 3D model.
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https://bitbucket.org/prupe/mcpatcher/wiki/Custom_Item_Textures
Read this
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E.G a Sharpness Iron Sword has a thicker blade than a normal Iron Sword,
or a bow with a certain name is changed to a futuristic weapon
2
After using my CIT and 3D models at the same time, I noticed that the uv coordinates for the normal item are also used for the CIT.
I was confused at first, but now I realise that you can 'cheat' CIT and 3D models combined.
Step 1: Get Minecraft 1.8 (duh)
Step 2: Build your 3D model for your normal item. 'Can't I just skip this?' Answer is no.
Step 3: Build your 3D model for the CIT Item. For the 'texture' and 'particle' areas in the json, you can just use the default item's texture, e.g. diamond_sword
Step 4: Copy-paste all the PARTS that MAKE UP THE MODEL. The end curly brackets at the bottom, and the 'textures' , 'particle' and 'element' ARE NOT NEEDED as they are already in the .json for the normal item
Step 5: increase the resolution for BOTH/ALL YOUR TEXTURES. This is done to 'accommodate' the CIT images. So, if you have a 16x16 texture of a normal diamond sword, and a custom 32x32 CIT diamond sword, you would increase the 16x16 to 32x32, and the 32x32 to 64x64. Why? You move the normal texture TO THE LEFT HAND SIDE and the CIT texture to the right. This will make you have to re-map the uv though
Step 5: Clean up any errors that you may have done in the .json
Step 6: Load up Minecraft and enjoy.
(Note: I have not actually tested this, but it should work, IN THEORY)
0
I'm pretty sure that there is the source code publicly available, from MCPatcher's BitBucket page.I would send the link if I could find it.Derp ._.Nvm I found it
https://bitbucket.org/prupe/mcpatcher/wiki/Home
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I have been using them for a very long time now
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