Forums - BDcraft for Minecraft pe 0.17.0/1.0.0 : PureBDcraft for Minecraft PE - Discussions - Page 2

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PostPosted: 22 Dec 2016, 17:19 
Hi t3hp0larbear.

yes, I know how is working jsons files and yes, the Java version is very different to the "thx Mojang" C++ version.

"PureBDCraft seems to use just a couple textures and dynamically recolor them on the fly based on the item".

no.

The GUI is already ready, but due to somes problems I was unable to add it in the last public version.
Do blocks, items, mobs and all others png or tga are easy to do, except the new UI interface. But now I have a good base than I've make on 0.16 for the start menu and other. It take a lots of times to do (because I understand how thoses jsons are working, but somes times it is verry hard to fix something). I'll be able to work on the new 1.0 version during Holidays, like I said. the hardest part is when jsons are changing. in this case, I have to restart all my edit, but now I found something to help me. Somes times, I fix bugs than Mojang has added :p

now TP are official, so I have to make 3 news tutorials on how to.

I'm sorry for all this waiting time. Do PurePE and School at the same time is hard for me. I'll probably post somes new screenshots about the UI soon on my Twitter: @coujean99

So if you want to know all about PureBDcraft PE and PureBDcraft W10, follow me ;)


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PostPosted: 29 Dec 2016, 08:47 
Is the sphax Resource pack going to come to minecraft pe 1.0.0.16 or 1.x anytime soon?, it's been a really long time since it's last been updated, and i'd love to have it on PE.



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PostPosted: 30 Dec 2016, 21:58 
Thank you for the update coujean! I am happy to hear about that much progress being made.

I do have a question, as I'm eager to learn and I would like to be sure I am correct when I make assertions like I did:

coujean99 wrote:"PureBDCraft seems to use just a couple textures and dynamically recolor them on the fly based on the item".

no.


How does the Java version of PureBDCraft handle the icons for potions and tipped arrows, then? I could only find a few textures for both (bottles and liquid for potions, arrow shafts and head for arrows), unlike how PE and Win10 have a separate icon for each type. I made that dynamic recoloring assumption from that.


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PostPosted: 02 Jan 2017, 03:58 
Hi t3hp0larbear.
Citation:How does the Java version of PureBDCraft handle the icons for potions and tipped arrows, then? I could only find a few textures for both (bottles and liquid for potions, arrow shafts and head for arrows), unlike how PE and Win10 have a separate icon for each type. I made that dynamic recoloring assumption from that.

On the Java version, minecraft need only 5 textures for potions and 2 for mobs eggs. On PE, it need 69 (hehe) potions textures and 38 eggs textures. This part is long to do, but simple. The 1.0 version is ready when we only speak about in-game textures, but the UI is still in WIP.

Your question is hard to answer, because true in-game colors is only working for blocks textures (grass, leafs, etc.) but not for items. This is why I have to make em all.

The UI on PC is also more easy to do, instead of the C++ version. The PE one is using jsons files, and this is the problem: long and hard to edits.

Happy new year! o/


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