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I believe I have found a solution to the animation problem.
Okay so for starters, you will need Note pad ++ or a similar program to edit the files required for the animations. the files are ending in .mcmeta, for example water_flow.png.mcmeta. The text file that was used in 1.5 is now this .mcmeta format. So if you converted you texture pack from the 1.5 format to the 1.6 format with the TextureEnder.jar file, some of your animations might have messed up in the new code format. Below is an example of the messed up code.
Which will look like this.
For my water animation I have only 8 frames, but in the code it is trying to count 9. So just get rid of the last number in the frames.
I am not very good at explaining these kind of things so i'll just let the pictures do the talking.
Here is an example of the code above fixed to work in 1.6.
Which will look like this.
(If the gif isn't working, right click and open in new tab)
From what I can tell is that the frame time is like putting the number after the * in the old format, but does it to all the frames. So if you want individual frames slowed down you are going to have to figure that out by yourself. The frames are for the frames in the animations obviously. The index is which frame the animations starts on. The time to me is unknown to me right now.
Hopefully this is helpful to those that are in distraught. Have anything to contribute to this please do, anything can help
Okay so for starters, you will need Note pad ++ or a similar program to edit the files required for the animations. the files are ending in .mcmeta, for example water_flow.png.mcmeta. The text file that was used in 1.5 is now this .mcmeta format. So if you converted you texture pack from the 1.5 format to the 1.6 format with the TextureEnder.jar file, some of your animations might have messed up in the new code format. Below is an example of the messed up code.
Which will look like this.
For my water animation I have only 8 frames, but in the code it is trying to count 9. So just get rid of the last number in the frames.
I am not very good at explaining these kind of things so i'll just let the pictures do the talking.
Here is an example of the code above fixed to work in 1.6.
Which will look like this.
(If the gif isn't working, right click and open in new tab)
From what I can tell is that the frame time is like putting the number after the * in the old format, but does it to all the frames. So if you want individual frames slowed down you are going to have to figure that out by yourself. The frames are for the frames in the animations obviously. The index is which frame the animations starts on. The time to me is unknown to me right now.
Hopefully this is helpful to those that are in distraught. Have anything to contribute to this please do, anything can help
Tags |
tools/tracking
2280480
6
fixing-animation-bugs-in-converted-texture-packs
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It was nice & easy to use & I have zero coding experience, thanks!