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    posted a message on [DISCONTINUED] Now for iOS! PocketPower Redstone Mod v2.0 - Updated for 0.12.1! - Byteandahalf <3
    Quote from SRULIEF»

    I tried everything and for some reason when I go into downloads folder the file itself is empty only the folder downloads maybe I'm doing something wrong I'm not really good at this any help pls tnx :)


    I had the same problem, until I opened the zipfile on my PC and looked inside. It contains an apk file -- that's an Android app package. You need to install the apk file (i.e., via a utility like appinstaller) -- it will load into your BlockLauncher directory -- and once it's installed you can enable it in BlockLauncher.

    Posted in: MCPE: Mods / Tools
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    posted a message on BlockLauncher: an Android app that patches Minecraft PE without reinstall

    terrain.meta and items.meta are plain text files (JSON files, actually).
    You don't have to change them if you are doing a 16x16. For a HD pack, I would guess that you need to change the width and heights of the image to your new widths and heights. (Each texture coordinate ends with either 512, 256 or 256, 256 - width, height)


    From a casual examination of the .meta files, it appears that there are two routes you can go with creating new texture sets. Each "uv" property in the file has a data set with six parameters: [A, B, C, D, E, F]. The last two, E and F, are always the dimensions of the referenced file, so for a 16x terrain set, this would be '512, 256' if you were replicating the standard layout. A and B are the horizontal and vertical offsets from the upper-left corner of the image for the upper-left corner of the texture, expressed as a decimal fraction of the image, and C and D are the horizontal and vertical offsets from the upper-left corner of the image for the lower-right corner of the texture. Some block labels have multiple blocks under the one general category -- 'sandstone', for example, has five different individual textures -- and these have the 'additonal_textures' property populated with the coordinate set for each additional block in the group; 'sandstone', for example, has the initial texture, and the 'additonal_textures' property has the other four, separated by commas.

    The first is to keep the layout of the items and terrain files the same as in the default files; in this case, you only need to fiddle with the .meta files if you're making a larger texture set (i.e., 32x textures would require a 1024x512 'terrain-atlas.tga' file, and you would change the string '512,256' everywhere it occurs in the terrain.meta file to '1024,512'.

    The second -- and without testing my theory, I don't know whether this will work -- is to convert the terrain.png file from a pre-0.8.0 texture pack to a Targa .tga file, and then go through the terrain.meta file and change all of the 'uv' coordinates to map where that particular texture appears in the file. So, for example, using a 1024x1024 terrain.png file as the source, the 'uv' coordinates for the diamond ore texture would be changed from '[0.125,0.125,0.1562,0.1875,512,256]' to '[0.1563,0.1875,0.1875,0.2188,1024,1024]' to point at the position of the diamond ore texture in its position as the third texture in the fourth row of the terrain.tga file. This is very tedious; whether it's more tedious than copying textures, one by one, into their correct places in the new layout will have to be up to the individual texture pack creator. However, once this mapping to the old terrain.png layout is done, the resulting terrain.meta file could be used for any terrain file using the old format.

    One of the things that I won't know until I part my own texture pack to the new format -- but which appears to fall out of the use of the .meta files is that it appears to allow for one texture to overlap, and possibly to have different sizes -- with a 16x texture pack, to have one or more textures defined in the .meta file as being, say, double the standard width and height.

    One of the cautions with either route is that, for textures with multiple textures -- the different sandstones, for example -- the order of the textures is inherent; for example, in the items image file, all of the tool/weapon items appear in the same order -- wood, stone, iron, gold, and diamond for each implement. If you get the 'additonal_textures' sets out of order, you'll get the wrong appearance for a tool.

    The advantage of the new system is that a new texture can simply be dropped into the appropriate file and the .meta filed edited to set the values that MCPE will use to locate the texture on the image.
    Posted in: MCPE: Mods / Tools
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    posted a message on Animation in Resource Packs - a Minecraft 1.6+ Tutorial - Works in 1.8.x
    Quote from wardle2403

    HELP ME, I've made my texture, 4 frames (16x64) and heres the mcmeta file (i used texture ender to convert)

    {
    "animation": {
    "frametime": 5,
    "frames": [
    1,
    2,
    3,
    4
    ]
    }
    }

    so the png and mcmet is named the same and is in the same folder but i still get the checked purple and black texture =(
    I have also tried optifine and mcpatcher but non of those work either. WHY.


    Same reason I was having the same problem with an animated lava texture -- fencepost error. Remember that the frame index is zero-based. Your mcmeta file should look like this:

    {
    "animation": {
    "frametime": 5,
    "frames": [
    0,
    1,
    2,
    3
    ]
    }
    }

    The first frame is frame 0, the second is frame 1, the third is frame 2, and the last is frame 3. With my animation, it had 64 frames, and the mcmeta file listed frames 0-64 -- a fencepost error the other way. You didn't start yours at 0, and mine went over to 65 entries for a 64-frame file.

    What makes my mistake embarrassing personally is that I looked at the file three times and didn't see it -- and I'm a programmer.

    Remember that the two hardest things in computer science are cache invalidation, naming conventions, and off-by-one errors. :D
    Posted in: Resource Pack Discussion
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    posted a message on BlockLauncher: an Android app that patches Minecraft PE without reinstall

    That can be done by an addon, I think. I have updated no animated textures, but need to test on my tablet before pushing it.


    We can also hope that Mojang will eventually decide to go with the individual-image texture design that the PC version has, which would eliminate the problem entirely, but I suspect that would tax all but the most powerful smartphones and tablets too much to be viable.
    Posted in: MCPE: Mods / Tools
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    posted a message on BlockLauncher: an Android app that patches Minecraft PE without reinstall

    Recently Mojang added animated fire, which is not compatible with high-res texture packs. I've a patch that can fix that, hold on while I upload it.


    Excellent. Precisely the question I had. BlockLauncher Pro works beautifully for texture changes, but the no animated textures_patch_0.7.1 mod that hid the flame on my stone blocks stopped working with the 0.7.2 update.

    It would be better if we could figure out how to put the animated textures in the 'right' places in the in-memory texture data, but I'll settle for just not having weird inclusions in my textures.
    Posted in: MCPE: Mods / Tools
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    posted a message on Fixed Fire Bug Textures (Latest: Sphax BDCraft)
    Quote from Tynoxlp

    He makes them 16x16 I think which fixed does bugs but they don't look that good anymore..


    From what I've read on the boards here, that is the issue. MCPE will automatically detect the texture size from the dimensions of the terrain.png file, but the section of the MCPE code that takes the fire and water textures and animates them appears to be hard-coded with 16x as the texture size, so when the textures are loaded into memory, the animated textures are put at the memory offsets that they would be at for a 16x texture pack, resulting in the animated textures appearing as 'inserts' in different textures, depending on the resolution of your texture pack. Reducing the texture pack's resolution to 16x restores the textures to the 'correct' size for the fire and water textures to be put in the right spots, at the cost of losing the higher-quality textures

    Not having seen the actual code, this is conjecture based on how I presume the code was written (30+ years as a computer programmer), but I believe that it would be a relatively trivial change to the code to make the textures animation routine aware of the texture size, so that they get stored at the correct offsets in the in-memory texture data. However, this may be so far down the priority list that it has escaped inclusion in any update.
    Posted in: MCPE: Texture Packs
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    posted a message on [Android] PocketTool
    Quote from NathanX

    mine works fine do you have 1.5.8

    Yes, the version of PocketTool is 1.5.8; however, not only does PT fall on its face, but neither Astro File Manager nor App Backup & Restore can back up MCPE. I'm wondering if there's an issue with the install permissions on the app that's causing PT to error out of when it tries to read the app to copy it and add the new textures.
    Posted in: MCPE: Mods / Tools
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    posted a message on [Android] PocketTool
    Quote from ChadtheBuilder
    I cannot get the latest version to work. Every time I try to change the textures the app force closes.


    I've been having the same problem. So now I'm stuck with the default textures until I can figure out how to get at the Minecraft PE apk file to open it up, replace the textures, and resign it.

    Looking at the Google Play store, PocketTool Free 1.58 -- the same version as on github -- says it was updated for 0.4.0, so the forcex in the texture-change section may be an artifact of version incompatibility.
    Posted in: MCPE: Mods / Tools
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    posted a message on *ANDROID,KINDLE USERS* Sphax For 0.4.0

    I don't know wy but my redstone has some water on the corners and my glass panes look like leafs.
    can you look into this please

    I get the same effect with bedrock in the texture pack I'm working on. No idea what is causing it.
    Posted in: MCPE: Texture Packs
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    posted a message on Misleading Pictures
    Quote from Madman12
    For some reason or other, whenever I download a Pocket Edition texture pack i end up with a picture of stairs on my bar and I throw down a piece of cobble? Have I downloaded something wrong or is it just a general bug? Currently using an IOS.


    The 0.3.3 and 0.4.0 versions have a different arrangement for the gui_blocks.png file; if the texture pack you loaded was not updated for 0.4.0, the blocks displayed in your inventory will not be what MCPE thinks they are.
    Posted in: MCPE: Texture Packs
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    posted a message on Infinite rendering in minecraft pocket edition?
    Quote from lonehangman
    Just please be quiet and go learn how difficult it is to balance out the platforms and keep everyone happy. If the mobile dev team of mojang were to implement infinite worlds, they would have to cut back some devices from compatibility or completely remake the engine.


    However, it might be possible to redesign the game a bit to add an options setting that would allow the user to select the standard size MCPE world as well as 2x, 4x, 8x, and unlimited size, with a caution that increasing the world size on low-end devices may cause unacceptably slow performance; that way the onus is on the end user if they create a world too big for their device to handle.
    Posted in: MCPE: Discussion
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    posted a message on What about Android Users?
    There is a app called screenshot it trial(trial is a lie, like cake) and you can take screenshots with it. But my problem is there sideways... probably a way to fix it that I haven't found..

    If you have a PC, you can download and install Irfanview, which is a free image viewer with a number of basic image manipulation functions, like rotate, resize, and crop.
    Posted in: MCPE: Show Your Creation
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    posted a message on Y screen shots
    Quote from jorian132
    how do you make a screenshot??


    That depends on your platform; on many Android devices you press the power switch and the down volume switch at the same time. It may take several tries -- I keep getting the timing wrong and either dial down my volume all the way or get the 'Do you want to shut down?' pop-up window.
    Posted in: MCPE: Show Your Creation
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    posted a message on Texture Genius Needed?
    Quote from dman10311
    i will just tell me ur email because its against the rulse to repost the originals


    Or, if he's willing to do the work himself, he can find a terrain.png file with the old textures, or find a site like MinecraftDls.info that has blown-up versions of the stock textures that can be shrunk back to 16x16, then if he takes the MCPE apk file and copies it to his PC, he can rename it to a zipfile and copy out the assets folder, paste the shrunk gravel texture over the new one, zip up the assets folder and use PocketTool to install it like any other texture pack. Or just grab a texture package like ClassicCraft and install it.
    Posted in: MCPE: Texture Packs
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    posted a message on BRIGHTNESS INCREASE DOWNOAD PE 0.4.0
    Quote from Crazyme931

    Don't skip them, just when you do them, make sure they are a png (not just in name) and that the software you are using allows for transparency, the color that minecraft uses for nothing is literally nothing


    I don't think that's what he's referring to; it's something I've noted with a texture pack I've been working on, that MCPE tends to render partial transparency as white, which not only results in white borders around objects in the inventory display, but white borders on objects when placed -- it took me a while to figure out how to kill them for saplings, and because the graphics in items.png and gui_blocks.png are different sizes, shrinking the objects from items.png can cause entire parts of an object, like the string on the bow, to vanish or become unwantedly white.
    Posted in: MCPE: Texture Packs
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